ICYMI: Designers Notes
CIPHER OVERVIEW
Apex Legends: Cipher is here! It’s bringing new features, new weapon combos, and big changes to Ranked alongside the usual slew of bug fixes and balancing passes. Read on for info about the Akimbo Wingman, Strongholds, new Ranked features and more! Season 31 begins on November 3rd, so get the squad together and get ready to jump into Apex Legends: Cipher!
RANKED LEGEND BANNING AND SCORING ADJUSTMENTS
We recently unveiled upcoming plans for new features, quality of life improvements, and adjustments coming to Ranked over the next two seasons.
Starting in Cipher, we’re launching Legend Banning in Diamond+ matches, allowing you to vote for Legends to be banned from selection for each match. Scoring adjustments for wide-skill matches will also be live at season start and will adjust entry costs if your Rank is too far above or below the median lobby rank.
Read on for all of the details, or circle back to the Ranked Roadmap blog to see what’s still on the horizon.
AKIMBO WINGMAN

The Wingman’s firepower is being doubled. Akimbo Wingman joins the weapon roster as a formidable foe at close and mid-range, leaving Legends’ bodies in its wake. Find them in ground loot, or at Heavy Arsenals, and gear up to become the fastest gun-slinger in the Apex Games.
Ammo type changed from Sniper Ammo to Heavy Ammo
Now takes Heavy Magazines instead of Sniper Magazines
Now spawns on Heavy Ammo Arsenals instead of Sniper Ammo Arsenals
Base damage decreased from 50 to 45
Loot a second Wingman to automatically enter Akimbo
Akimbo Mode:
Decreases headshot multiplier to 1.25x
Headshot damage: 56
Slightly increases rate of fire
Increases reload time
Increases recoil
Magazine size is doubled
Firing the Akimbo Wingman will cause each gun to fire one after the other, in a quick burst
Holding down the trigger releases subsequent bursts
STRONGHOLDS
Now Dropping into the Apex Games: the Stronghold. In addition to our existing Care Packages and Replicators, these new Structures will airdrop onto the map near the mid game.
Strongholds are locked, bunker-style structures that deploy dynamic cover and contain valuable loot. Players must occupy and control the zone surrounding the Stronghold to capture them. When captured, Strongholds will unlock, rewarding one level up to the capturing team. The loot contents of Strongholds will be a mix of rare loot, including Care Package weapons.

Stronghold Details:
Updated Airdrop timing to accommodate Strongholds
2x Care Packages drop during Round 1 closing
1x Care Package drop during Round 2 closing
1x Stronghold drop during Round 2 closing
Strongholds crush (and KILL) players and objects underneath them on landing
Strongholds drop Dynamic cover upon landing
If there is enough space, Strongholds will deploy up to 4 indestructible barriers, and 2 Hardlight frames
Strongholds cannot:
Be accessed or entered until captured
Be stolen from by Loba until captured
Be breached by Alter until captured
Strongholds are Captured by controlling the Zone surrounding the structure
Capture Progress is made whenever there is only 1 team alive in the Capture Zone
Capture is Contested when more than one team is present in the Zone
Capture Progress is globally shared and cannot decay
Capture Progress is faster when multiple teammates are present
The capturing team is whichever team is in the Zone when Capture Progress reaches 100%
When Captured,
The Stronghold’s doors and roof hatch will open
The Stronghold awards a Level Up to each living member of the capturing team
Stronghold Loot Contents
1x Care Package Weapon
3x Gold Guns
3x Amps
2x Corrupted Attachments
For more information about the implementation of Akimbo Wingman and Strongholds, please read our most recent Designer’s Notes.
PATCH NOTES
LEGEND BUFFS
Crypto
Dev note: Crypto is a very difficult Legend to play but a lot of the time he’s camping in his drone instead of fighting with his team. With these improvements we’re looking to keep what makes Crypto unique and strong but encourage using the drone in a more aggressive style while equipping him to stay with his team.
