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Apex Legends: Marked Patch Notes: Loot System Overhaul (3rd August 2026)

Apex Legends' Marked season lands tomorrow with a fundamental restructuring of how loot works across all maps, alongside a World's Edge redesign that restores Sorting Factory and Construction Stacks.

Nathan Lees26 min read
Apex Legends Season 30 Marked key art featuring Bloodhound and World's Edge map redesign
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The Marked patch arrives tomorrow and represents one of the most aggressive loot economy resets Apex has seen in years. Respawn is explicitly addressing what they call loot inflation: the problem that matches feel decided within the first few minutes, then flatten into a power plateau. Their solution is blunt. High-tier attachment spawn rates are down across all maps. Gold attachments are gone entirely. Gold Bins and Mythic Bins have been removed. Even Flyer and Prowler deathboxes can no longer drop gold-tier loot. The intent is clear: finding a purple attachment should feel like a genuine power spike, not a routine occurrence.

Arsenals, which previously spawned at match start and created hot-drop contests before anyone had weapons, are now time-locked to activate when Evo Harvesters come online. This keeps early fights supplied only by ground loot, then opens a consistent mid-game loot source later. Upgrade Panels now cap at purple tier instead of gold, and Bin Reset no longer upgrades loot to a higher tier on respawn. MRVNs have been cut from 24 spawns to 12 per map and are now single-use. Loot Rollers spawn fewer attachments and cycle white-tier options. The cumulative effect is a flatter, more predictable loot landscape where progression feels stretched across the match rather than compressed into the first five minutes.

World's Edge receives its most substantial overhaul in seasons, with Sorting Factory and Construction Stacks returning as requested by the competitive community. East Village gains ziplines to the Dam and improved traversal. Fragment West restores its construction building to spread out fights. Landslide absorbs Big Maude to improve viability. New tunnel connections link Sorting Factory to Lava Siphon and Tree Settlement. Respawn frames this not as a competitive fix but as addressing disparity between POIs, and they've tied the map changes to Bloodhound's story progression. For the first week, World's Edge will dominate rotations: 24 hours on both Ranked and Pubs from August 4th, then 48 hours on Ranked from August 8th-9th.

Server infrastructure has been upgraded across all regions, with Respawn promising increased stability and reduced lag, though they acknowledge not everyone will notice. The patch also addresses two Season 29 matchmaking tests (1-Tier Premade Restrictions and Diamond+ Solo-Queue-Only), with results coming in a separate blog post in the coming weeks.

What remains unaddressed: the notes say nothing about whether these loot changes affect Arenas or other modes differently, or whether the attachment spawn reductions apply equally to all weapon types. The matchmaking feedback from Season 29 tests is still under analysis, meaning no ranked changes land tomorrow despite ongoing player frustration. The real test will be whether stretching the loot chase across the match actually improves pacing or simply makes mid-game fights feel starved.

Full Patch Notes

Buff Nerf Fix Tweak
Apex LegendsGame Updates

Apex Legends™: Marked Patch Notes

August 3, 2026

    INTRO

    Welcome to the latest season of Apex Legends: MARKED. In addition to Bloodhound’s rework, buffs to Loba and Rampart, an energy weapon systems overhaul, and brand new Corrupted Attachments, we’re also bringing you a World’s Edge map rework, quality of life tweaks, and a slew of balancing changes. All of this is in pursuit of evolving Apex Legends into the best, most competitive Battle Royale out there. This season is going to push you and your squad to be the best you can possibly be, so get ready to group up, gear up, and dive into MARKED when it drops on August 4th, 2026!

    MATCHMAKING TESTS

    In Season 29, we ran two matchmaking tests — 1-Tier Premade Restrictions and Diamond+ Solo-Queue-Only — to experiment with variables to potentially use to address player frustrations in Ranked. Thank you to everyone who engaged with the tests and for the feedback you provided; it’s integral to helping us shape the future of the game mode. We are actively analyzing and evaluating the data from these tests, and are in the process of writing an upcoming blog to discuss the results and next steps. Keep an eye out for the followup comms in the coming weeks.

