Apex Legends™: Breach Patch Notes
[h2]BREACH OVERVIEW[/h2][previewyoutube][/previewyoutube][p]Legends, it’s just about time for the newest season: Breach, so grab your squadmates and get ready! As with any new season, there’s plenty of new and exciting changes to look forward to! Breach adds Hardlight Mesh to Apex Legends, encouraging new breach-and-clear gameplay. Also, Fuse is getting a Rework, Catalyst and Bloodhound are getting updates, and we’re seeing the meta continue to shift towards close quarters combat with Marksman nerfs and Shotgun buffs! Plus, we think you’re going to like the changes to Knockdown Shields and Backpacks… So get ready to kick down the door on Apex Legends: BREACH.[/p][p]For an overview of some of Breach’s key updates, check out our highlights blog from last week and for details on all seasonal changes, please read on![/p][h2]HARDLIGHT MESH[/h2][p]A NEW ENTRY INTO THE WORLD - Hardlight[/p][p]The Apex Games are evolving once again, adding new ways for players to move, engage, and fight. Legends will encounter Hardlight across windows in structures scattered throughout the world. Hardlight acts as destructible and breachable Windows. While Hardlight Meshes are intact they are translucent: allowing players to see through them, but they block projectiles and player movement. When broken or damaged, Hardlight Meshes rebuild after a lengthy delay. [/p][p]Hardlight takes Damage from weapon fire, and increased Damage from specific weapon classes, Explosives, Melee, and Legends’ Abilities. Break Hardlight to breach into buildings creating new entries, and find new angles to lay down an assault on opponents.[/p][p]Hardlight can be Rebuilt or Reinforced by Controller Legends. Reinforced Hardlight is much stronger than normal Hardlight meshes, taking more damage before breaking. Providing Controller Legends an opportunity to bunker down and delay enemy assaults.[/p][p]
[/p][p]Hardlight Details:[/p][h3]WILDCARD[/h3][p]Wildcard[/p]
- [p]At Match Start: Hardlight Meshes are automatically spawned into the world at preset positions on various structures.[/p]
- [p]Hardlight Mesh defaults to 200 HP.[/p]
- [p]Hardlight takes increased damage from Explosives (8.5x), Shotguns (2.5x), Snipers (3.5x), and Legend Abilities (10.0x).[/p]
- [p]Hardlight takes damage from Ring.[/p]
- [p]Hardlight cannot repair, rebuild, or be Reinforced in Ring.[/p]
- [p]Upon Reinforce, Hardlight health total is set to 1250HP.[/p]
- [p]Hardlight cannot be rebuilt immediately after breaking. Rebuild Delay: 4 seconds[/p]
- [p]Controllers subject to a limit on the number of Reinforced Hardlights: Max 4 Reinforced Hardlights.[/p]
- [p]Reinforced Hardlight Decays when the original reinforcing player exceeds Reinforcement Limit.[/p]
- [p]Reinforced Hardlight Decays when there are no players nearby for an extended period of time. [/p]
- [p]When Reinforced Hardlight Decays, it returns to a standard Hardlight Mesh state it decays to baseline Health 200 HP.[/p]
- [p]Passive[/p]
- [p]Fuse is no longer slowed when taking explosive damage[/p]
- [p]Tactical[/p]
- [p]Faster weapon stow time when switching to the tactical[/p]
- [p]Flattened the trajectory to make tap-firing more accurate[/p]
- [p]Reduced delay before explosions start up (was 1.7s, now 1.0s)[/p]
- [p]Increased base damage (was 10, now 15)[/p]
- [p]Reduced the duration by 50%[/p]
- [p]Ultimate[/p]
- [p]Refreshed ultimate behavior. Fires a mortar that explodes against the ground, then sprays out smaller bombs around its landing point. When aiming down sights, the mortar can pierce cover up to 13m deep and deliver explosives to the other side.[/p]
- [p]Level 2[/p]
- [p]Pyro Techniques: Your ultimate will drop behind patches of fire for 8 seconds after the bombs explode[/p]
- [p]Knuckle Jumper: Jumping when next to your own Knuckle Clusters will give you an explosive boost (destroys the cluster afterwards).[/p]
- [p]Level 3[/p]
- [p]Reignition: Dealing explosive damage to enemies recharges your ultimate (for every 2 damage dealt, reduces cooldown by 1 second)[/p]