Passive
Ally.MoveTo( ) (Speed Boost towards Teammates) Upgrade has now been integrated into the base kit
The speed boost has been slightly reduced
Tactical
Crypto's drone now has a battery system instead of lasting for ever
With the battery, the drone has a limited time of 25s to perform its actions before being recalled
After recalling, the drone can be redeployed without waiting for a cooldown
Recall time is 6s
Increased handling and speed while in the drone
Enemies within line of sight of the drone can be scanned and marked; the marking ability has a 4s cooldown
Enemies get marked with an icon that will allow you to track enemies even if the drone is recalled or destroyed
You cannot re-apply the mark to an enemy that is already marked
Enemies are marked for 8s
The base scan zone has been updated to 360 instead of just camera view, it also no longer scans lootbins and doors
While in drone mode you can press the shoot button to manually fire the mark
Sped up transition time when entering the drone
Ultimate
While Piloting
Crypto can trigger the EMP similar to the previous version
The player can press the Ultimate button on PC and the Y button on Console
The Shoot button is now used for marking enemies
Out of pilot mode
The EMP triggers on the drone that has been deployed
Self Deploying Drone
As long as Crypto has an available drone that isn't destroyed and isn't out in the world he can deploy the drone and activate the EMP by triggering his Ultimate
The drone that is deployed for the Ultimate will trigger the EMP after a short delay
If the EMP has line of sight to an enemy, it will deal full shield damage and a heavier slow; If the EMP does not have line of sight, it will deal 50 damage and a lighter slow
Crypto will not damage himself with his own EMP
Upgrades

LVL 2 - Ally.MoveTo( ) (Speed Boost towards teammates) replaced by Got Eyes On You (Enemies remain marked for 4s longer)
LVL 3 - Hackathon (Speed up drone recharge rate) replaced by Charged Up (10s longer drone battery lifetime )
Lifeline
Dev note: Lifeline is a great healer and can offer some clutch revives but we are seeing her playrate drop off as you climb ranks. We wanted to bring back some nostalgia by utilizing Upgrades to contribute to a feeling of stronger end game build.
Passive
D.O.C. now heals Lifeline while she is gliding
Tactical
Reduced Tactical cooldown from 25s to 15s
Upgrades

LVL 2 - BattPack (+1 battery slots) replaced by Enhanced Radio (moved from LVL3) (Increased assign distance)
LVL 2 - Improved Flight provides better glide handling and increased duration
LVL 3 - Enhanced Radio (moved to LVL2) (Increased assign distance) is replaced by Ultimate Cooldown (60 second ultimate cooldown reduction)
LVL 3 - Tactical Cooldown (Reduce Tactical cooldown by 10 seconds) replaced by Revive Shield (D.O.C. deploys shield while reviving)
Revenant
Dev note: We wanted to give Revenant some more interesting choices with his Upgrades. So for this update we’ve added 3 new Upgrades and integrated the removed ones into his base kit. This will make him more enjoyable and powerful to play out of the gate.
Tactical
Reduced Tactical cooldown from 20s to 15s
Sped up Tactical charge time
Ultimate
Reduced Ultimate cooldown from 180s to 150s
Upgrades

LVL 2 - Ultimate Cooldown (Ultimate cooldown reduced by 30s) replaced by Ever Lasting (10s Ult extension time on knock)
LVL 3 - Tactical Cooldown (Tactical cooldown reduced by 5s) replaced by Silence (Landing from a Tactical leap releases an AOE pulse that silences enemies)
LVL 3 - Agile Assassin (Tactical attack and charge time faster) replaced by No Escape (Tactical refreshes when an enemy is marked by Passive )
Loba
Dev note: Loba has been performing really well since her buffs and the changes to loot. We feel like the uptime on her abilities is a little high so we’re going to adjust her cooldowns.
Tactical
Increased cooldown from 25s to 30s
Ultimate
Increased cooldown from 120s to 150s
Axle (from Oct. 1st, 2026 hotfix)
Passive
Sliding lateral control reduced by 50% (making it harder to maintain slide momentum while tightly cornering)
Tactical
Sliding lateral control reduced by 25% for Nitro Gate users
Increased aim assist is disabled for players under the effect of the Nitro Gate
Reduced Nitro Gate initial push speed from 700 to 650
Ultimate
If the Kickstart drone locks on immediately after being deployed, the resulting knock-up is significantly decreased
Reduced max knock-up magnitude from 700 to 650
Reduced max drone chase time from 10 to 8s (meaning it'll give-up on an active chase 2s sooner)
WEAPONS & ATTACHMENTS
WEAPONS
CARE PACKAGE ROTATION
L-Star returns to the floor (details below)
Akimbo Mozambique enters the Care Package (details below)
Dev Note: When weapons like the Prowler gained auto firing bursts, they lost their ability to queue their next shot in favor of just holding down the trigger. This made sequential bursts feel sluggish when tap firing the weapon. We have added the firing queue to auto firing burst weapons to improve the feel for players that prefer to tap fire the weapon instead of holding the trigger.
