Overclocked Patch Notes
Overclocked is locked and loaded and ready to go! In Season 29 of the Apex Games we are not only focused on delivering exciting, new seasonal content, but addressing key feedback from our player-base. A brand new Legend, Axle, joins the fray and this combat racer is bound to shake things up. Vantage, Conduit and Ash are getting buffs to keep up with the breakneck pace. We’re introducing Deathbox Respawns and Chained Healing to get you and your teammates back into the fight sooner. The starting line approaches, so get ready to roll in Apex Legends: OVERCLOCKED.To get a quick overview of some of Overclocked’s main updates, check out our Highlights blog from last week. For a deep-dive into meta balancing, check out our seasonal Designer’s Notes. Read on for all the details about what’s happening this season!MATCHMAKING Solo-Queueing AdjustmentsWe’ve heard the continued feedback on solo queueing difficulty. Later this split, we’ll introduce a system where solo players matchmake against opponents of a slightly lower skill tier in both Ranked and Unranked matches. This is aimed at reducing the advantage of full premade squads and tightening win rate gaps between solos and three-stacks.Queue Time Tuning in High-Skill LobbiesLate in 28.1, we began rolling out longer max queue times for higher-skill players. We’re keeping these changes in place to help create tighter skill bands and reduce mismatched games (e.g. Plats vs. Masters), leading to more competitive matches overall.The majority of players will see no difference at all. If you matchmake into smaller pools, for example during off-hours, then you may have to wait up to a few minutes longer than beforeBots in Unranked ModesWe’re continuing limited testing of bots in select regions and skill ranges in Unranked modes (Trios, Duos, Wildcard). The goal is to improve match quality by reducing extreme skill mismatches and avoiding excessively long queue times, particularly if there are lower-population scenarios. Bots are used only to fill gaps in these scenarios, not replace full matches, and you will never matchmake with an Apex Bot on your team.IN-GAME AUDIOThis season, as a quality of life update, we have improved voice chat clarity and added the ability to adjust voice chat volumes for each member of your squad individually. We are continuing our work to resolve existing audio issues and improve in-match audio quality so that you can consistently rely on these systems to inform your situational awareness. We are aware that audio issues increased during the recent Gundam Event and we are continuing to work on methods to avoid similar situations in the future. We pushed various stability improvements over the latter half of Season 28 that have improved the situation, pushing us towards cleaner audio experiences. We appreciate the reports we received - they greatly helped our ongoing investigations.PATCH NOTESGAME UPDATESDeathbox RespawnsDev note: With this new mechanic, we wanted to introduce an alternative way to get your teammates back into the fight, faster (but riskier) than the classic Respawn Beacon process, that feels like a reward for teams that successfully clear and hold an area. The safest option will remain disengaging, recovering banners, moving to a safe beacon, and respawning. But a successful Deathbox Respawn may bring your team back to full strength before a third party can capitalize on your weakened squad. Respawn dead teammates directly from their Deathbox. High Risk: Respawning at a Deathbox is loud, visible to nearby enemies, and takes 7 seconds. Be sure to clear the area before attempting it.Respawn with Your Gear: When respawned from your Deathbox, any weapons and gear that still remain unlooted are added to your inventory automatically.Lockout Timer: Each additional death increases the time before teammates can use Deathbox Respawn again. Stay alive to reset the timer.Respawn Beacon DropshipDev note: Respawn from Dropship is a dangerous and lengthy process. Often the surviving player activating the Respawn Beacon will get pounced on and killed before their teammates disembark the Respawn Dropship. This change is meant to get boots on the ground faster for returning players, while keeping the Dropship visible for the entire lobby for an extended duration, ensuring no enemies miss the cue that players are returning to the battlefield. Animation timing adjustedDropship arrival shortened so respawned players re-enter the game faster. Dropship hover time after respawn increased.Chain HealingDev note: This is a Quality of Life change at its core. Many factors contribute to when and how you heal. Limited resources and timing influence this choice: often meaning that you’re going to spam heal several shield cells rather than wasting the more valuable and limited shield batteries you have. This change is meant to make that existing pattern of spamming the heal button to rip 4 cells in a row smoother and less repetitive.While healing, another heal
Overclocked is locked and loaded and ready to go! In Season 29 of the Apex Games we are not only focused on delivering exciting, new seasonal content, but addressing key feedback from our player-base. A brand new Legend, Axle, joins the fray and this combat racer is bound to shake things up. Vantage, Conduit and Ash are getting buffs to keep up with the breakneck pace. We’re introducing Deathbox Respawns and Chained Healing to get you and your teammates back into the fight sooner. The starting line approaches, so get ready to roll in Apex Legends: OVERCLOCKED.
