Apex Legends Update: Latest Patch Notes


August’s update brings the limited time Iron Crown event and Solos Mode

We’re finally dipping our feet into the Solo waters. We are going to Put out there and see what happens. Too early to say if this will be permanent or maybe not – healthful matchmaking across all modes is priority. Give it a shot and let us know what you think.

Octane Town Takeover – New Town on Kings Canyon

Double XP for Top 5 & Terrible Weekend

From 10am PST on August 16th during 10am PST on August 19th players will make double XP for Top 5’s and Wins all weekend . This bonus will affect both Account Level and Battle Pass progression.

A special Collection Event Apex Bundle and Iron Crown Event Store
Available for a limited time. The 25 item set has to be unlocked with all the top Apex coins money. The group (culminating in the Raven’s Bite melee epidermis to get Bloodhound) costs around $170 to unlock everything.

Exclusive event challenges with free loot.
Complete a variety of challenges to make two Iron Crown Collection packs, exclusive Iron Crown event badges, and even money (Crowns).

Bug Fixes

Fixed issue where assigned challenges not resetting properly and giving rewards.
Fixed bug causing incorrect calculation of Kill/Death Ratio in player stats.
Fixed an issue where sometimes a Care Package would clip into map geometry.
Fixed a bug that was occasionally showing Apex Predator ranked players RP as zero if viewing the badge at the Lobby.
Fixed issue with players having connection problems when trying to combine a squad which has already played a match.
Fixed issue in which Daily and Weekly Challenges would reset earlier than communicated from the match.
Fixed a bug where occasionally Arc Stars could attach to gamers and a few objects at a distance and seem to float off of these.
Fixed bug where occasionally Arc Stars wouldn’t explode or do no damage when it detonates.
Fixed issue with gamers occasionally unable to unlock the”Double Duty” Badge.
Fixed bug where sometimes utilizing a recovery item while experiencing poor ping would lead them to cure for twice as much.

Quality of Life

Additional a Death Recap into the conclusion of match summary that will display a harm overview of your final conflict.
Improved the UI through the Match Summary to better show Battle Pass development.
Added In-game Survey: While playing you may find a prompt that can pop up asking if you liked the last game. This data will be helpful to us please provide your input signal when you see it.
Added alternative to spectate your squadmates following dying.
Additional alternative to”Invite Squad” in the Squad Tab.
Players shouldn’t lose RP when experiencing a host crash or detach in Ranked Mode.
Fixed issue where squadmates could not ping a favorable Wraith portalsite.
Fixed issue where players could pull different players out of a game by joining them, and then linking another friend from the Lobby.
Fixed issue where a participant would get left behind from their squad in the Lobby after they input a match.
Fixed issue where players would sometimes get a”Party Not Ready” error message despite the fact that they were no more at a celebration.
Fixes that should enhance overall game stability to reduce crashes.

Weapon Balance

Disruptor Rounds with Alternator:

Reduced Shielded harm multiplier 1.7 -> 1.55.

Designer Notes: Disruptor rounds around the alternator are shredding shields a bit too fast and proving to be more powerful than planned, so we’re reducing the disruption rounds multiplier shield damage.


Increased Magazine Size for many tiers to the next:

Base: 16
Frequent: 19
Unusual: 22
Epic: 25

Designer Notes: We are giving the RE-45 a small increase in energy by giving it yet another round for every mag size. Downing a non-fortified enemy with all the RE-45 with 0, 50, 75, and 100 protects requires 10, 14, 16, and 19 shots respectively, so this extra round gives the gun the ability to one-mag more armored enemies rather than leaving them barely alive.


Increased vertical and horizontal recoil. Slightly increased recoil pattern randomness.

Designer Notes: We’ve made these changes because we have seen that the R301 is a bit stronger than intended in long selection. We have adjusted recoil to balance maintaining it effective at medium to close range–that is the first intent–but it must be more difficult for players to auto flame and still laser enemies at long distances.