    SERVER STABILITY

    We've beefed up our servers in Season 30. While not everyone will notice the difference, many players should experience increased stability, less lag, and lower chances of slo-mo servers across all game modes and regions. We're always working to improve the competitive experience for our players and, while these changes often take place behind the scenes, we’re excited to provide a noteworthy improvement for you all!

    GAME UPDATES

    World’s Edge

    Dev Note: We feel World’s Edge is in a solid place competitively, and have seen the sentiments echoed throughout the community, so our focus in updating the map was reducing disparity between POIs and delivering on players’ frequently requested changes, such as the return of Sorting Factory and Construction Stacks. To complement Bloodhound’s rework, we leveraged the new POIs in this update to move Bloodhound’s story forward in a meaningful way.

    Thumbnail asset for the World's Edge flythrough video. It shows how World's Edge has been updated with old and new POI's, and the general changes overall.
    • East Village
      • East Village: Added additional rock and tree cover in open areas around the POI
      • East Village: Modified the terrain at the base of the Dam for less punishing traversal
      • East Village: Added additional ziplines to access the Dam rotating from East Village (previously Climatizer)
    • Tree Settlement replaces The Tree
    • War Camp replaces Survey Camp
    • Sorting Factory
      • Sorting Factory: Added a central connection to the train tunnel to keep this rotation from Lava Siphon
      • Sorting Factory: Modified platforms to keep Lava Siphon's bridge leading to Fragment East
      • Sorting Factory: Added a new tunnel and vertical zipline connection to enter the POI from the southwest near Tree Settlement
      • Sorting Factory: Added new platforms and ziplines around each train tunnel exit for smoother traversal
      • Sorting Factory: Added new train cars on the tracks in the station building
    • Updated Monument/Fragment
      • Monument/Fragment: Restored the stacks/construction building at Fragment West to spread out combat at Fragment
    • Updated Landslide
      • Landslide: Merged Big Maude with Landslide to improve viability as a landing location
    • Stacks/Lava City: Restored the original camp that existed before Big Maude and placed additional cover nearby
    • Stacks/Lava City: Placed additional platforms and buildings around the outskirts of the POI to improve rotations and endgames
    • Countdown: Improved quality of loot in the underground vault
    • Harvester: Adjusted collision on the angled rooftops of the long modular buildings to prevent slipping
    • Fixed a large amount of bugs, rat spots and navigational issues

    Map Rotations

    Dev Note: To maximize the spotlight on the World’s Edge glow up, and to give you an opportunity to better familiarize yourself with the changes, we are modifying the map rotations within the first week of the season, after which it will return to the map rotation listed below.

    Tuesday August 4th

    • Ranked: World’s Edge for 24 hours, then back to normal 4.5 hour rotation
    • Pubs: World’s Edge for 24 hours, then back to normal 90 minutes rotation

    Saturday August 8th - Sunday August 9th

    • Ranked: World’s Edge for 48 hours, then back to normal 4.5 hour rotation
    • Pubs: No change, normal 90 minutes rotation

    Pubs & Ranked

    • World’s Edge
    • Storm Point
    • E-District

    Mixtape

    • 8/4/26 - 9/15/26
      • TDM: Fragment East, Skull Town, Monument, Estates
      • Control: Caustic, Labs, Barometer, Labs
      • Gun Run: Monument, Estates, Fragment, Skull Town

    Wildcard

    • 8/4/26 - 9/15/26
      • Kings Canyon Wildcard
      • E-District Wildcard 
      • Divided Moon Wildcard 

    Revamped Power Journey

    Dev note: Over the lifetime of Apex, Looting has changed substantially. A rising problem we wanted to address with these changes was the loot inflation and ease that players have around finding very high quality loot. In many cases, progressing through a match could feel like a quick spike at the beginning or mid point of the match and quite flat afterwards.

    We’ve overhauled several systems that were added over the past few years to shape a more engaging and straightforward loot chase for players. The spawn rates of high tier loot have been reduced across all maps, meaning that finding a rare Attachment will be a ‘rarer’ occurrence, and will signal a real shift in the power of your weapon.