- [p]Removed Ring Master, Scar Tissue, and Knuckle Hustler[/p]
- [p]Passive[/p]
- [p]Can now reinforce up to 4 doors (was 2)[/p]
- [p]Tactical[/p]
- [p]Flattened the trajectory, slightly lowered the pitch, and increased the overall range[/p]
- [p]Increased size by roughly 50%[/p]
- [p]Reduced the delay before spikes can deal damage (was 2s, now 1s)[/p]
- [p]Can now have 3 traps maximum (was 2)[/p]
- [p]Activation radius reduced by 20%[/p]
- [p]This is how close you have to be before the spikes stand up and the core is vulnerable[/p]
- [p]Ultimate[/p]
- [p]You can now toggle to deploy the ultimate horizontally[/p]
- [p]Length increased by 5m[/p]
- [p]The wall can now build up through standard doors, Lifeline’s D.O.C. Halo, and Gibraltar’s Dome of Protection.[/p]
- [p]Can now be placed on steeper angles[/p]
- [p]Reduced Dark Veil duration when enemies walk through (was 7s, now 5s)[/p]
- [p]Level 2[/p]
- [p]Hidden Spikes: The spike pool is now hidden to enemies while inactive[/p]
- [p]Sole Piercer: Spike traps activate 50% faster and deal 5 more damage per hit[/p]
- [p]Removed Sister Spikes and Long Veil[/p]
- [p]Passive[/p]
- [p]Enemies outside of 13m no longer block white ravens from spawning (Flock upgrade brought into base kit)[/p]
- [p]Clues more than 13m away no longer block White ravens (was ~50m)[/p]
- [p]Tactical[/p]
- [p]Total scan duration up to 4s (was 3s), full-body duration remains half the full scan duration (so now 2s, was 1.5s)[/p]
- [p]Reduced screen coloration during scan[/p]
- [p]Fewer clues will pop-up on screen when your tactical successfully scans an enemy[/p]
- [p]Ultimate: [/p]
- [p]Cooldown reduced to 2.5 minutes (was 4 minutes)[/p]
- [p]Activation time reduced by ~20%[/p]
- [p]After activation, the wider FOV gradually shifts back to your normal FOV[/p]
- [p]Knocks while your ultimate is active increase the duration by 5s (will always reset to 10s if below)[/p]
- [p](Unchanged) Knocks while your ultimate is active resets your tactical duration[/p]
- [p]This has been active for a while but is now called out in the ability description[/p]
- [p]Level 2[/p]
- [p]Taste of Blood: Regen 50 health when getting a knock while your ultimate is active[/p]
- [p]Raven’s Flight: When activating your white ravens, they can ping enemies twice as far as normal[/p]
- [p]Level 3[/p]
- [p]Hunter’s Agility: Your tactical is faster to use and has -5s cooldown[/p]
- [p]Eye of the Allfather removed from level 2[/p]
- [p]Removed Raven’s Blessing, Flock, and Sighthound[/p]
- [p]Prevent Power Coupling for 5s after EMP[/p]
- [p]Reduced charge gained from scanning players from 10 to 5[/p]
- [p]Feeling Zippy additionally increases allied movement speed on Energized Ziplines from 1000 -> 1350[/p]
- [p]Feeling Zippy additionally increases allied acceleration on Energized Ziplines from 700 -> 800[/p]
- [p]Max Duration extension reduced from 6s to 3s[/p]
- [p]EVA 8[/p]
- [p]Peacekeeper[/p]
- [p]Sentinel[/p]
- [p]Added Hop-up: Double Tap Trigger[/p]
- [p]Damage increased to 37 (was 36)[/p]
- [p]Increased rate of fire[/p]
- [p]Can be equipped with sniper optics[/p]
- [p]Max damage decreased to 60 (was 65)[/p]
- [p]Max energized damage decreased to 50 (was 55)[/p]
- [p]Increased draw time[/p]
- [p]Decreased base damage to 41 (was 43)[/p]
- [p]Decreased charged damage multiplier[/p]
- [p]Slightly increased charge time[/p]
- [p]Reduced rate of fire[/p]
- [p]Slightly increased choke time[/p]
- [p]Removed Hop-Up: Kinetic Feeder[/p]
- [p]Damage decreased to 23 (was 25)[/p]
- [p]Reduced reload speed[/p]
- [p]Reduced rate of fire[/p]
- [p]Increased enhanced hipfire spread[/p]
- [p]Decreased pellets per blast to 5 (was 6)[/p]
- [p]Damage per pellet increased to 19 (was 16)[/p]
- [p]Adjusted blast pattern[/p]
- [p]Slightly increased rate of fire[/p]
- [p]Tightened blast pattern[/p]
- [p]300 Locked Hop-Up Points to unlock[/p]
- [p]Added to: Mastiff and 30-30 Repeater[/p]
- [p]500 Locked Hop-Up Points to unlock[/p]
- [p]Added to: P2020[/p]
- [p]500 Locked Hop-Up Points to unlock[/p]
