Methodology

How the weapon numbers are sourced, dated and calculated.

Every value in the library is either stated by a dated source or shown as “Measuring” or “Not published”. This page lists the sources, the rules, the formulas and what we deliberately leave out.

Patch covered
Marked Midseason
Effective
Verified
Mode
Battle Royale core
Sources

Three kinds of value, kept apart.

Official Electronic Arts / Respawn Entertainment
Damage, magazine size and mechanics changes as stated in EA and Respawn patch notes and hotfix posts. We record numeric facts in our own schema, cite the exact post for each value, and copy no EA text, images or icons. A later EA change that gives no number turns the value back to unknown; we never carry a stale number forward.
Reference Liquipedia (Apex Legends wiki)
Stable identity facts only: release date and ammo family. These values are marked Reference, cite the wiki revision, and stay under CC BY-SA 3.0. We do not use its damage, fire rate, reload or magazine tables because they are out of date. Liquipedia is credited where its facts appear.
Measured ApexLens
EA does not publish fire rate or reload times as numbers, so we are measuring them on the firing range. A measured value will show as Measured with its method, sample count and uncertainty, on the patch it was measured on. None are in the dataset yet.
Review scope

What we read, and what that leaves out.

We read 23 EA posts from to . The newest balance patch covered is Marked Midseason Patch Notes, effective . The dataset was last verified . Values are for core Battle Royale, not limited-time modes.

  • Values last stated before 2024-08-05 are not carried over.
  • Posts EA published only on its forums (blocked to automated access) were read via EA's mirrored Steam announcements; anything published only on the forums is not covered.
  • Undocumented intermediate changes between two EA statements cannot be detected; provenance.previousValue records EA's own 'was' figure so mismatches can be audited.
The 23 posts reviewed
Definitions

Formulas and what they leave out.

Shots to kill ceil(health ÷ damage per shot)
Damage per shot is damage per projectile times the projectiles that land. Shotguns assume every pellet lands.
Time to kill (TTK) (shots to kill − 1) × 60 ÷ fire rate
Measured from the first shot leaving to the killing shot. Burst weapons wait out the burst delay between bursts, and reloads count only when a reload time is supplied.
DPS damage per shot × fire rate ÷ 60
Sustained damage per second while firing, before any reload.

The calculator uses a shot-event simulation for burst weapons, pellets and magazines, so timing follows the same definitions. It does not model travel time, spread, misses, range falloff, ramp-up or charge. Weapons that depend on those show “Not modelled” instead of a number.

Base legend health and white or blue shield capacity are not stated in the reviewed notes, so the library asks you to pick a health-plus-shield total. Purple (100) and red (125) shields are official.

Reading the tables

What each state means.

Measuring
No dated source states the value yet, and we are measuring it on the firing range. It is unknown, not zero, and appears automatically once the measurement is published. The reason for each gap is shown on the weapon page.
Not published
No dated source states the value and the firing range cannot read it (for example per-pellet damage, damage of a charge weapon, or the fire rate of a spool-up or charge weapon). It is unknown, not zero.
Not applicable
The mechanic does not apply, for example a burst delay on a weapon with no burst mode.
Not modelled
The weapon has a mechanic the calculation model does not cover, such as charge or range scaling. We show that instead of a plausible-looking number.
Boundaries

What we do not use, and what we do not claim.

  • No scraped community cards, wiki stat tables, game-file extraction or datamined repositories, and no datasets compiled from them.
  • No weapon art, icons or skins. Weapon names are used descriptively, and class marks are plain typography.
  • Measured values are observations under stated conditions, never engine constants.
  • Spray Check measures how far your crosshair moved after the first shot, from gameplay video. It does not measure recoil, bullet impacts or accuracy on its own.

This website is not endorsed by or affiliated with EA or its licensors.

Spotted a wrong or outdated value? Email hello@apexlens.gg with the weapon and the patch note.