    Arsenals provide a consistent way to get the guns you want, but can disrupt the game start by luring players into hot drop contests in the open spaces around Arsenals. Arsenals are now time locked, similar to EVO Harvesters. This ensures that they are available early game when you want them, but that your earliest fights off the drop are supplied only by what you can loot from the map. Unique loot sources such as Wildlife, Vaults, MRVNs, Ticks, and Rollers are still present but provide reduced quality of loot.

    TL;DR: Spawn rate of high tier loot has been reduced across all maps, which should shape a clearer and more cohesive looting experience.

    • World
      • Purple attachment spawn rate reduced across all game systems
      • Overall attachment spawn quantity remains the same
    • Arsenals
      • Arsenals are disabled at match start
        • Arsenals activate at the same time as Evo Harvesters.
        • Minimap and In-World icons are hidden until activation.
      • Reduced the amount of Arsenals per POI
      • Upgrade Panel
        • Upgrades one attachment slot by one tier
        • Provides an Optic if the weapon is missing one
        • Purple is now the max upgrade tier
        • Upgrade panels reactivate after Bin Reset.
    • Bin Reset
      • Removed Mythic Bins
      • Removed Gold Bins
      • No longer upgrades loot to a higher tier on reset
    • Flyer & Prowler Deathboxes
      • Removed possibility of gold tier loot
    • Gold Tiered Loot
      • Gold Attachments removed from the loot pool
        • 4-10x Threat Sight unaffected by this change.
      • Gold Attachments removed from Gold Weapons
      • Gold Backpacks removed from the loot pool
    • Hot-Zone has been removed
    • Support and Assault Legend Perk Bins
      • Removed Extended Supply Bins
      • Removed Weapon Supply Bins
    • Loot Rollers
      • Removed possibility of gold tier loot
      • Spawn fewer attachments
      • Updated cycling rollers to cycle through white tiered loot as an option
    • Loot Ticks
      • Spawn fewer attachments and weapons
      • Spawn more consumables
    • Map POIs
      • World’s Edge
        • Loot Vaults
          • Blue attachments added
          • Adjusted to spawn more attachments and Amps, fewer backpacks
        • Mirage A Trois
          • Removed possibility of gold loot rollers
          • Reduced chance of purple loot roller spawn from starting the party
        • Trials
          • Reduced overall tier of loot received from completing the trials
      • Olympus
        • Fight Night
          • Reduced number of loot roller spawns to 5 (was 7)
          • Removed possibility of gold loot rollers
          • Reduced chance of purple loot roller spawn
        • Icarus Bridge
          • Blue attachments added
          • Adjusted to spawn more attachments and Amps, fewer backpacks
        • Phase Driver
          • Removed possibility of gold loot rollers
          • Reduced chance of purple loot roller spawn from activating the Phase Driver
    • MRVNs
      • Reduced MRVN spawns to 12 (was 24)
      • Removed MRVN Arm drops
      • MRVNs are now single use
    • Wildlife (Prowlers & Spiders)
      • Removed attachment smart loot from all Wildlife drops
      • Will now only drop healing and ammo when killed

    **For more information about the design approach and intention behind weapons systems and Legends changes, please read our recent Designer’s Notes.

    UI Stat Overhaul

    Dev note: We are updating how Weapon Stats are shown in game to improve transparency and readability of gameplay in Apex. You can now explore with greater detail than ever the unique stats and performance characteristics of each weapon. By exposing these stats and allowing players to examine how different attachments impact weapon performance, players can make more informed choices in-game quickly. Presenting this greater information with visual refinements is part of our effort to improve Onboarding and clarity of gameplay for all players.

    While in Lobby:

    • New Playground tab available via Legend Locker > Weapons
    • Allows for you to preview information about the weapon, what attachments can go on the weapon, and how those attachments affect that weapon’s stats.
      • Changes here do not affect any in-game weapon behaviors.