All Burst Fire Weapons
The Prowler PDW, Hemlok Burst AR, Nemesis Burst AR and Akimbo Wingman now support tap fire queuing in auto fire bursts
Akimbo Mozambique [Care Package]
Damage per pellet increased from 17 to 18
Decreased reload speed
Tightened blast pattern
Added Executioner Hop-Up
Heals 15 shields per second on Care Package Akimbo Mozambique
Stockpile size: 80 (40 per gun)
Wildcard stockpile size: 110 (55 per gun)
EVA-8 Auto
Removed Double Tap Trigger
Added Disruptor Rounds
Dev Note: The time has come, the Hemlok Breach AR has launched its final Breach Charge (for now) and the Hemlok Burst AR returns to the Apex games.
Hemlok Burst AR
Elite variant removed from all gamemodes
Removed Automatic & Breach Charge firing modes
Removed integrated silencer
Added back Burst & Single firing modes
Body Damage: 21
Headshot Damage: 29
Holding down the trigger now releases subsequent bursts
L-STAR EMG [Floor Loot]
Base damage decreased from 21 to 19
Shots until overheat decreased from 28 to 22
Base stockpile size reduced from 168 to 88
Stockpile clip recharge time decreased from 22s to 18s
Removed Redline Hop-Up
Nemesis Burst AR
Increased vertical recoil
Peacekeeper
Increased rate of fire
Shotgun bolts now improve both the Peacekeepers rechamber rate and rate of fire
Dev Note: We are nerfing the Prowler in a targeted way to affect its range. Currently the Prowler is out-competing nearly all other SMGs and ARs in a variety of contexts. Nerfing its recoil will mean the gun remains deadly at close range, but less reliable at distance, so it isn’t out-performing ARs at medium range.
Prowler Burst PDW
Increased recoil
Removed Selectfire Hop-Up
ATTACHMENTS
Rapid Sniper Stock [Corrupted]
Reduced rate of fire multiplier from 1.2x to 1.1x on:
G7 Scout
Longbow DMR
Triple Take
LOCKED HOP-UPS
Double Tap Trigger
Removed from: EVA-8 Auto
Disruptor Rounds
Added to: EVA-8 Auto [375 points to unlock]
Selectfire Receiver
Removed from: Prowler Burst PDW
MAPS
Dev note: In this patch, we’ve rolled out 99 targeted Quality of Life fixes across our map rotation with a heavy focus on elevating the competitive flow of Storm Point, Olympus and World’s Edge. Our level designers and environment artists have been hard at work smoothing out sticky collisions to keep movement fluid, patching up troublesome geo holes and permanently sealing off unintended rat spots to keep matches fair.
We also wanted to extend a huge thank you to the community. Your detailed bug reports and gameplay clips are incredibly helpful for tracking down these hidden terrain issues. Please keep those clips coming, they are vital in helping us target these fixes and keep our map designs as clean and competitive as possible.
