Season 10 of Apex Legends is underway, shaking things up with tons of new content. Recon legend Seer has made his debut, and along with him came big changes to World’s Edge and the new Rampage LMG. But how does he stack up against the game’s existing legends?
While typical battle royales put players on a level playing field, Apex Legends is different in that each character comes with a unique set of abilities and hitboxes. These abilities work alongside weapons to impact the outcome of the game’s epic, large-scale battle royale matches or intense Arenas rounds.
In this tier list, legends are being evaluated by the following three criteria:
- Legend kits: The advantages and disadvantages garnered from the active, passive, and ultimate abilities each legend has.
- Team compatibility: How well a legend’s abilities synergize with other legends’ skills while also supporting their teammates’ survival and success.
- Map adaptability: How useful a legend and their abilities are on each map. Now that Kings Canyon, World’s Edge, and Olympus are all in the map rotation for season 10, how well a legend can adapt to each map makes a big difference in their overall effectiveness.
Note that legends’ particular position in their tier is less important than the overall tier that they’re in. For example, two A-tier legends are much closer to each other in terms of potential than an A-tier legend and a B-tier legend.
With that out of the way, here’s our legend tier list for Apex Legends, current as of season 10.
Despite a couple of nerfs in season nine, Octane is still doing just fine. Better than fine, in fact. While not quite as powerful as he used to be, his passive health regeneration and the sheer movement potential afforded by his Stim tactical lift him above most legends. His Jump Pad ultimate is great for making a quick getaway or initiating a third-party fight.
Sometimes the biggest enemy in Apex Legends isn’t other characters, but the Ring. Octane’s ability to quickly traverse large areas keeps him out of enemy sights longer and enables him to make a quick dash for the Ring when things get desperate, particularly on Olympus’ open meadows.
Octane is a good choice for solo play because he’s fairly self-sufficient. His kit benefits him more than anyone else, meaning if an Octane player gets matched with not-so-great teammates, they can easily switch their focus to keeping themselves alive. Even with a coordinated team, the mobility granted by Jump Pad is a great asset for everyone.
Seer finally got nerfed this past week after an unexpected patch delay from Respawn. The Apex Games’ newest legend had many players complaining that he was oppressive or even “fundamentally broken,” which eventually prompted a response from live balance designer John Larson. While the nerfs toned down the scope of his abilities, he still remains near the top of our tier list.
Seer’s tactical, Focus of Attention, is one of the strongest in the game. The combination of its health bar and shield vision, enemy reveal, channel interruption, and silence makes Seer a powerful—and occasionally frustrating—character to play against. Prior to the nerf, Focus of Attention also damaged enemies lightly and flashed them; these traits, along with much of the screen shake the ability caused, have been removed, making it much easier to play against a hidden Seer. On the offensive side, knowing which enemies to focus because of low health or bad position is a great boon for his team, and the disruption caused by the channel interruption provides a window of opportunity to take out an entire enemy squad.
Seer’s passive, Heart Seeker, and ultimate, Exhibit, also grant teammates a significant amount of information. Seer is best played in a fairly stealthy manner, meaning he works best when he and his team sneak up on other squads and startle them out of their hiding spot.
Seer is best on World’s Edge, where he can find enemies hiding out in rooms and other cramped spaces. The large buildings and natural landmarks on World’s Edge also help to hide his Exhibit, which would otherwise be seen a long ways away. He’s also good on Olympus, as Heart Seeker can alert you to enemies in popular drop spots like Turbine, but it’s also easier to see him coming on the map’s wide-open spaces. Even post-nerf, the power of Seer’s abilities and the high utility he brings to his team puts him in our S tier.
Bloodhound is similar to Octane in that they’re strong regardless of whether they’re playing with a premade group or a squad of randoms. Like Seer, Bloodhound gives their team a significant amount of information about enemies’ positions. The lingering effect of their Eye of the Allfather tactical and the recon data provided by their Tracker passive are a great help to players looking to go in guns blazing.
Indeed, while Seer is more of a stealthy recon legend, Bloodhound is better at rushing the enemy and taking them down quickly, which actually makes them a counter to Seer. Their ultimate, Beast of the Hunt, lowers the cooldown of Eye of the Allfather to where it can be used multiple times within a fight, which gives their teammates a constant stream of enemy location data. Beast of the Hunt is also great for solo play in that regardless of whether Bloodhound shares the information with their teammates, they will always have access to it themselves, making them an enemy-tracking powerhouse.