    While looking at a weapon or attachment in the world or inventory:

    • Weapon Loot Cards:
      • The loot card now shows a detailed breakdown of a weapon’s damage, ideal range, rate of fire, firing modes and weapon specific gameplay information.
      • When looking at a weapon to swap, the loot card now shows a quick comparison between the weapon you are holding and the weapon you would pick up.
      • Can be disabled by changing Interact Prompt Style from Default to Compact.

    In-game screenshot of a stock EVA-8's stats compared to a Spitfire. It has higher damage at 56, but lower range and rate of fire.

    • Attachment Loot Cards:
      • For attachments that can be equipped onto your weapon, the loot card now shows the stat change that will occur when equipped.
      • Can be disabled by changing Interact Prompt Style from Default to Compact.

    In-game screenshot showing a blue stock laying on the ground, and how it'll affect a stock Spitfire's stats. It decreases it's reload speed by 0.3s, and increases weapon handling by 5+.

    Corrupted Attachments

    Dev note: Corrupted Attachments provide players with a meaningful choice when they are equipping their guns. Providing a unique blend of big buffs and negative stat trade offs will reshape a weapons performance and specialize its power. Limited to one Corrupted Attachment per weapon, players must make tactical decisions about their preferred loadouts. Need an absolute bullet hose for those close range fights? Put the Overflowing Mag on the R-99 for easier one-clips at the cost of longer reloads. Or do you want more maneuverability and speed? Put the Agile Standard Stock on the R-99 instead for increased movement speed at the cost of reduced mag size.

    New High Tier Attachment Rarity

    • Each Corrupted Attachment comes with a unique bonus and negative effect
    • Only 1 Corrupted Attachment can be equipped on a gun at a time
    • 5 New Attachments
      • Overflowing Magazine
        • Improves magazine size beyond that of a Purple Magazine
        • Reduces weapon reload speed
        • Can be attached to any weapon that accepts a Magazine
      • Headseeker Barrel
        • Increases weapon Headshot Damage
        • Reduces Hipfire Accuracy
        • Improves recoil at the same level as the Purple Barrel
      • Tactical Laser
        • Improves Reload Speed
        • Reduces ADS Recoil Control
        • Improves Hipfire Accuracy at the same level as the Purple Laser Sight
      • Agile Standard Stock
        • Eliminates weapon move speed penalty
        • Increases weapon ADS move speed
        • Reduces Magazine Size
        • Improves Reload Speed and Weapon Handling at the same level as the Purple Standard Stock
      • Rapid Sniper Stock
        • Increases weapon Rate of Fire
        • Reduces Magazine Size
        • Improves Reload Speed and Weapon Handling at the same level as the Purple Sniper Stock
    • Corrupted Attachments can be found in
      • The core loot pool with a low spawn chance
      • Round 2 and 3 care packages
      • High tier loot locations (Worlds Edge Vaults, Icarus Ship Bridge, Etc.)

    Energy Ammo Rework

    Dev note: We're taking a big swing with energy weapons this season and really shaking up their ammo systems. We've removed energy ammo entirely as a lootable item. The goal of this change was to provide another way to think about your weapon loadout choice, and why you are picking one weapon over another. To lean into their unique energy identity these weapons will now come with their own regenerating ammo pool. Removing the need to hunt for extra ammo or spend valuable inventory space opens up new loadout opportunities, but keep an eye on that stockpile - once it's run dry players will have to wait for it to regenerate. With replenishing ammo, we expect energy weapons to be most powerful in shorter fights, but start to lose ground in longer sustained engagements.