Made alterations to Pathfinder’s and Low-Profile Legends hitboxes.

Taking Shots into the hip now does chest damage instead of leg damage. This should more closely fit the behavior of the other Legends.

Fixed A bug where triggering a healing item would cancel the Ultimate for Legends who will need to prime it [Bangalore / Pathfinder / Caustic / Gibraltar / Bloodhound]

Fixed an exploit where players will sometimes be in a position to still shoot while downed.


Enriched The distance that Bloodhound can see traversal clues left by others [although not other kinds of clues] to 25 meters.

Adjusted the area of effect for Bloodhound’s Tactical to 125 fov.


Based on player feedback, we’ve reduced the”hum” audio that is playing while using Wraith’s Kunai.

Fixed Issue where actions for Wrath could have a slight delay when her weapon is holstered and crouching or slipping while the kunai is outfitted.

Fixed an exploit that allowed players to remove the cooldown for Wraith’s Tactical Ability.


Fixed bug where Mirage was able to remain invisible and still have the ability to shoot and melee when using his Ultimate on a zipline.


Fixed bug where sometimes Octane’s Jump Pad would not launch the participant.

Fixed issue where Lifeline’s D.O.C.’s Shock Finisher preview movie not playing when viewed from the menu.
Fixed issue with text overflow on the stats page.
Fixed some instances of crashes related to game logic, client, and script errors.
Fixed cases of gamers being put in non-optimal information centres.
Season 1 stats have been temporarily eliminated as we perform on some difficulties with it.
Fixed bug where players will unlock the amount 94 Fight Pass reward before they ought to [Octane’s loading screen].
Fixed exploit in which the HAVOC could fire whole car without charging up.
Fixed some instances of this Care Bundle clipping through map geometry.


To Get the Battle Pass, jump to Apex Legends and visit the Battle Pass tab in the shop. Catch the Fight Pass for 950 Apex Coins or the Fight Pass Bundle for 2,800 Apex Coins (containing 4,700 Apex Coins’ worth of articles!) , and you are all set.


Take on Daily and Weekly Challenges to score bonus Battle Pass XP and level up much quicker.


Skydive emotes, music packs, and one of a kind loading screens are now a part of the rewards monitor.


Grab Even more Legendary skins from the reward track and make enough Crafting Materials to make a Legendary item of your own choice.


Everyone who plays with Apex Legends Season 2 could earn:

Season two stat trackers for every Legend.
Five Apex Packs.
The Wattson Hot Rod skin.


The Leviathans have breached Kings Canyon and it will never be the same! Many areas are influenced by our new guests. Enjoy researching the changes!


Wattson has entered the stadium and can be readily available for 750 Apex Coins or 12,000 Legend Tokens.

PASSIVE: Spark of Professional
Ultimate Accelerants fully charge Wattson’s greatest. Standing near the Interception Pylon boosts Wattson’s tactical recharge speed.
Ultimate Accelerants fully charge Wattson’s greatest. Standing near the Interception Pylon boosts Wattson’s tactical recharge rate.
TACTICAL: Perimeter Security
Produce Magnetic fences by connecting nodes. Fences damage and enemies that are slow.
Create electrified fences by linking nodes. Fences slow enemies and damage.
ULTIMATE: Interception Pylon
Place an electrified pylon that destroys incoming ordnance and repairs damaged protects [can place around 3 Pylons at one time].
Set an electrified pylon that destroys incoming ordnance and repairs damaged shields [can set up to 3 Pylons at the same time].


Check out the complete details on our objectives, how Ranked Mode functions, and more here.

One Thing we forgot to say in the blog article: Players left Ranked will be penalized both with a matchmaking penalty, as well as have any potential RP gains zeroed out. In addition to this, they’ll pay an additional penalty RP cost equivalent to their match entrance price. For example: when a Gold player gets 4 kills and could have finished top 5 but abandons his or her game on goal, that player will get 0 RP for kills and positioning, pay the 2 RP entry cost, and in addition to that cover another two RP abandon penalty cost.