To get a quick overview of some of Overclocked’s main updates, check out our Highlights blog from last week. For a deep-dive into meta balancing, check out our seasonal Designer’s Notes. Read on for all the details about what’s happening this season!
Solo-Queueing Adjustments
We’ve heard the continued feedback on solo queueing difficulty. Later this split, we’ll introduce a system where solo players matchmake against opponents of a slightly lower skill tier in both Ranked and Unranked matches. This is aimed at reducing the advantage of full premade squads and tightening win rate gaps between solos and three-stacks.
Queue Time Tuning in High-Skill Lobbies
Late in 28.1, we began rolling out longer max queue times for higher-skill players. We’re keeping these changes in place to help create tighter skill bands and reduce mismatched games (e.g. Plats vs. Masters), leading to more competitive matches overall.
The majority of players will see no difference at all. If you matchmake into smaller pools, for example during off-hours, then you may have to wait up to a few minutes longer than before
Bots in Unranked Modes
We’re continuing limited testing of bots in select regions and skill ranges in Unranked modes (Trios, Duos, Wildcard). The goal is to improve match quality by reducing extreme skill mismatches and avoiding excessively long queue times, particularly if there are lower-population scenarios. Bots are used only to fill gaps in these scenarios, not replace full matches, and you will never matchmake with an Apex Bot on your team.
This season, as a quality of life update, we have improved voice chat clarity and added the ability to adjust voice chat volumes for each member of your squad individually.
We are continuing our work to resolve existing audio issues and improve in-match audio quality so that you can consistently rely on these systems to inform your situational awareness. We are aware that audio issues increased during the recent Gundam Event and we are continuing to work on methods to avoid similar situations in the future. We pushed various stability improvements over the latter half of Season 28 that have improved the situation, pushing us towards cleaner audio experiences. We appreciate the reports we received - they greatly helped our ongoing investigations.
Dev note: With this new mechanic, we wanted to introduce an alternative way to get your teammates back into the fight, faster (but riskier) than the classic Respawn Beacon process, that feels like a reward for teams that successfully clear and hold an area. The safest option will remain disengaging, recovering banners, moving to a safe beacon, and respawning. But a successful Deathbox Respawn may bring your team back to full strength before a third party can capitalize on your weakened squad.
Respawn dead teammates directly from their Deathbox.
High Risk: Respawning at a Deathbox is loud, visible to nearby enemies, and takes 7 seconds. Be sure to clear the area before attempting it.
Respawn with Your Gear: When respawned from your Deathbox, any weapons and gear that still remain unlooted are added to your inventory automatically.
Lockout Timer: Each additional death increases the time before teammates can use Deathbox Respawn again. Stay alive to reset the timer.
Dev note: Respawn from Dropship is a dangerous and lengthy process. Often the surviving player activating the Respawn Beacon will get pounced on and killed before their teammates disembark the Respawn Dropship. This change is meant to get boots on the ground faster for returning players, while keeping the Dropship visible for the entire lobby for an extended duration, ensuring no enemies miss the cue that players are returning to the battlefield.
Animation timing adjusted
Dropship arrival shortened so respawned players re-enter the game faster.
Dropship hover time after respawn increased.
Dev note: This is a Quality of Life change at its core. Many factors contribute to when and how you heal. Limited resources and timing influence this choice: often meaning that you’re going to spam heal several shield cells rather than wasting the more valuable and limited shield batteries you have. This change is meant to make that existing pattern of spamming the heal button to rip 4 cells in a row smoother and less repetitive.
While healing, another healing item may now be queued to automatically begin once the current healing action finishes.
There are 3 settings options (‘Single’ is the new default option) that can be changed via the Gameplay settings menu:
Off: Disables the feature and leaves the current healing system unaffected.
Single: While healing, allows the queuing of another healing item. You must queue each additional heal manually by pressing the heal button again, or selecting a new item from the healing wheel.
Auto: While healing, allows the queuing of another healing item. Auto will continuously queue that same healing item, without any further input, until the effective health pool is full, or you run out of that healing item.
We have overhauled the Health Bar system to increase reliability and improve Line of Sight checks when obscuring effects are present. Effects such as smoke and foliage will now more consistently block the LoS check used for Health Bars. This means Health Bars will appear less often in situations where an enemy is obscured to you.
Dev note: Axle was born after a big-picture assessment of the state of movement in Apex following Valkyrie’s two-year reign in the ALGS. Valk was a big pick in competitive play, and on the other side of the competitive spectrum, Octane was the perennial #1 pick. Other Legends with movement abilities have consistently been mainstays in the top five.