- [p]Added to: Peacekeeper[/p]
- [p]Removed from: Tripletake, Hemlok and R301[/p]
- [p]Removed from: Volt and Mastiff[/p]
- [p]Added to: L-STAR and Longbow DMR[/p]
- [p]Added to: EVA-8[/p]
- [p]Decreased points to unlock to 500 on the Devotion (was 600)[/p]
- [p]P2020 return to the floor (details below)[/p]
- [p]G7 Scout enters the Care Package (details below)[/p]
- [p]Sentinel, VK-47 Flatline, Peacekeeper, 30-30 Repeater, Akimbo P2020[/p]
- [p]Reviving Teammates only provides full Evo (100 points) for the first 2 Revives per team per game. Each subsequent Revive will reward 25 less Evo until no Evo is rewarded. [/p]
- [p]Removed from loot pool.[/p]
- [p]Knockdown shield level is now tied to legend level.[/p]
- [p]i.e. Legend Level 1 = White Knockdown[/p]
- [p]White backpack removed from loot pool.[/p]
- [p]White backpack added to starter kit.[/p]
- [p]Broken Moon [/p]
- [p]E-District[/p]
- [p]World’s Edge[/p]
- [p]2/10/26 - 3/24/26 Map Rotation[/p]
- [p]TDM[/p]
- [p]Fragment, Skull Town, Zeus Station[/p]
- [p]CONTROL[/p]
- [p]Production Yard, Barometer, Lava Siphon[/p]
- [p]GUN RUN[/p]
- [p]Wattson Pylon, Monument, Skull Town[/p]
- [p]TDM[/p]
- [p]All Ranked matches return to the singular Dropship deploy, with Jump Masters leading your skydives into the BR, putting the game start back into your hands, Legends. [/p]
[p]Ranked Event 1[/p]
[p]2/19/2026[/p]
[p]2/22/2026[/p]
[p]Ranked Event 2[/p]
[p]2/26/2026[/p]
[p]3/1/2026[/p]
[p]Ranked Event 3[/p]
[p]3/5/2026[/p]
[p]3/8/2026[/p]
[p]Ranked Event 4[/p]
[p]3/12/2026[/p]
[p]3/15/2026[/p]
[p]Ranked Event 5[/p]
[p]3/19/2026[/p]
[p]3/22/2026[/p]
[p]Ranked Event 6[/p]
[p]4/2/2026[/p]
[p]4/5/2026[/p]
[p]Ranked Event 7[/p]
[p]4/9/2026[/p]
[p]4/12/2026[/p]
[p]Ranked Event 8[/p]
[p]4/16/2026[/p]
[p]4/19/2026[/p]
[p]Ranked Event 9[/p]
[p]4/23/2026[/p]
[p]4/26/2026[/p]
[p]Ranked Event 10[/p]
[p]4/30/2026[/p]
[p]5/3/2026[/p]
- [p]2/10/26 - 3/10/26[/p]
- [p]Wildcard: Kings Canyon[/p]
- [p]Wild Card Rotation[/p]
- [p]Here are the Wild Cards that will be available this season:[/p]
- [p]Chain Reaction[/p]
- [p]Damage is chained to additional enemies within an affected area[/p]
- [p]Crackerjack[/p]
- [p]Instantly reload weapon on knock[/p]
- [p]Extra Ordnance[/p]
- [p]The player gains the ability to carry +1 Ordnance[/p]
- [p]Fast Draw[/p]
- [p]Reload weapons and use shield cells faster[/p]
- [p]Get Up and Go[/p]
- [p]When a player revives a teammate, both receive a burst of speed[/p]
- [p]Good Doctor[/p]
- [p]Revive teammates with additional health and shields[/p]
- [p]Gren-Aid[/p]
- [p]Mark enemies damaged by your explosives[/p]
- [p]Love Potion[/p]
- [p]When using a consumable, nearby teammates receive the same health[/p]
- [p]Sent Packing[/p]
- [p]Explosions have increased knockback.[/p]
- [p]Smoke Out[/p]
- [p]Drop smoke cover when downed, smoke regens shields for self and teammates[/p]
- [p]Status Report[/p]
- [p]Reveal enemy locations on knock[/p]
- [p]Chain Reaction[/p]
- [p]Here are the Wild Cards that will be available this season:[/p]
- [p]When players die in quick succession, they will be more aggressively pushed further away from their previous death location and closer towards the center of the ring. [/p]
- [p]Controller Legends can now remotely pick up their deployed tacticals, just as they can in other game modes.[/p]
- [p]Bot Royale has evolved, it is now a full BR experience mixing humans and Apex Bots.[/p]
- [p]Bot Royale Evolved lobbies will consist of 1-5 full human squads and 15-19 Apex Bots squads (20 squads total).[/p]
- [p]Bot Royale Evolved has a tighter matchmaking compared to Trios to make sure you have an opponent at your level. If we cannot find those, we backfill with bots.[/p]
- [p]Bot Royale Evolved has the same game length and ring tuning as Unranked BR (whereas the original Bot Royale had shorter matches) for a full BR experience.[/p]
- [p]XP gains are no longer capped, and the ability to progress your Challenges has been added! [/p]
- [p]Earning Badges is still restricted, and no stats will advance while playing this mode. [/p]
