Apex Legends follows the typical battle royale trope of having many weapons scattered across its map, all with varying degrees of usability. Some weapons, however, are worse than others—and finding them when you first land might be akin to just flat-out restarting the game then and there and hoping your luck is better next time.
To help you out on the battlefield, we’ve chosen a small selection of guns you should not use the next time you come across them.
The worst guns in Apex Legends
Mozambique Shotgun
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The Mozambique is a shotgun that fires three rounds in a spread pattern with each shot. It is one of the weakest weapons in the game due to several factors, including its low damage output, limited range, and small magazine size.
One of the main disadvantages of Mozambique is its low damage output. Mozambique packs a punch if you compare it to other guns. It deals 45 damage per shot to the body without armor and 67 damage to the head without a helmet, but being a shotgun, it falls flat compared to the likes of EVA-8 which deals 63 damage to the body and 99 to the head of a naked enemy. If you can find a Hammerpoint Rounds hop-up, it will help boost the gun’s damage against flesh, but otherwise, the gun still feels weak.
Another weakness of the Mozambique is its limited range. It becomes less accurate and less damaging at longer distances. This can make it difficult to use effectively in many situations, especially when engaging enemies at medium or long ranges. Obviously, you’ll want a different weapon than a shotgun for those ranges, but weapons like the Peacekeeper are still a significant upgrade in this department.
Finally, the Mozambique suffers from a small magazine size. It can only hold six rounds in a magazine, so players must reload frequently. This can leave them vulnerable to attack, especially during a fight.
Alternator SMG
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The Alternator SMG is a submachine gun that fires light rounds. It is one of the weaker weapons in the game due to its low damage output and small magazine size. However, it has a high fire rate and good accuracy, making it somewhat effective in close-quarters combat.
One of the main disadvantages of the Alternator is its low damage output. It deals only 16 damage per shot to the body with no armor and 24 damage to the head without a helmet, making it one of the lowest damage-per-shot weapons in the game. This can make it difficult to take down opponents quickly, especially those with higher levels of armor.
Another weakness of the Alternator is its small magazine size. It can only hold 16 rounds in a magazine without an extended mag, so players must reload frequently. This can leave them vulnerable to attack, especially during a fight.
Despite these weaknesses, the Alternator can still be useful in the right circumstances. Its high rate of fire and good accuracy make it effective at close range, especially when paired with a larger magazine size or a secondary weapon with more stopping power. Additionally, some players may find the Alternator easier to handle than other SMGs, making it a viable option for those who prefer a specific playstyle.
P2020
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Usually, the RE-45 would go here as well. But as it’s currently a care package weapon with Disruptor Rounds on it, the auto-pistol is currently one of the best guns you can use in the game at close- and even mid-range.
The P2020 is Apex‘s pea-shooter, doing a measly 18 damage to the body, easily the lowest of any of the game’s semiautomatic weapons. Sure, it’s got a pretty fast fire rate, but anyone will tell you they’d rather have just about any other weapon when they land with an enemy nearby, including the Mozambique.
Triple Take
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The Triple Take is a bit of a conundrum. It’s damage stats look great, capable of dealing over 100 damage with a headshot and a chunky 63 to the body, and it’s relatively easy to use for many players. Thanks to its energy weapon status, the bullets the gun shoots have very little projectile drop to account for compared to other marksman and sniper weapons.
The trouble is how long it takes for the gun to choke up its shots to achieve that damage. While landing all three of the bullets the Triple Take shoots with one squeeze of the trigger will net you those juicy damage numbers, it’s much harder to do that when you’re firing the gun as quickly as possible, before the gun’s Precision Choke allows you to tighten the spread of your bullets. So its users are often left with the conundrum of shooting quickly at fleeing foes and only managing to hit 20 damage on them at a time, or wait for the Choke to activate fully and risk letting them get away.
The combination of the gun’s fire rate, charge up time for the Choke, and slow reload time makes it easy for all other marksman and sniper rifles to outdo the Triple Take’s DPS in most scenarios. And when you factor in the fact that the Triple Take eats up three bullets at a time, meaning you’ll need to carry far more ammo for the weapon than you would a normal long-range weapon of choice, it’s easy to see how al the other snipers and marksman weapons in the game will do its job better if you’re relatively confident in hitting your shots.