Apex Legends overhauled its entire armor system with new ways to gain Evo level and the introduction of legend upgrades in season 20, allowing mid-match customization for every character.
Season 22, as per usual, introduced some new perks and upgrades, along with cycling some old ones out, or even taking them and working them into the base kits of different legends. Excited to find out what new abilities your main has now? We’ve got you covered; here are all the legend perks featured in Apex‘s 22nd season.
All season 22 legend perks in Apex Legends
Players who level up their Evo shields gain the standard shield health increase, alongside a choice between two perks at Evo levels two and three. These legend perks range from granting new passive traits, giving a second use before cooldown, or greatly changing how an ability functions at the cost of negative tradeoffs.
Apex players can earn Evo levels through more than just combat, as assisting teammates in reviving and respawning, or interacting with the world through Survey Beacons, Ring Consoles, or Evo harvesters all now give points towards the next Evo level, making it easier for squads of all playstyles to gain higher armor levels throughout a match, and unlock these crucial perks for their legends.
Remember, at Evo levels two and three, players will only be able to select one of the two perks offered for the remainder of the match.
Alter
Level Two
- Ringmaster: Gain access to Ring Consoles.
- Void Vision: Extend highlights and see health bars after exiting tactical.
Level Three
- Eternal Nexus: Void Nexus no longer times out.
- Tactical Cooldown+: Reduce tactical cooldown by 10 seconds.
Ash
Level Two
- Murder Machine: Call out the number of squads within 150 meters after a squad wipe.
- One Minute to Live: Using passive tracks enemy position of map for 60 seconds.
- Increased to 60 seconds from standard eight-second ping.
Level Three
- Greedy Snare: Arc Snare remains in play for 24 seconds and can catch multiple enemies.
- Hitting any enemies has the Arc Snare last for all 24 seconds, compared to the standard four seconds before the Snare expires without the upgrade.
- Twin Snares: Gain an Arc Snare charge.
Ballistic
Level Two
- Sling-Shot: Sling weapons level up with each upgrade selection.
- Lasting Bullet: Smart Bullet duration is tripled.
- Smart Bullet and Overheat effect lasts for 24 seconds instead of eight.
Level Three
- Extra Bullet: Gain a Smart Bullet charge.
- Speedy Whistler: Successful hits with tactical give a two-second burst of speed.
Bangalore
Level Two
- Tactical Cooldown: Reduce tactical cooldown by five seconds.
- Ultimate Cooldown+: Reduce ultimate cooldown by 60 seconds.
- Rolling Thunder cooldown decreased from 240 seconds to 180 seconds.
Level Three
- Cover Me: Auto-Ping enemies who trigger Double Time.
- Refuge: Regen HP while inside Smoke.
- Regen works like Octane’s Swift Mend, at 3.5 HP per second.
Bloodhound
Level Two
- Raven’s Blessing: White Ravens charge ultimate by 20 percent when activated.
- Reduces 36 seconds from Beast of the Hunt’s 180-second charge time.
- Odin’s Glare: Double the duration of tactical’s full-body highlight.
- Increased from one second to two seconds.
Level Three
- Sighthound: Reduce tactical cooldown by 50 percent while ultimate is active.
- Reduces 12 seconds from Eye of the Allfather’s 25 second cooldown.
- Flock: Remove enemy range requirement for White Raven spawns.
Catalyst
Level Two
- Long Veil: Increase Spike throw range by 40 percent.
- Length increased to 55m from 40m.
- Sister Spikes: Increase max number of active Spikes by one.
- Max number of active Spikes increased from two to three.
Level Three
- Ferro-Door: Fully rebuild and reinforce missing doors with Passive.
- Resilient Veil: Increase ultimate lifetime by five seconds.
- Lifetime increased to 20 seconds from 15 seconds.
Observant players will note that Catalyst’s level three upgrades revert the season 20 nerfs to Dark Veil, but they can only choose one aspect of its former glory.
Caustic
Level Two
- Parabolic Force: Increase tactical throw range by 75 percent.
- Residual Toxins: Nox Vision persists for longer.
Level Three
- Breathe It In: Regenerate HP while enveloped in Nox Gas.
- Regenerate HP like Octane’s Swift Mend
- Particle Diffuser: Increase ultimate area of effect by 50 percent.
Conduit
Level Two
- Battpack: See battery count of death boxes.
- Radiant Transfer: Increase ractical range by 10 meters.
- Increased range to 60 meters from 50 meters.
Level Three
- Bigger Jam: Each ultimate jammer’s damage radius increased by 10 percent.
- Radius increased from ~10 meters to ~11 meters for each jammer.
- Split Charge: Gain a tactical charge but halve shield regen duration.