Bloodhound excels on all maps, particularly in all maps’ late-game Rings, because of the utility of their abilities. Whether you’re hunting enemies through the cliffs of World’s Edge or chasing them across the manicured grasslands of Olympus, Bloodhound never stops being useful.
Unlike the other legends in our A tier, Lifeline lands a spot on the list for her support capabilities rather than her offensive abilities. Her most powerful ability, Combat Revive, allows her to revive enemies using her D.O.C. drone, leaving her free to continue fighting. She can revive two allies at once this way, so if her team has managed to crawl to a safe position in the middle of a big fight, she can revive everyone and get them healing within a few seconds.
Lifeline’s tactical, D.O.C. Heal Drone, heals everyone around it for 20 seconds, up to a maximum of 150 health per player. While it can also be used by enemies in the same way they can commandeer Octane’s Jump Pad or Loba’s Black Market Boutique, chances are other squads won’t be getting close enough to Lifeline during a fight to get real use out of the D.O.C. The ability also gives surprising utility to her teammates; they don’t have to carry as many syringes and med kits because of D.O.C., which frees up valuable inventory space for ammo, shield batteries, and other important items.
Lifeline isn’t map-specific like other legends, since her abilities are focused on helping her teammates rather than giving a direct offensive advantage. This means that she works well on just about every map, provided her team stays close to one another and she reliably communicates her D.O.C. locations. This wide-reaching utility grants her the final spot on our S-tier list.
Bangalore is Apex Legends’ jack-of-all-trades. She’s a great character for new players to get started with and remains a solid character in most situations, but she doesn’t excel at anything in particular. Her Double Time passive gives her a fair amount of mobility in fights or when being sniped, and her Rolling Thunder ultimate is good for large-scale area denial. Rolling Thunder is particularly strong on Olympus, which has less indoor areas where enemies can run and hide from the barrage.
Bangalore’s strongest ability is her tactical, Smoke Launcher. The ability, which has two charges, builds on the area control given by Rolling Thunder by obscuring a small area of the map for both enemies and allies. This allows Bangalore to rush enemies, make a quick escape, or even crawl into a corner and heal if necessary. Enemies are less likely to enter the smoke because they know there’s a good chance they’ll be ambushed, particularly if Bangalore or her teammates have Digital Threat optics equipped on their weapons. On the flip side, Smoke Launcher (and Bangalore herself) are countered by Bloodhound and Seer, both of whom can see through her smoke.
While Bangalore is good situationally and is a great team player, her abilities don’t stand out from your typical battle royale player abilities, and that’s by design. She can do a little bit of everything—mobility, area control, pure damage—but her lack of focus hampers her as much as it strengthens her.
Horizon was a powerhouse as recently as season eight,. The mobility and positioning granted by her Gravity Lift tactical allowed her to hover high up in the air for 10 seconds, taking potshots at enemies and making her almost impossible to hit. While the amount of time she can hover at the top of Gravity Lift was significantly nerfed in season nine, it’s still a great way to get the jump on enemies or gain high ground, one of the game’s biggest positional advantages.
Speaking of positional advantages, Horizon’s passive Spacewalk also helps with that. Upon hitting the ground after jumping from a high point, most legends have a moment of slowness before they can start moving at full speed. Spacewalk removes that hangup, allowing Horizon to reposition quickly and quite literally hit the ground running.
Horizon’s weakest point is her ultimate, Black Hole. At the center of the hole is Horizon’s N.E.W.T. robot, which can be destroyed by enemy players while the black hole is in place. Black Hole is bulky and unwieldy to aim, N.E.W.T. can be destroyed very easily, and the ability’s cooldown is fairly high, all of which make it difficult to use effectively. The nerfs to Gravity Lift and Black Hole’s continued issues bump Horizon down into our B tier.
Unlike Seer and Bloodhound, the two recon characters who made it into our S tier, Pathfinder’s greatest strength is his mobility. His Zipline Gun ultimate is one of the best repositioning abilities in the game, making it easy for him to get himself and his teammates out of sticky situations and tough fights. His Insider Knowledge passive fully charges Zipline Gun and lowers its cooldown every time he scans a Survey Beacon. All of these factors combined make him a great team player.