    • Energy Ammo boxes removed from the game
    • Energy Weapons come with a stockpile of ammunition
      •  Similar to the Bocek or Care Package Weapons
    • Energy Weapon Stockpile Size is comprised of multiple magazines worth of ammo
      • Each weapon comes with
        • Havoc: 3 Magazines worth of stockpile
        • Nemesis: 3 Magazines worth of stockpile
        • Devotion: 3 Magazines worth of stockpile 
        • L-Star: 4 Magazines worth of stockpile
        • RE-45: 2 Magazines worth of stockpile
        • Volt: 2 Magazines worth of stockpile
        • Triple Take: 2 Magazines worth of stockpile
      • If the weapons magazine size increases, the stockpile total updates to match
        • ex. A Volt with no extended magazine has a maximum Stockpile size of 40
        • ex. A Volt with a Purple Magazine has a maximum Stockpile size of 54
    • Energy Weapons regenerate a magazines worth of ammo over 18 seconds
      • Regeneration time does not increase if your magazine size increases
        • ex. A Volt with no extended magazine attachment equipped regenerates 20 shots over 18 seconds
        • ex. A Volt with a Purple Magazine equipped regenerates 27 shots over 18 seconds
      • Regeneration pauses while shooting or reloading the weapon
    • A new HUD element has been added for energy weapons. This displays how many magazines worth of ammo you have left.

    In-game screenshot of a Devotion after the energy weapon rework. They now use ammo similar to care package weapons with a stockpile. They can also regenerate a mags worth of ammo over 10 seconds.

    • Weapon HUD now displays Energy Ammo count as a percentage
      • A setting has been added to swap between percentage or bullet count
    • Tunings for Wildcard
      • Energy Weapons get 1 additional mag worth of stockpile ammo
      • Energy Weapons regenerate a magazine's worth of ammo over 12 seconds

    Volunteer Jumpmaster

    Dev note: Core to Apex is the Drop Ship experience, it is not only the game’s start, but it also influences a team's odds for success. A successful jump can be the difference between a top placement in a match and a quick trip back to the lobby. Timing and positioning your team for a good Drop is a skill check, and it is a responsibility that some players prefer to have in their direct control. Volunteering for Jumpaster empowers the more experienced and adventurous players who want to shape the start of their team’s game.

    In game modes with a Jumpmaster, during Character Select, players can now volunteer to be Jumpmaster. This adds a deterministic way for players to take on the responsibility of being the Jumpmaster for their team. 

    During Character Select

    • When Volunteering is active, players will see an option to ‘Opt In To Jumpmaster’.
    • Players can press the corresponding button to Volunteer at any time during Character Selection. 
    • Players who have Opted In to Jumpmaster will be marked on the UI in Character Select.
    • Players who volunteer for Jumpmaster on a match will be Opted In to Jumpmaster for future matches. 
    • Players can use the same button press to Opt OUT of volunteering if they have previously Opted IN. 
    • If more than one team member has Volunteered, Jumpmaster will be selected randomly from the group of Volunteers. 

    Purrfect Pals

    The Marked Battle Pass Free Track features a meaningful weapon charm, Purrfect Pals, starring two adorable cats.

    In-game screenshot of the new weapon charm. It stars 2 cats cuddled together on a pillow.

    This charm was created to honour a former Respawn developer, Benjamin Sklar, who passed away last year, and was inspired by the things that were most meaningful to him, including his two beloved cats, Tia and Sophia. Our friend embodied a strong sense of social justice and fairness. He loved astronomy, travel and photography. His special interests included quantum physics and personal finances. We miss him dearly, but we are comforted knowing his legacy can live on in Apex Legends. Welcome to the Apex Games, Tia and Sophia.

    Mythic CAR: Mark of the Gods

    Marked by the gods. Earned by the hunter. 

    In-game screenshot of the mythic CAR skin, Mark of the Gods. It features a CAR that's white with feathers, and with gold flowing curvatures in the middle. There's also a winged orb rising from the middle of the guns skin.

    The Marked Seasonal Pack* brings Bloodhound-inspired divinity with a chance to unlock the “Allfather’s Fury” Mythic CAR. 5 customization tiers unlock through Exotic Shards, from base form through feather and wing evolutions, with Knock FX, Ordnance FX, and final rethemes. 

    *Not available in all regions.