This comes as no surprise; fluid movement has always been a staple of Apex, a powerful tool in a BR where positioning is paramount. Our movement deep-dive preceding Axle’s development shone a light on our biggest learning: Characterizing “Movement” as a tool is far too reductive. Just look online: community-driven movement wikis and training videos are everywhere. Movement is the toolbox, and every jetpack boost, soft landing, and grapple is just one of many tools inside.
Keep your head on a swivel, because Axle transforms the battlefield into her racetrack.
Class
Skirmisher
Passive
DRIFT: Increased control while sliding.
Axle accelerates and moves faster than others while sliding.
She also has increased lateral control.
Tactical
NITRO GATE: Deploy a speed gate that sends users into a boosted slide.
Stepping into a Nitro Gate forces users into a speedy slide, where they have greatly increased velocity and lateral control.
This effect lasts for up to five seconds as long as speed isn’t naturally slowed.
Manually stopping the slide will end the effect (although it can be maintained through quick b-hops).
The gate is team agnostic, meaning it has the same effect on friendlies and enemies, though Axle will be the only one with increased slide control.
Ultimate
KICKSTART: Deploy an enemy-seeking drone that displaces targets on impact.
Axle fires a drone straight out in front of her, where it traverses close to the ground in a straight line as it scans for enemies in a wide FoV.
Once an enemy is spotted, the drone seeks towards the target, closing the gap to get within detonation range.
If the target cannot outrun or destroy the drone before detonation, it will knockback all targets in range up into the air.
Victims are revealed while airborne, take explosive damage, and are briefly stunned.
Upgrades
Level 2
Super Slider: Gain a second Tactical charge.
Automata: Gain a second Ultimate charge.
Level 3
Jump Gate: Upgrades the Nitro Gate to give a double-jump.
Similar to how Octane’s Triple Jump upgrade works, this upgrades the Nitro Gate itself.
Players can use up to one double-jump while the Nitro Gate effect is active.
Sliding Shooter: Bullets shot while sliding come straight from inventory instead of magazine.
Functionally, this allows for longer continuous firing while sliding before having to reload.
Bullets shot straight from inventory are capped at half the weapon’s max magazine size (i.e. if a purple mag capacity is 30 bullets, 15 bullets will get pulled from inventory before instantly transitioning to the active clip).
Dev note: Vantage is currently underperforming in fights and as a result is seeing less play overall. Looking over her kit we recognized that, as a sniper, her role becomes more and more difficult the later the game goes on (and playspace shrinks). We really wanted to find ways to keep her kit powerful at every stage of the game.
Passive
Tracking a team with Spotters Lens will generate 70% of an ultimate bullet
10 second cooldown per team
Tactical
Vantage is immune to hard landings exiting the tac
Increased velocity from 20 Meters Per Second to 21 Meters Per Second
Increased double jump range from 4m to 7m
Reduced deceleration at final destination by ~25%
Cooldown reduced from 20s to 17s
Ultimate
Toggle fire to equip your Canted Sight: A 2x optic mounted on the side of the rifle
While canted rechamber time is decreased from 1.2s to 1.1s
While canted ADS time reduced from 0.5s to 0.4s
Bullet scaling is drastically reduced in Canted sights (so be accurate!)
Increase aiming responsiveness with Normal sight
Reduced ADS time from 0.6s to 0.5s
Increased weapon handling in both modes
Reduced Holster and Lower time from 0.5s to 0.4s
Reduced Deploy and Raise time from 1.5s to 1.3s
Default Normal scope magnification increased from 3x to 4x
Upgrades
Tactical Cooldown replaced with Herd Tracker: Pinging an enemy will track the entire team
Dev note: As a Legend with a low pick rate that performs quite well relative to other Support Legends, Conduit presents an intriguing design conundrum: why aren’t more players picking her if her match result stats are great? Our primary goals are to keep Conduit feeling challenging but rewarding, to increase her playmaking potential, and also to provide her with more opportunities to have successful supportive interactions with her team.
Abilities
Passive:
New Effect: If Savior’s Speed is active when sprinting toward a Skirmisher, gain an additional 5% movement speed.
Tactical:
Split Charge has been incorporated into her base kit, granting two charges
Decreased Regen Duration from 9s to 6s
Decreased Regen from 20/s to 15/s
Adjusted Cooldown to 27s
Standard Radiant Transfer was 32s
Split Charge was 21s
Removed cooldown start delay
The cooldown will now always begin after casting, even if still searching for a target
Upgrades
Level 3
Both Radiant Transfer and Split Charge have been removed
New Upgrade: Instant Barrier
Gain a portion of Radiant Transfer's Temp Shields instantly, but Regen Duration is reduced by 2s.