New Airdrop Weapon: L-STAR EMG

Fires large high-damage plasma projectiles
Will overheat if participant fires for overly long
Comes with its own limited ammo provide
Only available in Airdrops

New Hop-Up: Disruptor Rounds

Increased damage to shielded targets.
Compatibility: Alternator / RE-45

New Hop-Up: Hammerpoint Rounds

Increased damage to unshielded targets.
Compatibility: P2020, Mozambique.

New Attachments: Energy Mags

Increases magazine capacity.
Increases reload speed at rare and above.
Compatibility: Havoc, Triple Take, Devotion.
Decreased default mag sizes on compatible weapons.

Skullpiercer Hop-Up: Upgraded to gold grade & increased rarity.


Damage 16 -> 19


Damage 12 -> 13

Triple Require x Precision Choke:

Choke time 1.5 -> 1.1​


Damage 13 -> 15
Recoil mitigation increased for many barrel attachments.


Damage 125 -> 145
Headshot scale 2.0 -> 2.05
Leg damage scale 0.76 -> 0.8
Slightly improved girth

Arc Star Tweaks

Increased ignition delay from 2.5 to 2.8 seconds.
Sticking a full health player with no armor will now down them.
Players at the edge of the explosion no more get their defenses completely shredded.

Ammo Stack Sizes

Shotgun maximum stack reduced from 64 to 16. Players now need a shotty to be run by numerous heaps of ammo.
Energy maximum heap increased from 60 to 80; now matches Light/ Heavy ammo.

Rotated Gold Weapons


Airdrop Weapon Spawn Rates

L-STAR added into airdrop weapon loot tables.
Airdrop weapon spawn rates today vary based on mid / mid/ late game. For example, ancient game will spawn more Krabers wind game will spawn more Mastiffs.

Performance Optimizations

Increased performance when firing weapons, particularly for multi-projectile weapons like shotguns and Triple Take.
Within our testing, that has contributed to delivering a smoother overall expertise on both client and server, especially during ancient game battle situations.

Bug fixes

Fixed exploit where players can use weapon inspect to cancel out other weapon behaviors.
EVA-8: ADS recoil now resettles back into starting point rather than a randomized offset of the starting stage.
Thermite Grenades: fixed a problem where players downed with thermite may be invincible to thermite after being revived.


Fortified [ Gibraltar, Caustic ] Damage reduction improved: 10% -> 15%
Fortified Legends are now resistant to slow effects from weapon fire.
Damage decrease increased: 10% -> 15%
Fortified Legends are now resistant to slow effects out of weapon fire.
Low Profile [ Wraith, Lifeline, Pathfinder ] Low Profile increases incoming damage by 5 percent.
Low Profile raises incoming damage by 5 percent.


Eye of the Allfather
Enemies scanned are now monitored in real time instead of leaving a ghost image behind. The monitoring lasts for 1.5 seconds.
Increased the angle of the scan to 110 out of 90.
Enemies scanned now are monitored in real time rather than leaving a ghost image behind. The tracking lasts for 1.5 minutes.
Increased the angle of the scan to 110 out of 90.
Increased suggestion length to 90 seconds from 60 seconds.
Fixed a bug where energy weapons would not depart behind weapon fired clues.
Fixed a bug in which movement clues would sometimes not be produced.
Increased clue duration to 90 minutes from 60 seconds.
Fixed a bug where energy weapons wouldn’t leave behind weapon fired clues.
Fixed a bug in which movement cues would occasionally not be produced.


Vanishing Act
Mirage can now cancel from his final cloak early.
Mirage currently has a small delay when disabling cloak.


Nox Gas
The magnitude of the slow is decreased by 50% when effecting teammates.


Dome of Protection
Improved the duration by 3 minutes.


Updated the hit box to better conform with the base version.
We’re also likely to make adjustments to his hitbox better reflect Legendary Skins as well for cases where it’s not matching up.