    LEGENDS

    BLOODHOUND

    Dev Note: Despite changes to Bloodhound’s kit in Season 28, they remain nearly invisible at middle-to-high tiers and have the lowest pick rate once you get to Gold tier and above. Luckily, we teased additional changes, and it’s finally time to show off Bloodhound’s refreshed kit. The biggest change is a brand new Ultimate, Allfather’s Cloak. This is a multifaceted cloaking tool that will help your squad ambush opponents or escape third-party situations. Combined with easier-to-use tracking tools from your Passive and Tactical, it’s much easier to gain an understanding of the battleground and then push in when enemies show weakness. The hope is that Bloodhound players feel like they can now play from the front foot, leading their squad and creating openings instead of just scanning some enemies and hoping your allies can take advantage.

    Passive

    • Bloodhound can now see a red trail near fresh enemy clues to guide you to them
      • This is similar to the red footsteps Bloodhound would see in their previous ultimate, Beast of the Hunt.
    • To reduce visual clutter, many types of clues have been removed. Traversal clues and Eliminations are the only ones that remain.
      • Trails and clues now get hidden when the owner dies, except the Player Killed clue
    • Adjusted some of the black raven behavior to help them spawn more reliably, and included information about how they work to the ability description
    • White ravens can fly up to 400m (was previously 190m baseline, 380m with Raven's Flight)
    • You can now activate white ravens remotely by looking at them for a short time

    Tactical

    • Tactical now full-body scans for 3 seconds (was a 2 second full-body scan with 2 more seconds of a diamond scan)
    • After the full-body scan finishes, create 4 "snapshot" scans with 1.5s in between them
    • If a scan hits a white raven and at least one enemy, cooldown no longer partially refunds
      • If a scan hits a white raven and no enemies, it still refunds the full cooldown

    Ultimate

    • New Ultimate: Allfather’s Cloak
    • Throw down a device that cloaks anyone who gets within range

    In-game screenshot of Bloodhound's new ultimate, Allfather's Cloak. It creates a cloaking dome that cloaks anyone who runs into it for 12 seconds.

    • While cloaked, players also gain 20% increased movement speed and threat vision

    In-game screenshot of a Bloodhound after they've run through the Allfather's Cloak ultimate. They are almost invisible, with some distortion lines being the only character distinction.

    • Cloaking area lasts 8 seconds
    • Cloak lasts 12 seconds after leaving the area
    • Cloak breaks when taking damage, firing your weapon, or when using most abilities
    • Bloodhound’s abilities can be used without breaking cloak

    Upgrades

    • Level 2
      • (NEW) Hidden Sight: Using the Ult refreshes your Tactical, and using your Tactical while cloaked hides the visuals effect from enemies
      • (NEW) Bird’s Eye: White ravens will split and fly to the two nearest enemies (on different squads)
      • Removed Taste of Blood, Raven's Flight buffed and integrated to base kit
    • Level 3
      • (NEW) True Predator: Shooting temporarily interrupts your cloak instead of breaking it

    LOBA

    Dev Note: While this season’s looting changes should improve Loba’s value as she improves her team’s loot quality, we felt like she could use some buffs to help improve her ability to stay alive and support the team. Her tactical deploys much faster, and her ultimate cooldown is being reduced to make sure she can continually deliver the goods to her squadmates.

    Tactical

    • Reduced time taken to equip (was 0.6s, now 0.4s)
    • Projectile range has been increased by roughly 15% and projectile travel time has been reduced by roughly 30%

    Ultimate

    • Cooldown reduced to 120s (was 150s)

    Upgrades

    • Level 3 Upgrade Brand New Bag now grants purple bags instead of gold bags (since gold bags will no longer spawn)

    RAMPART

    Dev Note: Despite significant buffs, Rampart still has trouble competing in the current meta. She can be extremely strong if she gets bunkered up in a good position, but it is otherwise difficult to make work. Her Passive can be underwhelming depending on the strength of LMGs, so we’re adding a new layer. We’re also improving her mobility with Sheila to help her in fights against more mobile opposition.  

    Passive

    • In addition to the other benefits, she now gains locked hop-up progress 50% faster

    Tactical

    • Wall health increased at lower EVO levels (was 400/600/800, now 600/700/800)
    • Amped wall health increased by 25
    • Wall deployment time reduced by 0.5s

    Ultimate

    • Increased base move speed while firing or spinning Sheila (was 70, now 104)
      • This matches the previous movement speed with the Ramped Up Upgrade. Ramped Up still upgrades base move speed by the same amount as before (takes you from 104 to 139)

    Upgrades

    • Level 2 Upgrade Combat Reserve no longer grants red weapon access (since those are going away). It now grants stowed reloads in addition to its other benefits.