- [p]New accuracy system[/p]
- [p] that rewards players for moving and shooting. Stand still and their accuracy will increase![/p]
- [p]New drop logic system[/p]
- [p]Apex Bots will distribute evenly across POIs, allowing the decision to hotdrop on you - the player![/p]
- [p]Improved ring survival[/p]
- [p]Apex Bots have a better understanding of the ring, will rotate to safe areas and avoid fighting while in the ring.[/p]
- [p]Improved strafing[/p]
- [p]When in combat range, bots will strafe to avoid incoming damage[/p]
- [p]New Bot Loadout System[/p]
- [p]While Apex Bots will still loot, as they survive into further rounds their loadouts will improve with better attachments and better equipment. Making them a tougher target in further rounds.[/p]
- [p]Improved Squad Coherence[/p]
- [p]Apex Bot squads will no longer roam away from their squad, they’ll stick close to their squad leader to move as a group and attack as a group.[/p]
- [p]Bug fix for potential issues on Storm Point where the first Ring could spawn in playable space before closing for Round 1.[/p]
- [p]Fixed issue where the Power Booster Amp UI would be present even when you did not have the Amp equipped.[/p]
- [p]Fixed issue where Crate Weapons could lose their infinite ammo when using the Infinite Ammo Amp.[/p]
- [p]Fixed controller Legends not being able to remotely pick up their tactical in Wildcard[/p]
- [p]Fixed some effects not playing correctly on the reactive EVA-8 skin “Heart of Brimstone”[/p]
- [p]Octane[/p]
- [p]Fixed FOV scaling issues with Stim Surge[/p]
- [p]Fixed Stim Surge sometimes lowering your speed[/p]
- [p]Fixed Stim Surge being used first if it was previously canceled with a mantle[/p]
- [p]Fixed a bug where Stim Surge would trigger automatically in a multitude of contexts[/p]
- [p]Fixed a bug where Daredevil could grant Battle Surge movement speed buff in addition to fast reloads[/p]
- [p]Valkyrie[/p]
- [p]Fixed the ultimate being blocked by a Trident and leaving the scan on permanently[/p]
- [p]Control[/p]
- [p]Weapons will no longer interrupt shooting, healing, or other actions when a player levels up.[/p]
- [p]Weapons will now seamlessly update in hand or in their inventory upon level up, matching the way it works in Wildcard.[/p]
- [p]The button prompt for manually upgrading a weapon has been removed, as the weapons will upgrade seamlessly.[/p]
- [p]Weapons will no longer interrupt shooting, healing, or other actions when a player levels up.[/p]
- [p]Ballistic[/p]
- [p]Ballistic's Sling will no longer interrupt shooting when the Sling weapon is being upgraded/downgraded as part of the Ultimate or when leveling up EVO.[/p]
- [p]Settings Menu[/p]
- [p]Gameplay menu options have been broken up and reorganized into 5 subcategories (Combat, Movement, HUD UI, Accessibility, Privacy) so they’re easier to find.[/p]
- [p]Added additional voicelines when pinging an Elite Weapon.[/p]
- [p]Respawn Beacon icons on the map and mini-map will now flash after they have been used by another team.[/p]
- [p]Improved graphics device selection when multiple are present on the system.[/p]
- [p]Added a user facing error message if the minimum spec Shader Model 6.0 is not supported, including a reminder that this is likely due to outdated drivers.[/p]
- [p]Certain Rare, Epic, and Legendary Apex Packs can now be upgraded to Wishlist-enabled packs.[/p]
- [p]Once these packs are upgraded, your Active Wishlist selections will influence the guaranteed item slot for these packs. All previous rarity drop rates and Apex Pack guarantee rules apply to the upgraded Wishlist pack.[/p]
- [p]Upgrade Apex Packs into Wishlist-enabled packs in the Pack Inventory Screen using Legend Tokens. The Upgrade button will only show for eligible packs and you can upgrade multiple at a time. If your Wishlist is Unavailable, pack upgrading is also unavailable.[/p]
- [p]The cost to upgrade is:[/p]
- [p]Rare Apex Pack: 1,500 Legend Tokens[/p]
- [p]Epic Apex Pack: 3,000 Legend Tokens[/p]
- [p]Legendary Apex Pack: 5,000 Legend Tokens[/p]