In terms of individual mobility, Pathfinder can either use his own ziplines or his tactical, Grappling Hook, to get around faster. His hook is extremely versatile and gives him a lot of momentum, allowing him to make a quick getaway from bad fights. Grappling Hook is particularly useful on World’s Edge and Kings Canyon, where there are lots of objects to hook onto.
Though Pathfinder synergizes well with a team and gives his teammates a lot of entry and exit potential, Insider Knowledge isn’t quite as strong as it could be. There’s also the risk inherent in scanning a Survey Beacon—if another team is nearby, they’ll know he scanned the beacon, giving them an idea of his position. The relative weakness of Insider Knowledge places Pathfinder in our A tier.
Wraith, also known as “the streamer character” (alongside Octane), has always been a strong pick. Her Into The Void tactical grants her high mobility and temporary invulnerability, giving her the chance to reposition if she finds herself in a bad situation. Her ultimate, Dimensional Rift, gives a similar advantage to her teammates, letting them travel over long distances without taking damage.
Before its nerf in season five, Into The Void activated almost instantly, making many Wraiths disappear in the middle of fights to get to a more advantageous position. Post-nerf, she now has to move more slowly and channel for 1.25 seconds before the ability activates, making her slightly easier to hit and bringing her overall power potential down. While useful, Dimensional Rift can also be used by enemies, and there’s nothing stopping them from taking the portal and following her and her teammates across the battlefield.
Voices from the Void, Wraith’s passive, is easily her weakest feature. A voice warns her if she’s in an enemy’s sights or if there are lots of traps or enemies nearby. While this is useful to Wraith, she has to ping or voice these locations if she wants the rest of her team to know. Needing to ping adds a cumbersome extra step to the whole process: why play Wraith and ping these locations if you could play Bloodhound or Seer and easily communicate the enemy’s location to your entire team? Wraith isn’t supposed to be a recon legend, so it makes sense that her enemy-finding abilities aren’t as strong as those of Bloodhound and Seer. But it’s still an inconvenience at best and missing information at worst if a team’s Wraith decides not to share their information.
Wraith works both well and poorly on Olympus and Kings Canyon, two large, relatively open maps. Her positional abilities help her get around faster, but the channel time for Into the Void and the obviousness of Dimensional Portal hold her back compared to Octane and other similar legends.
The poster character for season nine, everyone expected Valkyrie to be a damage-based legend. Instead, she’s a recon character, following in the footsteps of Bloodhound, Pathfinder, and Crypto. Despite the recon moniker, she can deal a fair amount of damage and disorient enemies with Missile Swarm, her tactical. While Missile Swarm covers a large area and is great for engaging, it can’t be used in buildings or in areas with low overhangs, hampering her ability-based damage potential.
Valkyrie’s other abilities are more suited to the recon class. Her passive, VTOL Jets, is good for achieving high ground and getting the jump on enemies, but it’s not great for getting away, since Valkyrie is difficult to steer while she’s in the air and she can’t shoot.
Similarly, her Skyward Dive ultimate allows her to reposition her entire team, giving them a Jump Tower-like boost from anywhere on the map. While it’s good for getting inside the Ring and moving forward, it’s not great for escaping enemies, because the team can’t shoot while they’re in the air and Valkyrie has to channel for two seconds before taking off. It’s also useless if her teammates are far away from her: they need to be nearby to take advantage of its flight. Finally, like using a Jump Tower, it’s easy for enemies to see Valkyrie and her team flying in the sky, making her group akin to sitting ducks when they land.
Valkyrie is equally powerful on all three maps, as they’re all enormous in size and the large-scale repositioning granted by her ultimate can be a powerful tool. But all of her abilities have big enough hang-ups that they keep her grounded in our A tier.
Despite Fuse’s recent buffs, he’s still not in a good place—which is a shame considering how much fun he is to play. His Grenadier passive allows him to stack two of the same grenade in one inventory slot, giving him a small amount of inventory management potential. Even so, shooting grenades farther and faster isn’t always advantageous, particularly on Olympus, a wide-open map. Knuckle Cluster, his tactical, is basically another grenade, even though its explosion time is now doubled.
Alongside the Knuckle Cluster buff came a buff to The Motherlode, his ultimate. Fuse and his teammates can now see the position of enemies caught inside the ring of fire, which was previously difficult to see due to The Motherlode’s tall flames.