D.O.C. heal drone today gets ruined after two damage ticks from the circle.



Added a stats page. You can get it by hovering over your name whilst at the Lobby and clicking it to scrutinize. The webpage will reveal your general account stats as well as access to your stats for each season and Ranked Series.
We’re sure you will have feedback on other stats you’d like to see here. What we’re shipping with Season 2 is just the start and we’re likely to build it on. We will not promise anything but definitely let us know what additional stats you want shown after you have played around with it.
KNOWN ISSUES: There will undoubtedly be some stats [like assists such as ] that will start counting for Season 2 but won’t account for advancement before that. This is because until we included the attribute, this substance wasn’t being counted. We are taking a look at future developments to retroactively upgrade these areas that we expect to tackle down the street.


With Season 2, we will be trying out new circle final speed, size, and harm that now applies to both Ranked Leagues as well as the normal Apex Queue.

Ring Damage is now the following:

Round 1: 2% damage taken per tick.
Round 2: 5% damage taken each tick.
Round 3: 10% damage taken per tick.
Round 4: 20% damage taken each sign.
Round 5: 20% damage taken each tick.
Round 6 and outside: 25% damage taken per tick.

Ring start and closing rate is currently the following:

Initial Circle
Starts closing after: 3 minutes.
Time to shut: 2 minutes.
Starts closing following: 3 minutes.
Time to close: 2 minutes.
Second Circle
Starts closing following: 2 minutes 30 minutes.
Time to close: two minutes.
Begins closing after: 2 minutes 30 minutes.
Time to shut: two minutes.
Third Circle
Starts closing after: 2 minutes 15 seconds.
Time to shut: two minutes.
Starts closing after: 2 minutes 15 seconds.
Time to close: 2 minutes.
Fourth Circle
begins closing after: 2 minutes.
Time to close: 2 minutes.
Begins closing after: two minutes.
Time to shut: two minutes.
Fifth Circle
begins closing after: 1 minute 30 seconds.
Time to close: 1 min 40 seconds.
Starts closing following: 1 minute 30 seconds.
Time to close: 1 min 40 minutes.
Sixth Circle
begins closing following: 1 minute 30 seconds.
Time to close: 1 minutes 40 seconds.
Begins closing after: 1 minute 30 seconds.
Time to shut: 1 minutes 40 minutes.
Seventh Circle
Starts closing after: two minutes.
Time to shut: 1 minute 20 minutes.
Begins closing after: two minutes.
Time to shut: 1 minute 20 seconds.
Eighth Circle
begins final after: 20 minutes.
Time to shut: 1 minute 20 minutes.
Begins closing following: 20 seconds.
Time to close: 1 minute 20 minutes.

Ring radius for the very first circle has been slightly reduced [it’s about 9 percent smaller than it was before].


When pinging a closed door, the player will now state”closed door here”.
When pinging a open door, the player will now say”somebody’s been here”.
When a player requests a hop upward, if the rifle only takes one sort of jump up, the participant will callout that specific jump up they are looking for. If the rifle accepts multiple jump ups, the participant won’t vocalize it all potential hop ups asked will show up from the obit feed.
When pinging a closed doorway, the player will now state”closed door “.
When pinging an open doorway, the participant will now say”someone’s been “.
When a participant asks a jump up, if the rifle only accepts one sort of hop up, the player will call out that specific hop up they’re looking for. If the rifle accepts multiple jump ups, the participant won’t vocalize it all potential hop ups requested will show up from the obit feed.
Arc stars that are stuck to players shouldn’t fail to do damage when the part of the player it is stuck to is another thing.
Produced visual improvements to the Legends while in the Lobby and personality select.
Additional improvements and shine to the Legend’s animations while skydiving.
Improved melee hit detection over the hover tank whenever it’s moving.
Server optimizations.
Improved server and client performance when shooting weapons, especially for multi-projectile weapons like shotguns and TripleTake.
Big doors and Provide Bins are now able to be used while viewing them from more extreme angles.
Slow Outcomes will now slow players equally irrespective of their controller settings.
Wraith’s Heirloom will now more reliably reveal its lightning visualFX.
Heal objects will more reliably demonstrate the correct model when changing between different types.
General optimizations to improve framerate.
Fixed issue with geometry sometimes flickering when viewed from a very long distance.
Death Box rarity colors are more visible from a distance.
“Send Friend Request” tool-tip now shows up when hovering over teammates Banners while viewing the”Squad Eliminated” screen and”Squads” tab in a match.
Made it so that your weapon won’t play with its priming animation once you pull it out after skydiving.
Fixed issue with skydive continued to loop decreasing soundFX following landing.
Apex will no longer swap from full screen to windowed mode automatically if you change to concentrate on other applications while Apex is booting up.
Fixed issue with gamers visiting their Origin friends recorded as offline when they are not.
Made improvements to voice chat for PC.
Fixed issue where you could lose your Steam friends list after restarting Apex on PC.
Fixed issue where players would find a black display during character pick.
Added”Flash Hider” description to the Gold Barrel Stabilizer attachment. It always did so but the data was not provided nicely so we added it to the description when scrutinizing the attachment.