    VALKYRIE

    Dev Note: Valk has remained in the upper tier in terms of pick rates for several seasons now. As we continually try to level the playing field, it feels like time to reduce Valk’s power level. There are two main goals - reduce her “artillery” power, which rivals other characters who don’t have jetpacks, as well as make her Ultimate a bit easier to counter.

    Tactical

    • Base damage reduced from 25 to 15 (each additional rocket still does 3 damage)
    • Adjust the missile’s attack angle as they approach their target
      • This reverts an element of her Season 27 changes, where the missiles were able to fly over tall walls or buildings and dive straight down on top of players

    Ultimate

    • 15% Ult base height reduction (reverts the Afterburners Upgrade that was moved baseline in 27.0)

    Upgrades

    • Level 2 Upgrade Eye In the Sky: Reduced through-walls scan distance to 100m (no change if you have line of sight - keeps the full 250m range)
    • Level 3 Upgrade Supersonic: Reduction in the blast-off time improvement (now reduces launch time by 40% instead of 50%)

    AXLE

    Dev Note: Axle’s pick rate has been trending in a healthier direction with each subsequent nerf, however, we understand her Kickstart drone is still too oppressive in too many contexts. On Axle’s release, players had the option to access double Tac or double Ult charges. Nitro Gates and Kickstart Drones have been everywhere, and it’s given everyone plenty of opportunities to learn how to use (and how to react) to her kit. Her Tac can help her entire team quickly close a gap. Her Ult can launch victims into the air. The strength of those outputs is not lost on us, and some of the changes over the season have simply been to limit the availability of some strong abilities. Other changes have been attempts to expand counterplay opportunities or change the context of when her abilities are strongest. The nerfs in this season are in the vein of the latter; we’ll see how Axle-related fights are affected and, if she’s still a menace to deal with in too many situations, we’ll take an even more heavy handed approach.

    Tactical

    • Reduced max slide boost time from 5 seconds to 3 seconds

    Ultimate

    • Now affects self & allies (similar to Mad Maggie, Bangalore, and Gibraltar ultimates)
      • Axle (self) gets damaged, stunned, and displaced (same as enemies)
      • Allies get stunned and displaced, but won’t take damage

    Upgrades

    • Replace Automata with Long Haul, which brings the Tac max slide time back up to 5 seconds
    • Shuffled order
      • Lvl 2: Sliding Shooter vs Long Haul
      • Lvl 3: Jump Gate vs Super Slider

    SEER

    Dev note: We have seen the frustrations surrounding Seer – his Tactical can feel oppressive, and is being encountered at an increased rate – and are continuing to address them. The changes we’ve made so far have been meant to reduce the frequency with which you'll encounter Seer's Tactical. At split start, the most picked Upgrades (2 Tac charges / reduced Tac cooldown in Ult) saw ~90% and ~80% pick rates, respectively. When combined, players have access to 2 Tac charges on a very short cooldown. By moving both to level 3, players can only have one. These changes have helped address complaints of Tactical spamming in Ult, while keeping the intended power of those two Upgrades in place. As we discussed in our most recent Designer's Notes, Seer is a tricky Legend to balance, as a prominent Seer meta is an oppressive one. We will also reduce the amount of turn slow so you shouldn’t feel like you’re stun locked.