Pubs Map Rotation
Storm Point
E-District Night
Broken Moon
Ranked Map Rotation
Storm Point
E-District Night
Broken Moon
Mixtape
11/3/26 - 1/5/27
TDM: Thunderdome, Fragment, Skull Town
Control: Production Yard, Barometer, Thunderdome
Gun Run: Skull Town, Wattson Pylon, Monument
E-District Night Adjustments
Balanced Silhouette Contrast: Reduced the extreme difference between direct and ambient light levels, lifting deep shadows to dramatically improve enemy player visibility in low-light zones
Motivated Light Sources: Added a significant number of localized, practical light fixtures to ensure the map feels naturally illuminated by the environment itself
Grounding & Shadows: Substantially increased the technical budget for shadow-casting lights, grounding characters and environment structures far more realistically
Micro-Contrast & Mood: Reworked the color-correction pass to sharpen micro-contrast, maintaining the city's rich cyberpunk atmosphere without turning dark areas into blind spots
Visual Noise Reduction: Streamlined building and advertisement panel colouration to clear up high-frequency visual noise, letting player silhouettes pop against the city backdrop
Global Rendering & Readability Updates
These engine-wide updates apply to all maps following our latest rendering upgrades:
Environmental Illumination: Applied a comprehensive lighting and material pass to world geometry and signage, establishing unified visual standards across all maps
Luminance Standardization: Standardized world lighting values to guarantee predictable character contrast and consistent material behavior across different environments
Atmospheric Fog Overhaul: Re-architected our fog systems within active gameplay spaces to preserve critical sightlines while sharpening overall depth perception
Auto-Exposure Adaptation: Fine-tuned global color grading and slowed down auto-exposure adaptation speeds, limiting drastic brightness shifts and reducing eye strain during high-intensity fights
Performance Optimization: Rebalanced localized lighting grids to optimize GPU performance and improve target readability in high-frequency visual areas
WILDCARD
Dev Note: During the Ascended Hunt Event, we experimented with this change to Wild Card delivery and saw a massive increase in engagement and satisfaction with Wild Cards overall, so we decided to make the change permanently! As always, hop in-game, test it out and let us know your feelings on it!
Wild Cards are now granted to players at the beginning of Rounds 1, 2, and 3 via a selection UI at the top of the player’s HUD
Replicators have been removed from Wildcard
Map Rotation
November 3rd, 2026 - November 9th, 2026
District Wildcard
Broken Moon Wildcard
December 1st, 2026- January 5th, 2027
Olympus Wildcard
District Wildcard
Broken Moon Wildcard
RANKED
Legend Bans
This season introduces a new system that allows players to select Legends they would like to see banned at the start of each Diamond+ match.
The Legend banning system is designed to help disrupt dominant Legend meta match-over-match.
In the new match starting flow, each player may request one Legend to ban. When the request timer ends, all requests are collected and tallied. A Legend's chance of being banned equals its share of all requests. For example, if Wraith receives 80% of the lobby's requests, Wraith has an 80% chance of being banned on the first randomized selection. Currently, the system selects 2 Legends to ban.
If fewer than 4 unique Legends are requested, the system picks from the previous week's most played Legends and adds 1 request to each, bringing the total unique Legends that have a possibility to be banned to the minimum of 4.
Once all banned Legends have been chosen, all players will proceed to Legend selection, with the currently banned Legends unavailable for selection.
Scoring Adjustments for Wide Matches
Dev Note: We are continuing to experiment with ways to improve the matchmaking experience, and in the meantime we want to account for frustrating and unfair matches in the scoring system. We landed on this system of decreasing entry cost for disadvantaged teams AND increasing it for advantaged teams as it best reflects the differences in RP earned while also avoiding making the RP system inflationary.
We are adding new Ranked Match Types to account for times when your squad is unfairly matched. These should be uncommon, usually occurring when playing outside of peak hours, but when they occur your entry cost will be fairly adjusted.
Challenger Match - discounts entry cost by 30% when your Squad Tier is 2+ tiers below the Lobby Tier.
Goliath Match - increases entry cost by 50% when your Squad Tier is 2+ tiers above the Lobby Tier.
If you are in a Goliath or Challenger Match, you will be told on the Waiting for Players screen and when you exit the dropship.
Your Squad Tier is calculated from the average RP of each squadmate, though all premade squadmates’ RPs are treated as equal to the value of the highest squadmate’s RP within their premade group.
For example, if you are in a two person premade and you have the highest RP at 5,000 RP, your premade teammate's RP will also be treated as 5,000 RP. A player who is not a part of your premade will have no RP adjustment.
If a teammate never connects, your Squad Tier is decreased by one full tier.
The match’s Lobby Tier is the median of all Squad Tiers.
Improved Ranked UI
Reworked the Ranked Waiting for Players screen.
Added Squad Tier
Added Lobby Tier
Displays current Entry Cost
Displays a small pip for your Squad’s exact position in the Match Distribution
Now lists your entire team even before individual members connect
Added Match Type information

Added a new “Ranked” tab in the inventory menu.