Even with the buffs, Fuse doesn’t feel very impactful or dangerous. He has a little bit of area of effect damage, but like Horizon’s Black Hole, The Motherlode can be bulky and unwieldy to aim. The terrain of the map can also affect it, meaning it’s far less effective on more dense maps like World’s Edge. Fuse is better than he used to be, but he’s still not that great.
We really struggled with where to put Loba. On one hand, the ability to swipe nearby items with her Black Market Boutique essentially gives her teammates pick of the litter on what weapons they want, particularly if her team lands in a hot loot zone. The recent buff to her tactical, Burglar’s Best Friend, gives her a wider variety of areas that she can teleport to and grants a small amount of mobility.
On the other hand, Loba is just a little too selfish for teamplay. Her passive, Eye for Quality, allows her to see nearby epic and legendary loot through walls. While a benevolent Loba player might ping the things they don’t want or need, others might not, leaving their teammates to scramble to find better gear. In coordinated play, she’s better, but the fact that there’s a purple shield nearby means nothing if she can’t get to it before another team does.
Loba is best on dense, loot-filled map areas—think Solar Array or Icarus on Olympus and the entire Fragment area on World’s Edge. Depending on where her team lands, her effectiveness can vary dramatically, making her a little too situational for good general play.
Mirage should be more fun than he is. His bombastic personality makes it seem as though his abilities are as larger-than-life as he is, but that’s unfortunately not the case. His passive, Now You See Me…, is good for reviving teammates, particularly in the dense environment of World’s Edge. Mirage also turns invisible for five seconds when he’s downed, but that doesn’t matter if his teammates are nowhere to be found.
His tactical, Psyche Out, and his ultimate, Life of the Party, essentially do the same thing. Controlling the decoy directly in Psyche Out is nice, as it can be used to potentially draw enemies away from his team’s location. Life of the Party is good if you’re in a tight space with a lot of enemies, but the decoys frequently stop moving or get caught on walls, making it easier for enemies to find the real Mirage.
Mirage is best on open maps like Olympus and Kings Canyon, where he can put a decoy around a corner to lure out an enemy and push them. He’s also good for enemy-dense situations where it’s easier to bamboozle other players. By himself, though, he’s just not quite strong enough.
Rampart is truly a base of fire. Her passive, Modded Loader, increases mag size and reload speed for LMGs, including the new Rampage. She can make it nearly impossible for enemies to push a given location or building by pairing her Amped Cover tactical ability with her ultimate, particularly if Rampart blocks all the entrances with Amped Cover.
Her greatest strength—holding a particular area—is also her biggest weakness. There’s nothing stopping enemies from circling around the building she’s defending and using another entrance or jumping over a barrier to get behind her. Once enemies are inside and the entrances are blocked by Amped Cover, it’s just as hard for her teammates to get out as it is for others to get in, essentially handing her teammates their death in some situations.
Like other legends in our B tier, Rampart can be good, but she’s too situational to be consistently good. If she happens to drop in an area where there are no LMGs, she effectively has no passive until she finds one or puts down her minigun. If her team gets caught in low ground or can’t find a building to hold or a wall to back up against at the end of a match, her power potential goes down even further. It’s not a good look for her.
Revenant is another on a long list of legends who recently received a buff. The buff was mostly to his passive, Stalker, allowing him to climb walls higher and faster than his teammates. For a damage-based legend, his abilities are surprisingly support-based. His Silence tactical prevents enemies from using their abilities, and Death Totem gives his team a chance to rush enemies without dying.
Even with the buff, there are better stealthy legends than Revenant. Like many of the characters on this list, he falters in the open environments of Olympus, particularly because there are fewer buildings and obstacles for him to climb and because it’s easier for enemies to see him coming. The area of effect of Silence isn’t that large, so unless he hits an enemy directly, it’s generally pretty easy to avoid. Death Totem can be destroyed by enemies, so unless Revenant places it in a very hidden spot, its assistance will likely be removed fairly quickly, particularly at higher-level play.
If you’re looking for a sneaky stalker, Seer is a much better choice thanks to his power, information, and all-around utility. While the Revenant-Octane meta can be oppressive thanks to the combination of their mobility, Revenant’s assistance to his team just isn’t able to stand up on its own.