New Upgrade: Enduring Barrier
Radiant Transfer's Temp Shield Regeneration persists through taking damage.
ALTER
Dev note: At the highest levels of play, Alter has been a consistent performer who shakes up fights by being extremely evasive, standing above many of the other legends in her class thanks to the team utility and safety she provides. Though we feel like her playstyle drives a fun player fantasy, we want to incorporate a bit more risk into her gameplay formula, making her cunning escapes not quite as “free” as they have felt before.
Abilities
Tactical:
Increased Cooldown from 20s to 25s
Ultimate:
Decreased Range from 300m to 250m
Increased Recall Time from 2s to 3s
Increased Ally Recall Time from 3s to 4s
Decreased Chase Portal Open Time from 6s to 4s
Upgrades
Level 3
Void Breacher
Reduced movement speed from 30% to 15%
Dev note: We know player sentiment around the most recent round of Ash changes was that we “nerfed her into the ground.” We felt like we had to nerf Ash really hard to manage a relative dominance over global pick rate. But with the presence of other agile Legends like Octane, Wraith and now Axle, we have a little more wiggle room to find the happy middle ground. While we want to give Ash’s passive a little zip back, we are proceeding cautiously to avoid trending toward the state of Ash in Season 24.
Passive
Cooldown from 12s to 10s
Velocity from 425 to 450
Traditional martial arts weaponry meets deadly laser weapon technology in style with the new Twin Razors Mythic Universal Melee cosmetic.

These dual melee weapons feature lethal rotating laser blades, dealing dangerous melee blows for any Legend bold enough to wield them. Twin Razors are available as a possible drop in Overclocked Seasonal Packs*, available all season long.
*Not available in all regions.
C.A.R. returns to the floor (details below)
LSTAR enters the Care Package (details below)
Devotion LMG, Hemlok Breach AR, Alternator SMG, Charge Rifle, Wingman
Dev Note: Light ammo weapons as a whole have become a bit too reliable in both performance and sustain. Adjusting their ammo stack size is a way to take a swing at bringing the entire ammo class down a bit, while giving other ammo types some space to breathe.
Decreasing light ammo stack size to 60 (was 72).
Hemlok Breach AR
Increased Breach Charge cooldown from 15 seconds to 25 seconds
Breach Charge now disperses gas and smoke
Decreased damage from 23 to 22 (Previous Hotfix)
Decreased magazine size across all tiers by 2 (Previous Hotfix)
All Trophy Systems should now properly intercept Hemlok's Breach Charge (Previous Hotfix)
Increased horizontal and vertical recoil (Previous Hotfix)
Increased hipfire spread (Previous Hotfix)
L-Star Emg \[Care Package]
Damage increased from 19 to 20
Added Hop-Up: Redline
Increased damage and projectile size when close to overheating
P2020
Increased base damage from 23 to 24 (Previous Hotfix)
C.A.R. \[Floor Loot]
Removed Hop-Up: Galvanic Gavel
Magazine size adjustments:
Blue magazine increased from 25 to 26
Purple and gold magazines increased from 28 to 30
Double Tap Trigger
Increased points to unlock from 375 to 500 on the Alternator
Turbocharger
Decreased points to unlock from 500 to 425 on the Devotion
Dev note: This season we're taking a big look at macro rotations and the options our maps provide alongside the tools our Legends bring to the table.
In previous updates we've implemented changes and adjustments to the Tridents to try and provide interesting and exciting gameplay opportunities. They're however not hitting the mark on what we want out of vehicle gameplay in Apex so we're removing them to let our Legends take the wheel. We've seen players consistently use Tridents in ways that wander far from their intended use: rotating between POIs. We feel we can better achieve this goal of speedy rotations with the existing state of Legend movement, putting another layer of importance on your team comp choices.
The Ziprails in Broken Moon have always helped define the overall feel of the map and how teams rotate between POIs. However those Ziprails also contribute to a lot of silent third parties that can feel particularly frustrating. We've gone through and removed the majority of rotational POI-to-POI Ziprails while maintaining the Ziprails within POIs that help define the combat space. This should make navigating the map feel a little more predictable and easier to understand.
We want squad compositions and Legend choices to really matter when it comes to how teams traverse through our maps. Pulling back on how quickly players can rotate via Legend-agnostic map tools puts that power back in our Legends hands.