Shows Ranked information about your squad and the match
Highlights relevant RP goals - covering your entry cost and promoting to the next division
Includes replacing your lowest ladder score and exiting demotion protection, when relevant
Displays RP scoring rules
The inventory button still pulls up the “Inventory” tab

Additional Ranked Improvements:
Dev Note: This season, we did a general pass to improve clarity around all things Ranked. We want to increase the amount of information people have about their match experience and make it visible throughout their match, instead of only showing it at the start of the match (a.k.a. the phone phase) or requiring players to wait until the match has already completed.
Added label in the lobby for your Matchmaking Tier, the rank at which we are attempting to matchmake you
Added RP information to the Obituaries/Kill feed
Showing the amount of RP earned on each kill
Added a new message when a squad is fully eliminated, including how much Placement RP you gain
Updated the in-game Net RP UI to be red if you have negative RP, white if you have positive RP
Added a minor animation and a light audio effect when you reach positive RP

Ranked Ladders (coming later this split)
Start Date | End Date | |
|---|---|---|
Ladder 1 | 11/10/2026 | 11/15/2026 |
Ladder 2 | 11/17/2026 | 11/22/2026 |
Ladder 3 | 11/24/2026 | 11/29/2026 |
Ladder 4 | 12/1/2026 | 12/6/2026 |
Ladder 5 | 12/8/2026 | 12/13/2026 |
BUG FIXES
Fixed an issue where players could perform bunny hops during the Death Box respawn interaction, allowing movement behavior that is not intended while the respawn process is in progress
LEGEND BUG FIXES
Fixed a bug where Mirage's decoys remain floating in place when deployed during skydiving
Crypto can no longer use Weapons in the Olympus Boxing Ring
Caustic's Nox Gas Traps are now able to be placed in Somers University properly
Fix where after Ballistic’s Tempest expires, the Sling weapon continued to benefit from the Locked Hop-Up even though the Hop-Up was inactive before Tempest was activated
Fixed a bug where Mad Maggie did not receive the speed boost effect from Corrupted Agile Stock
Various minor Alter bug fixes
MAPS BUG FIXES
Olympus: Fixed an issue at the center of Estates where players couldn't climb up the edges of the second floor building to reach the top level
World’s Edge: Fixed an issue where a cargo bot’s flight path was clipping into the buildings at Sorting Factory
Resolved over 35 rat/hiding spots across all maps
Resolved over 15 different instances of Alter’s abilities allowing players to clip out of bounds across all maps
ENGINE
Cubemap textures are now streamable, which will lower GPU memory usage
Disk usage improvements
The Season 30.0 and 31.0 patches are larger than usual because existing textures were recompressed
Compared with Season 29.0, disk usage was reduced by ~30 GB on most platforms and ~17 GB on Switch 2
Overall disk usage will be smaller after the patch is applied, and patch sizes should return to their normal range in future seasons
QUALITY OF LIFE
World’s Edge: Added additional cover along the outside of the walls at War Camp
World’s Edge: Added a gap in the railings at the bottom of Construction Stacks to prevent knocked players from being trapped on the first floor
Adjusted the attenuation distance of the Respawn Dropship to better indicate your proximity to a respawning team
The Weapon Playground now shows what the weapon will look like when equipped with a specific optic
Street Fighter Deathbox is now equipped on certain Heirlooms
It was not working properly on Hadoken and Horizon’s Heirloom
After respawning via the deathbox, the Weapon HUD now displays the proper amount of Ammo
Fixed an issue where the Game mode switched from Wildcard to Ranked on its own
Fixed Text to Speech on Xbox One
Random Favorite Legend skin selection now randomizes as intended
Heirlooms with bright visual effects can no longer be seen through Cloaking abilities
Fix an issue where game crashed to desktop when Bluetooth audio device disconnected or is switched during a match
Fixed an issue where Steam achievements didn’t unlock after winning matches as support or recon legends
Fixed an issue preventing challenges page layout from being appropriately displayed on 21:9 ultrawide resolution
Fixed an issue where zipline interaction prioritized the wrong zipline when multiple ziplines were within range