Fixed a hit enrollment bug that could occur if you fired your weapon while still being damaged by an enemy shotgun.
Fixed a bug where sometimes load screens wouldn’t seem properly and gamers would temporarily understand the training map prior to loading into a game.
Fixed issue with players not always hearing chosen quip dialogue when performing a finisher or being executed.
Fixed issue with Apex not functioning correctly when SLI or Crossfire is enabled.
Fixed bug with the consumables wheel occasionally appearing blank.
Fixed bug where players would sometimes get stuck onto the Battle Pass Level display.
Fixed bug where The Unlock button would be greyed out as it shouldn’t be when attempting to see rewards.
Fixed bug where players would sometimes be unable to exit the Fight Pass tab after choosing it from the Lobby.
Fixed an exploit where players could jump while downed.
Fixed issue where sometimes the customer would crash to the Dashboard when entering personality select on Xbox One.
Fixed a bug where pinging a sniper inventory on your stock would appear as”looking for Grip”
Fixed a bug that caused players and loot to start sliding permanently or launch inconsistently onto Supply Ship surfaces after performing melee strikes against the Supply Ship walls.
Fixed bug that may cause players to change to a place below the map when changing between gamers while spectating.
Fixed But for cases where performing a melee attack while inspecting an item would cause the attack to slow down rather than deal damage.
[X1 just ] Fixed bug where players weren’t being rewarded”The Player” achievement after hitting level 50. In case you’ve reached level 50 and not received it in the past it must now be awarded retroactively.
Fixed the bug that sometimes caused Apex to crash when hammering a PS4 controller into your PC while the match is busy.
Fixed bug that caused an”Out of Bounds” warning and timer while riding the Supply Ship over specific areas of Kings Canyon.
General improvements to match stability related to several script errors.


Fixed bug where players wouldn’t create movement proof markers unless they had been sprinting.
Fixed bug where sometimes energy weapons wouldn’t produce’weapon fired’ evidence mark.
Fixed bug where players wouldn’t create movement evidence markers unless they were sprinting.
Fixed bug where sometimes energy weapons wouldn’t create’weapon fired’ evidence mark.
Fixed bug where Wraith’s jetpack boosters may still be viewed while phasing.
Fixed issue where in some rare situations, performing a Finisher while down participant is entering a Wraith Portal.
Fixed an exploit that allowed players to place extra Dimensional Portals.
Fixed bug where Wraith’s jetpack boosters could still be noticed while phasing.
Fixed issue where in some rare cases, performing a Finisher while down participant is entering a Wraith Portal.
Fixed an exploit that allowed players to put extra Dimensional Portals.
Fixed a bug that led to throwable items to bounce off a jump pad without even touching it.
Fixed a bug that caused throwable things to bounce off a jump pad without even touching it.