    From 7/2 Hotfix:

    Upgrades

    • Reduced the Home Base (Faster Tact Charge in Ult zone) Upgrade modifier to 2.5. This will make the Tactical cooldown 8 seconds instead of 5 while in the Ult zone.
    • Moved Home Base Upgrade to level 3
    • Moved Energizing Focus (Regen shield on tact hit) Upgrade to level 2

    Marked:

    Tactical

    • Reduced the amount of turn slow that was being applied

    LOOT & ATTACHMENTS

    Care Package Rotation

    • G7 Scout returns to the floor (details below)
    • 30-30 Repeater enters the Care Package (details below)

    Gold Weapon Rotation

    • Gold Weapon Rotation Removed
      • Gold Weapons are no longer limited to a smaller set of weapons

    AMPS

    Power Booster Amp

    • Removed Tactical Charge granted on knock

    WEAPONS

    G7 Scout [Floor Loot]

    • Double Tap removed
    • Can no longer equip Sniper Optics
    • Reduced damage to 33 (was 37)
    • Reduced Rate of Fire
    • Magazine Size
      • Base Unchanged (10)
      • White magazine reduced from 15 to 12
      • Blue magazine reduced from 18 to 14
      • Purple magazine reduced from 20 to 16

    30-30 Repeater [Care Package]

    • Increased damage to 51 (was 43)
    • Reduced ADS Charge Time to 0.25 seconds (was 0.4)
    • Improved Reload Speed
    • Dual Shell Hop-Up Removed
    • Shattercaps Hop-Up added
      • Rounds split into a blast pattern when hip firing
        • 7 Pellets per blast
        • 8 Damage per pellet (56 Damage total)
        • Can Headshot with a 1.25x multiplier
    • Stockpile Size: 50

    Dev Note: We want the Hemlok to remain a stable mid-range assault rifle, but its ability to counter Legend utility has heavily contributed to its dominance in the meta. Pulling back on the power of the Breach Charge keeps it viable while making space for other ARs.

    Hemlok Breach AR

    • Increased Breach Charge Cooldown to 30s (was 25s)
    • Reduced damage done to Hardlight and structures by 50%
    • Reduced damage to 21 (was 22)

    Dev Note: The Alternator, RE-45, and R-99 are receiving reductions in damage and magazine size. These guns are currently significantly outperforming other short range options. These adjustments ensure they remain fast damage dealers while requiring more precision to secure knocks.

    Alternator SMG

    • Reduced damage to 18 (was 19)
    • Reduced damage in Double Tap to 14 per bullet (was 15)
    • Magazine Size
      • Base magazine reduced from 20 to 18 
      • White magazine reduced from 24 to 20
      • Blue magazine reduced from 26 to 22
      • Purple magazine reduced from 30 to 26

    RE-45

    • Reduced damage to 16 (was 17)
    • Purple magazine reduced from 27 to 24

    R-99

    • Reduced damage to 12 (was 13)

    LOCKED HOP-UPS

    Gold Weapons

    • Accelerator Hop-Up equipped on all gold weapons without an existing Hop-Up

    Accelerator

    • Gain 15% ultimate charge on knock with the weapon
      • Includes a 3 second assist window
    • Gain an additional 30% EVO from damage done with the weapon
    • No longer gives ultimate charge from damage done with the weapon

    Turbocharger

    • Increased points to unlock on the Devotion to 500 (was 425)

    RANKED

    Ranked Ladder Update

    • Ranked ladders have been extended to 5 days, to allow for more opportunities to compete and increase your standing

    Ranked Ladders (coming later this split)

    Ranked Ladder 1 8/‌11/‌2026 8/‌16/‌2026
    Ranked Ladder 2 8/‌18/‌2026 8/‌23/‌2026
    Ranked Ladder 3 8/‌25/‌2026 8/‌30/‌2026
    Ranked Ladder 4 9/‌1/‌2026 9/‌6/‌2026
    Ranked Ladder 5 9/‌8/‌2026 9/‌13/‌2026

    BUG FIXES

    • Fixed an issue with Ranked Auras always being marked as new if it wasn't equipped
    • Fixed an issue with random favorite skins showing different skins in lobby, Legend Locker, and game
    • Fixed an issue where Alter portal could put the player inside a box on one of the control points on Caustic Treatment 
    • Fixed an issue where the text on Skippy’s Mythic Alternator skin was reversed for Switch 2 users

    These notes are abridged — read the complete changelog at the official source linked above.

    Sources

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    Written by

    Nathan Lees

    Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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