- Decreased shield regen from eight seconds to four seconds.
Crypto
Level Two
- Network Expansion: Passive and ult range increased by 25 percent.
- Surveillance Drone now detects from a 37.5m distance instead of 30m.
- EMP now affects all players in a 37.5m radius instead of 30m
- Off the Grid: Crypto cloaks when in drone.
- Creates an audible cloaked sound effect, like the Surveillance Drone’s buzzing for nearby enemies.
- Threat Vision related skills will not reveal Crypto.
Level Three
- Hackathon: Double drone recharge rate; gain speed boost when it explodes.
- Recharge time reduced from 40 seconds to 20 seconds.
- 30 percent speed boost, like Bangalore’s Double Time.
- Satellite Imagery: Drone scan persists for 1.5 seconds. Ult now scans any enemies hit for four seconds, tracking through walls.
Fuse
Level Two
- Scar Tissue: Take 20 damage and ignore slow effects from The Motherlode.
- Ring Master: Gain access to Ring Consoles.
Level Three
- Wreckless: Take 50 percent less explosive damage.
- Knuckle Hustler: Short speed boost on successful Knuckle Cluster hit.
- 30 percent speed boost, like Bangalore’s Double Time.
Gibraltar
Level Two
- Fresh Start: Allies are revived with 50 HP.
- Shots Shots Shots: Auto-reload shotguns on knocks.
Level Three
- Baby Bubble: Reduce tactical size and cooldown by 25 percent.
- Size reduced from six meters to 4.5 meters.
- Cooldown reduced from 30 seconds to 22.5 seconds.
- Bubble Bunker: Increase tactical lifetime by four seconds.
- Dome of Protection lasts for 16 seconds instead of 12 seconds.
Horizon
Level Two
- Battery Collection: Shield battery count shown above death boxes.
- Big Bang: See nearby ordinance through walls and on death boxes.
Level Three
- Tactical Cooldown: Reduced tactical cooldown by five seconds. (30 seconds to 25 seconds)
- Ultimate Cooldown: Reduce ultimate cooldown by 30 seconds. (210 seconds to 180 seconds)
Lifeline
Level Two
- Rapid Response: Increase revive speed by 20 percent.
- Revives take four seconds instead of five seconds.
- Tactical Cooldown++: Reduce tactical cooldown by 25 seconds.
- D.O.C. cooldown is reduced to 20 seconds from 45 seconds.
- D.O.C.’s deployment duration is equal to its cooldown time.
Level Three
- Gift Wrapped: Next Lifeline Care Package spawns with Gold rarity gear.
- Evo Cache, Gold knockdown shield, Gold backpack.
- Also contains one shield battery, one medkit, and either a phoenix kit or a mobile respawn beacon.
- Last Stand: Gain a self-revive.
- Single use only.
- Can revive faster if Rapid Response was taken at level two.
Loba
Level Two
- High Value: Increase tactical height and range.
- Market Expansion: Increase ultimate range by 25 percent.
- Range increased from 112 meters to 140 meters.
Level Three
- Shopping Spree: Loba can take an extra item from Black Markets.
- Tactical Cooldown: Reduce tactical cooldown by five seconds.
- Tactical cooldown reduced from 25 seconds to 20 seconds.
Mad Maggie
Level Two
- Fire Ball: Wrecking Ball catches fire and explodes in thermite.
- Shots Shots Shots: Auto-reload shotguns on knock.
Level Three
- Big Drill: Increase depth and width of tactical by 50 percent.
- Drillslinger: Gain a Riot Drill charge; reduce active duration by 25 percent.
- Each Riot Drill lasts for six seconds instead of eight seconds.
Mirage
Level Two
- Miracle Worker: Allies are revived with health regen up to 75 HP.
- HP regen works like Octane’s Swift Mend.
- More Me: Gain an ultimate decoy; reduce cooldown by 30 seconds.
- Summon six decoys instead of five with Life of the Party.
- Ultimate cooldown reduced from one minute to 30 seconds.
Level Three
- Bamboozle Bonus: Refresh tactical on successful bamboozles.
- Can trigger from Life of the Party decoys.
- Me Two: Gain a decoy charge (can have both active at once)
- Pressing the interaction key allows Mirage to control both at the same time.
Newcastle
Level Two
- Swift Shield: Increase Mobile Shield speed to weapon sprint speed.
- Thick Shield: Mobile Shield segments gain 250 HP.
- Upper half and lower half of Mobile Shield have 750 HP instead of 500 HP.
Level Three
- Miracle Worker: Allies are revived with health regen up to 75 HP.
- HP regen works like Octane’s Swift Mend.
- Stronghold: +250 Castle Wall HP; extend energized barrier duration to two minutes.