All of Caustic’s abilities are tied around his gas, which significantly hampers him. The traps from his tactical, Nox Gas Trap, are easily seen and destroyed by enemies, particularly on Olympus’ wide-open fields. The traps themselves also struggle on Olympus, as there is a variety of ways an enemy can simply walk out of the area of gas.
This fatal flaw renders both his passive, Nox Vision, and his ultimate, Nox Gas Grenade, mostly worthless on Olympus. Being able to see through the gas and control where it lands doesn’t matter if enemies are easily able to escape it. The gas also doesn’t do a significant amount of damage, and like Bangalore’s Smoke Launcher, enemies with Digital Threat optics can see through it, making its obfuscation less powerful.
While Caustic can be decent situationally, his lack of effect on Olympus, the relative selfishness of his abilities, and his defensive playstyle make him a worse version of Rampart.
Crypto currently has the lowest pick rate in the game at 1.3 percent, according to recent (and unofficial) data published by Apex Legends Status,. This should come as no surprise to anyone familiar with his playstyle. Unlike mobile legends like Octane and Pathfinder, Crypto is designed to be played slowly and defensively, which makes many players call him boring.
Like Seer and Bloodhound, Crypto can give enemy location data to his teammates via his Surveillance Drone, but it comes at the expense of him remaining stationary, usually in the corner of a building somewhere. If his team doesn’t want him to die, they have to stay near him to protect him, which often feels like it’s slowing forward momentum. In a game designed to push players towards smaller and smaller areas of engagement, Crypto plays like the complete opposite of that philosophy.
The developers have said that Crypto buffs are coming, but it almost seems as though he needs an entire rework and ability change to really be effective. His EMP doesn’t do enough damage to be effective, and his passive, Neurolink, is worthless unless Crypto is actively using his drone, which again requires him to stand still. There’s a kernel of a good idea in Crypto, but it’s buried underneath slow and plodding ability design.
Oh, how far Gibraltar has fallen. In our previous tier list, this shielded tank made it into the A tier thanks to a round of buffs. In recent times, he’s become more of a hang-up than a true defensive powerhouse. Though his narrative is all about being a friend and brother to others, the only ability that affects his teammates is his tactical, Dome of Protection. While it can be used to duck around enemy fire and make a wall against bullets, the quick-fingered play that’s required to weave in and out of the dome effectively makes it more frustrating than fun.
Gibraltar’s ultimate, Defensive Bombardment, acts as disruption and area denial for an extended period of time, similar to Bangalore’s ultimate. However, it suffers from the same problems that hers does: if it’s used on a map with a lot of buildings, like World’s Edge and parts of Kings Canyon, it loses part of its effectiveness. His Gun Shield passive just isn’t powerful enough to make up for the lack of utility for his teammates like it used to be, nor does it provide enough protection with his Fortified perk to make him a viable solo pick.
Like Crypto, many players have been calling for a power increase for Watson for a while now. She was passed up for buffs again at the beginning of season 10, lowering her pick rate even more in the face of newer and more powerful legends.
Wattson is an unholy mix of Crypto and Rampart, with neither of the perks that those two have. The best way to play her is to choose a small area and defend it with her Perimeter Security electric fences. But as the match progresses and the Rings get smaller, having to move frequently with her team lowers her power potential significantly. It’s also extremely easy to walk through her fences, since they don’t do much damage at all.
Her passive, Spark of Genius, is minimal. Ultimate Accelerants fully charge Wattson’s ultimate, she can carry two in a single inventory slot like Fuse’s grenades, and she recharges shields slowly after not taking damage for six seconds. Unlike Octane’s health regeneration, Wattson’s shield regeneration rate isn’t high enough to make a real difference.
Her ultimate, Interception Pylon, can be useful in certain situations. It slowly recharges the shields of her entire team as long as they remain in its radius and absorbs incoming grenades and air strike-based abilities. While this may seem powerful, consider that Wattson is designed to guard interior spaces—otherwise, nothing prevents enemies from simply running around her walls. If her team is already inside a building, they’re mostly blocked from incoming grenades and air strikes. Furthermore, having to remain within the Interception Pylon’s small area of effect is a big hamper to mobile legends like Octane and Horizon. Wattson’s low power potential and conflicting abilities land her in our C tier.