Wattson is the”smartest woman in the Frontier” but for some reason Has decided to utilize her crazy science abilities to duke it out in a battle royale. She’s a defensive weapon which can place laser barriers to funnel enemies to traps and strengthen her group’s position. When enemies pass through it, the whole squad is pinned, so it’s useful for getting an idea of where other players are.

Her ability brings Down a pylon that destroys any grenades or rockets hurtling towards it. The pylon also recharges Wattson’s barrier ability. When most characters bill into battle and are designed to be quite aggressive, Wattson is much more attentive. She’s intended to be a shift from the match’s meta, also Respawn want players to possess a broader range of options.

Season 2 introduced a new ranked style to Apex Legends. Players advance through six tiers, from bronze to Apex Predator. Each tier has its own matchmaking, and as you work your way up the tiers, you’ll receive benefits based on how you work by the end of the season that is graded.

The new trailer is a fantastic little introduction to what’s coming during the next few months of Apex. At first, the action appears to focus on displaying more of Wattson in actions, however the fighting stops if a massive EMP decimates areas of the map, setting the stage for what’s to come this season. Fight Charge is still live, so the rest of the patch notes this season will be incremental Apex upgrades.

When Respawn added its widely-requested reporting tool to Apex Legends in the March 19 Season One upgrade, almost half a million gamers had been banned for using such cheats. As of May 2nd, the studio claims a complete 770,000 players have been prohibited, partially off the back of this new reporting system.

As It released this figure, Respawn underlined its commitment to stamping out cheaters. “We take cheating in Apex incredibly severe and have a large amount of resources tackling it from a variety of angles. It’s a constant war with all the cheat manufacturers that we’ll continue to fight,” writes Respawn community manager Jay Frechette. “We’ve been working closely with key specialists across EA such as: EA Safety and Fraud, the Origin teams, our fellow developers at DICE, FIFA, and Capital Games, along with Easy-Anti-Cheat.”

Respawn also shared these associated statistics:
We have blocked over 300K account creations
We’ve banned over 4,000 cheat vendor accounts (spammers) in the past 20 days
Total changed matches on PC impacted by cheaters or spammers has been reduced by over half in the last month because of recent efforts

Respawn’s Way to Updates

In Apex Legend’s season 1 update, Respawn set out how it expects to manage updating its characters and weapons:

“Our Goal would be to create less frequent, better examined, higher impact fluctuations, so it reduces the effects on your time mastering a specific mechanic, weapon, personality, etc.,” write the update, which was co-authored by four Respawn programmers. “You shouldn’t need to read our patch notes every Couple of Days Simply to keep up with how weapons and characters now work… We knowy’all are putting a ton of time into the game and mastering each nuance (like Wraith pocorrallingeople off shore for the final kill lolz).”

Since Apex’s Season 2 tactics, Respawn has remained committed to the pace it set early on. Executive producer Drew McCoy told USgamer “Many individuals do not realize how long it takes to make anything” and”We’re thinking years ahead at this time.” McCoy also stated that Respawn won’t be creating an Apex Legends 2, opting rather to nurture the existing match with upgrades in the very long term.

The studio also shared a key detail about how it thinks about weapon Equilibrium. Respawn’s goal is not to make every gun equally workable (“We love y’all’s’Bique memes, so we’re hesitant to shed that,”) but to deliberately build power differences between the game’s weapons so as to create meaningful, fun discrepancies. “Our goal is to have a power curve of weapons,” writes Respawn.


“‘Power curve’ just means that Some weapons will be poorer and more common, though others are going to be Stronger and rarer. Some weapons are powerful before Fully purp’d [purple tier, level three] with hopups and attachments, Though other weapons on the base of the power curve would be the early Match, better-than-melee, but-gotta-upgrade-out-of-ASAP firearms. We’ve Seen some good feedback from players about how to make these pistols More exciting without dropping out on the goal above that we are listening to. We’ll be continuing to see player data and feedback and trying Things out but for now, they will remain the same.”

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