Storm Point:
Tridents removed
Olympus:
Tridents removed
Broken Moon:
Ziprails removed from most rotations, but remain at majority of POIs
Added two Redeploy Balloons to west side
Two new rotation options added, north of Stasis Array and west of Terraformer

Pubs & Ranked
Divided Moon
Storm Point
Olympus
Mixtape
5/5/26 - 6/23/26
TDM: Fragment East, Skull Town, Zeus Station, Estates
Control: Labs, Barometer, Lava Siphon, Caustic
Gun Run: Wattson Pylon, Estates, Monument, Skull Town
Wildcard
Olympus Wildcard (5/5/26 - 5/19/26)
Kings Canyon Wildcard (5/19/26 - 6/2/26)
Ranked Ladders (coming later this split)
Ranked Ladder 1
5/14/2026
5/17/2026
Ranked Ladder 2
5/21/2026
5/24/2026
Ranked Ladder 3
5/28/2026
5/31/2026
Ranked Ladder 4
6/4/2026
6/7/2026
Ranked Ladder 5
6/11/2026
6/14/2026
Ranked Ladder 6
6/18/2026
6/21/2026
Season Reset Seeding
We’ve fixed an issue where players near tier boundaries could sometimes be placed lower than others with similar or slightly lower performance after a season reset.
Reset seeding should now feel more consistent and better aligned with your previous season’s results, while keeping the overall reset experience the same.
Fixed rare “SignifierName: 'Player' - is not expected entity type "player" for remote function” client error.
Improved interaction between Hardlight and other objects when rebuilding, preventing it from unintentionally destroying some Legend abilities.
Fixed some Low/No Ammo notifications incorrectly displaying.
Fixed Arc Star and Frag Grenade sound effects when exploded on Hardlight.
Fixed an issue with the Volt's "Death Enhancer" skin having visible elements when the player is cloaked.
Fixed an issue where the akimbo Mozambique's could sometimes merge and fire as a single weapon.
Fixed an issue where weapons in control could sometimes drop a level.
Fixed a crash when trying to sort random favorite skins.
Newcastle
Fixed the ultimate slam not destroying Catalyst’s reinforcements on an empty door frame.
Added new VO for Ready to Rumble and Defensive Line upgrade
Revenant
Fixed sometimes being able to cancel your tactical early and ready your guns sooner than intended.
Lifeline
Fixed self revive in Wildcard sometimes not using the right animation and having inaccurate UI timings.
Vantage
Fixed an issue where there was a slight delay before having intended ADS accuracy despite being fully zoomed into scope
Fixed bug where Vantage could equip weapons in fight night.
Fixed how Spotter’s Lens gave decoys a low priority so the real Mirage is less obvious to find.
Loba:
Fixed an issue where black market could steal banners crafted by an enemy squad.
Octane:
Added new VO for Stim Surge.
Mad Maggie:
Fixed Wrecking Ball sometimes failing to destroy doors when hitting them at the upper edges.
Fuse:
Fixed Motherload not properly penetrating some Legend abilities.
Gibraltar:
Fixed an issue where overlapping Thunder Domes would allow a player to pass into a dome unharmed.
Firing Range:
New Firing Range Settings:
Infinite Healing Toggle
Self-Revive Toggle
Rebuild Hardlight Button
Fixed thermite interactions.
The missing Nessies have returned from their vacation.
Improved CPU performance on physics calculations, eliminating a source of stutters, especially prominent in CPUs with high single-threaded performance, like Ryzen X3D chips.
Added logic to prevent Valkyrie, or other legends, from getting inside an enemy respawn dropship.
Added Legend voice lines for when Hardlight is Reinforced.
Added Legend voicelines when cracking multiple enemy shields in rapid succession.
Added the ability to tweak individual voice chat volumes for each player in the squad menu.
Improved voice chat clarity.
Fixed an issue where HAVOC Rifle audio could sometimes cut out for the player firing it.
Graphics
Improved occlusion data structures that were used by Olympus in the last midseason update are now used for all maps, slightly improving CPU performance.
Fixed an issue that could lead to an occasional framerate dip when running at very high FPS on PC (e.g. 240+).
Cleaner Ambient Occlusion, which includes new specular occlusion. This will also be faster than the previous Ambient Occlusion in most cases, except at High or Ultra settings at high resolutions (4K on PC).
Improved accuracy of cubemap reflection intensity, especially in shadowed outdoor areas.
Improved accuracy of sky ambient lighting.
Improved baked lighting accuracy for many props in maps.
你覺得這篇文章如何?
