Apex Legends Characters | Every Apex Legends Offensive Legend Character & Abilities - Prima Games

Apex Legends Characters | Every Apex Legends Offensive Legend Character & Abilities

Find out which Offensive Legend fits you the most.

by Nikola L
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Every competitive Apex Legends player should know at least the basics about each character. As the saying goes, “Know Thy Enemy” (and in this case, ally as well). There are many Legends in Apex Legends, each with different playstyles and combat aspects they excel at. Offensive Legends are typically, as their name states, strong attackers and it is the most common type played in the game right now.

Apex Legends Offensive Legend List

Below, we will cover the basics of every Offensive Legend in Apex Legends in alphabetical order, so that you are better prepared for your first encounter against them, you know what to expect from them when they are your allies, and ultimately so that you can gauge which Legend you should buy first.



Ash’s map shows the location of recent deathboxes. Press the Character Utility Button on a deathbox to mark surviving attackers (once per box).

Cool ability to track recent killers and get some revenge on them when they least expect it.

Tactical Ability: ARC SNARE

Throw a spinning snare that damages and tethers the first enemy that gets too close.

This is a very useful trap that can snare an enemy for 3 seconds and deal a small amount of damage.

Ultimate Ability: PHASE BREACH

Tear open a one-way portal to a targeted location.

This Ultimate really rounds up Ash’s hunter-like abilities well.



Taking fire while sprinting makes you move faster for a brief time.

This passive grants you a 30% boost to your movement speed that lasts for two seconds. A great thing to have when you’re running for cover and trying to dodge a rain of bullets.

Tactical Ability: SMOKE LAUNCHER

Fire a high-velocity smoke canister that explodes into a smoke wall on impact.

Trying to run away? Just deploy a smoke screen! You can also use this to protect your teammates during dire situations like revivals.

Ultimate Ability: ROLLING THUNDER

Call in an artillery strike that slowly creeps across the landscape.

Pretty self-explanatory. Each shell deals 40 damage, so use if you manage to hit a choke point or want to flush enemies away from cover.



You can gain a short movement speed boost at the end of the slide.

This ability gives you a 15% movement speed boost that lasts three seconds.

Tactical Ability: FLASHBACK

Go back to where you were a while ago from the Void.

A space and time manipulation ability that sends you back to where you were 5 seconds ago. Similar to Tracer from Overwatch, Chronos from Smite, and Weaver from Dota.

Ultimate Ability: PHASE CHAMBER

Release a phase cage to send all Legends within range into the Void.

Fade throws an explosive which deals a small amount of damage and slows down enemies. After two seconds pass, all players caught near the explosion are phased for four seconds. Enemies are highlighted for Fade and Allies are not able to use their abilities, grenades, and weapons.



Stack an extra grenade per inventory slot. Fire grenades farther, faster, and more accurately.

Do you like throwing bombs around? If so, you’ll like Fuse. He reminds us of Fuze from R6: Siege.

Tactical Ability: KNUCKLE CLUSTER

Launch a cluster bomb that continuously expels airburst explosives on impact.

More brilliant fireworks because why not? This one will explode into further (albeit smaller) explosions and is a pain to deal with in confined spaces.

Ultimate Ability: THE MOTHERLODE

Launch a bombardment that encircles a target in a wall of flame.

When you connect the dots, it seems that this character is designed to trap enemies in this ring of fire, and then spam the Knuckle Cluster and other available ordnance in the ring so that the enemies are put before a difficult choice of either running through the firewall (while taking damage) or to try to sustain the incoming damage. Tough choice all in all.



Increase air control and reduce fall impacts with Horizon’s custom spacesuit.

Pretty self-explanatory. You can maneuver better than the rest while in the air and do not suffer as much from falling.

Tactical Ability: GRAVITY LIFT

Reverses the flow of gravity, lifting players upward and boosting them outward when they exit.

A cylinder-shaped ability that you can use to get lifted within it and to get boosted as you exit it.

Ultimate Ability: BLACK HOLE

Deploy N.E.W.T. to create a micro black hole that pulls players in towards it.

N.E.W.T. has 175 HP and will pull enemies close to itself unless destroyed which is great to limit the maneuverability of opponents. We definitely got Enigma vibes from Dota when we played Horizon.

Mad Maggie


Temporarily highlight enemies you’ve damaged. Move faster with shotguns.

Want a temporary one-second wallhack and like playing with shotguns? Look no further.

Tactical Ability: RIOT DRILL

Fire a drill that attaches to an obstacle and burns enemies on the other side.

Got an enemy camping behind the doors? Good.

Ultimate Ability: WRECKING BALL

Throw a ball that releases speed-boosting pads and detonates near enemies.

Great to speed yourself up if you’re rotating around the map, or to just bust down doors and chase enemies. Very versatile.


Passive: NOW YOU SEE ME…

Automatically cloak when using Respawn Beacons and reviving teammates. Spawn a decoy and cloak when downed.

Deception in FPS games is a brilliant thing to have, especially during dire situations noted above.

Tactical Ability: PSYCHE OUT

Send out a holographic decoy to confuse the enemy (you can control the Decoy).

The Decoy is sent running straight ahead, and when you control it, it mimics your movement. It takes a bit of practice to not get figured out immediately by opponents, so work towards making the Decoy appear as if it’s moving naturally as you play.

Ultimate Ability: LIFE OF THE PARTY

Mirage deploys a team of controllable decoys to distract enemies.

If you thought dealing with one decoy is tricky, try five.



Automatically restores health over time.

If you don’t take damage for six seconds, you restore one HP per second. Pretty cool if you can hide somewhere.

Tactical Ability: STIM

Increase walk speed by 30% and sprint speed by 40% for 6 seconds. Costs Health to use. Reduction to slows while active.

Feels like it fell directly out of Starcraft. The cost is 20 HP (if you have 20 or less, it will leave you at one HP). So hit them hard and then run to safety to get healed. Fairly simple.

Ultimate Ability: LAUNCH PAD

Deploy a jump pad that catapults anyone through the air. Press the jump button to double jump.

Remember Quake jump pads? Well, these are deployable and help you maneuver around the battlefield.


Passive: STALKER

You crouch walk faster and can climb walls higher.

This Passive is excellent for maneuvering around and keeping yourself a smaller target.

Tactical Ability: SILENCE

Throw a device that deals damage and disables enemy abilities for 15 seconds.

Absolutely brilliant ability to initiate the fight from an ambush, or to just use during a skirmish. 15 seconds lasts forever.

Ultimate Ability: DEATH TOTEM

Drop a totem that protects users from death. Instead of getting killed or downed, you will return to the totem.

The totem is easy to spot and fairly easy to destroy, so if left unattended, it’s almost game-breaking. When you avoid death, you get 50 HP and full shields.



A voice warns you when danger approaches. As far as you can tell, it’s on your side.

You will hear an audible warning when someone is aiming at you when traps are nearby, and when ordnance is coming your way (grenades and similar).

Tactical Ability: INTO THE VOID

Reposition quickly through the safety of void space, avoiding all damage.

Wraith phases out and becomes invincible and invisible for four seconds, but still sees enemies. Great ability to relocate yourself within a fight.

Ultimate Ability: DIMENSIONAL RIFT

Link two locations with portals for 60 seconds, allowing anyone to use them.

A pretty straightforward ability that helps your teammates relocate themselves faster.

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