- Affects all Castle Wall segments; each segment has 1,000 HP instead of 750 HP.
- Energized duration lasts for two minutes instead of 30 seconds.
Octane
Level Two
- Thick Skin: Take five less Stim damage. (20 health to 15 health)
- Mad Hops: Gain an extra Launch Pad charge.
Level Three
- Airborne Agility: Change directions with the Launch Pad double-jump.
- Thick Skin: Take five less Stim damage.
Pathfinder
Level Two
- Field Research: Gain access to Survey Beacons.
- Ringmaster: Gain access to Ring Consoles.
Pathfinder’s Insider Knowledge Passive will reward 50 percent ultimate charge and a 15-second permanentultimate cooldown when scanning either Survey Beacons or Ring Consoles with the level two legend upgrade.
Level Three
- Down and Away: Grapple cooldown resets on knock.
- Will refresh on both knocks and assisted knocks within a three second window.
- Zipline Zen: Take 50 percent less damage when riding energized Ziplines.
- Ziplines created from Pathfinder’s ultimate are energized for their first 30 seconds upon creation.
Rampart
Level Two
- Bandolier: Carry extra ammo per stack.
- Ultimate Cooldown: Reduce ultimate cooldown by 30 seconds.
- Ultimate reduced from 120 seconds to 90 seconds.
Level Three
- Amped Reloads: Reload faster with Sheila or when behind Amped Cover.
- Reloading is 50 percent faster while Amped Cover’s wall is up.
- Ramped Up: Improved Mobile Sheila handling and spin-up time by 20 percent.
- Move at standard walking speed when firing/ADS with Sheila.
- Spin-up time reduced from 1.25 seconds to one second.
Revenant
Level Two
- Ultimate Cooldown: Reduce ultimate cooldown by 30 seconds.
- 120 seconds to 90 seconds.
- Murder Machine: Call out the number of squads within 150 meters after a squad wipe.
Level Three
- Tactical Cooldown: Reduce tactical cooldown by five seconds.
- 25 seconds to 20 seconds
- Grim Leaper: Shadow Pounce cooldown resets on knock.
- Will refresh on both knocks and assisted knocks within a three second window.
Seer
Level Two
- Artist’s Reach: Increase the throw range of Ultimate by 20 meters.
- Increased from 15m to 35m.
- Racing Hearts: Faster movement using passive.
- Move at standard walking speed instead of ADS speed.
Level Three
- Long View: Increase passive and tactical range to 75m.
- Heart Seeker increased from 50m to 75m.
- Focus of Attention increased from 60m to 75m.
- Split Focus: Gain a tactical charge, but decrease silence duration by 50 percent.
- Silence duration reduced from eight seconds to four seconds.
For those following along closely, if you level up Seer, you can reverse two of the previous nerfs that sent his pickrate straight into the dirt.
Valkyrie
Level Two
- Afterburners: Launch 15 percent higher with Skyward Dive.
- Aerial Expert: Increased horizontal Jetpack speed and acceleration.
Level Three
- Full Coverage: Widen Missile Swarm from 4×3 to 3×5.
- Full Tank: Increase Jetpack fuel by 25 percent.
Vantage
Level Two
- Ringmaster: Gain access to Ring Consoles.
- Ultimate Reload: Ultimate Accelerants grant two more bullets.
- Ultimate Accelerants provide four bullets instead of two upon use.
Level Three
- Bat Bounce: Improve tactical’s double-jump.
- Sharpshooter: Refresh tactical on hits with ultimate.
Wattson
Level Two
- Falling Stars: Pylon interceptions spawn Arc Stars at its base.
- Enemy attacks only.
- 1.5 second cooldown between spawns.
- Arc Stars must be picked up before more than five can be spawned.
- Fresh Start: Allies are revived with 50 HP.
- Increased from 20 HP to 50 HP.
Level Three
- Power Pylon: Double ultimate’s HP and shield regen capacity.
- Increased from 150 HP to 300 HP.
- Regenerates shield charge, up to 250 shields.
- Emergency Power: Doubles ult shield generator rate and capacity.
- Restore one shield every 0.1 seconds instead of 0.2 seconds.
- Pylon can now recharge 500 shields, shared between all legends, instead of 250.
Wraith
Level Two
- Ultimate Cooldown: Reduced ultimate cooldown by 60 seconds (180 seconds to 120 seconds)
- Sixth Sense: Passive triggers when nearby squad count increases.
Level Three
- Tactical Cooldown: Reduce tactical cooldown by five seconds (25 seconds to 20 seconds)
- Fast Phase: Reduce tactical wind-up by 20 percent (1.25 seconds to one second).