Season 20 of Apex Legends introduces no new legends but instead overhauls the entire armor system with new ways to gain Evo level and the introduction of legend upgrades, allowing mid-match customization for all 25 playable characters.
Excited to find out what new abilities your main has now? We’ve got you covered. Here all all of the legend perks featured in season 20 of Apex Legends.
All season 20 legend perks in Apex Legends
Featured in all battle royale modes, players who level up their Evo shields gain the standard shield health increase, alongside a choice between two perks at Evo levels two and three. These legend perks range from granting new passive traits, giving a second use before cooldown, or greatly changing how an ability functions at the cost of a negative tradeoff.
Players can earn Evo levels through more than just combat in season 20, as assisting teammates in reviving and respawning, or interacting with the world through Survey Beacons, Ring Consoles, or the new Evo harvesters all now give points towards the next Evo level, making it easier for squads of all playstyles to gain higher armor levels throughout a match, and unlock these crucial perks for their legends.
Remember that at Evo levels two and three, players will only be able to select one of the two perks offered for the remainder of the match.
Ash
Level Two
- Murder Machine: Call out the number of squads within 150 meters after a squad wipe.
- One Minute to Live: Using Passive tracks enemy position of map for 60 seconds.
- Increased to 60 seconds from standard eight-second ping.
Level Three
- Greedy Snare: Arc Snare remains in play for 24 seconds and can catch multiple enemies.
- Hitting any enemies has the Arc Snare last for all 24 seconds, compared to the standard four seconds before the Snare expires without the upgrade.
- Twin Snares: Gain an Arc Snare charge.
Ballistic
Level Two
- Care Package Insight: Reveal the most valuable item in Care Packages.
- Ammuvision: See relevant ammo types in Death Boxes.
Level Three
- Extra Bullet: Gain a Smart Bullet charge.
- Lasting Bullet: Smart Bullet duration is tripled.
- Smart Bullet and Overheat effect lasts for 24 seconds instead of eight.
Bangalore
Level Two
- Big Bang: See nearby ordinance through walls and on Death Boxes.
- Ultimate Cooldown+: Reduce Ultimate cooldown by 60 seconds.
- Rolling Thunder cooldown decreased from 240 seconds to 180 seconds.
Level Three
- Cover Me: Auto-Ping enemies who trigger Double Time.
- Refuge: Regen HP while inside Smoke.
- Regen works like Octane’s Swift Mend.
Bloodhound
Level Two
- Raven’s Blessing: White Ravens charge Ultimate by 25 percent when activated.
- Reduces 45 seconds from Beast of the Hunt’s 180 second charge time.
- Tactical Cooldown: Reduce Tactical cooldown by five seconds.
- 25 seconds to 20 seconds
Level Three
- Odin’s Glare: Double the duration of Tactical’s full-body highlight.
- Increased from one second to two seconds.
- Taste of Blood: Gain 25 HP on knocks while Ultimate is active.
Catalyst
Level Two
- Long Cast: Increase Spike throw range by 40 percent.
- Throw range increased from ~15 meters to ~20 meters, depending on aiming height.
- Sister Spikes: Increase max number of active Spikes by one.
- Max number of active Spikes increased from two to three.
Level Three
- Long Veil: Increase Ultimate length by 15 meters.
- Length increased to 55m from 40m.
- Resilient Veil: Increase Ultimate lifetime by five seconds.
- Lifetime increased to 20 seconds from 15 seconds.
Observant players will note that Catalyst’s level three upgrades revert the season 20 nerfs to Dark Veil, but they can only choose one aspect to revert to its former glory.
Caustic
Level Two
- Parabolic Force: Increase Tactical throw range by 75 percent.
- Particle Diffuser: Increase Ultimate area of effect by 50 percent.
Level Three
- Breathe It In: Regenerate HP while enveloped in Nox Gas.
- Regenerate HP like Octane’s Swift Mend
- Residual Toxins: Nox Vision persists for longer.
Conduit
Level Two
- Battery Collection: Shield Battery count shown above Death Boxes.
- Radiant Transfer: Increase Tactical range by 10 meters.
- Increased range to 60 meters from 50 meters.
Level Three
- Bigger Jam: Each Ultimate jammer’s damage radius increased by 10 percent.
- Radius increased from ~10 meters to ~11 meters for each jammer.
- Split Charge: Gain a tactical charge but halve shield regen duration.
- Decreased shield regen from eight seconds to four seconds.
Crypto
Level Two
- Tactical Cooldown+: Reduce Tactical cooldown by 10 seconds.
- Surveillance Drone respawns after 30 seconds instead of 40 seconds.
- Ultimate Cooldown: Reduce Ultimate cooldown by 30 seconds.
- 180 seconds to 150 seconds cooldown.
Level Three
- Network Expansion: Increase Neurolink and EMP range by 25 percent.
- Surveillance Drone now detects from a 37.5m distance instead of 30m.
- EMP now affects all players in a 37.5m radius instead of 30m.
- Network Traffic: Deploying the Drone calls out squads in the area.
- Calls out squads as if Crypto pinged a champion banner on the map.
Fuse
Level Two
- Scar Tissue: Take 50 percent less damage and no slow effects from The Motherlode.
- Big Bang: See nearby ordinance through walls and on Death Boxes.
Level Three
- Wreckless: Take 25 percent less explosive damage.
- Knuckle Hustler: Short speed boost on successful Knuckle Cluster hit.
- 30 percent speed boost, like Bangalore’s Double Time.
Gibraltar
Level Two
- Fresh Start: Allies are revived with 50 HP.
- Shots Shots Shots: Auto-Reload shotguns on knocks.
Level Three
- Baby Bubble: Reduce Tactical size and cooldown by 25 percent.
- Size reduced from six meters to 4.5 meters.
- Cooldown reduced from 30 seconds to 22.5 seconds.
- Bubble Bunker: Increase Tactical lifetime by four seconds.
- Dome of Protection lasts for 16 seconds instead of 12 seconds.
Horizon
Level Two
- Battery Collection: Shield Battery count shown above Death Boxes.
- Big Bang: See nearby ordinance through walls and on Death Boxes.
Level Three
- Tactical Cooldown: Reduced tactical cooldown by five seconds. (30 seconds to 25 seconds)
- Ultimate Cooldown: Reduce Ultimate cooldown by 30 seconds. (210 seconds to 180 seconds)
Lifeline
Level Two
- Rapid Response: Increase Revive speed by 20 percent.
- Revives take four seconds instead of five seconds.
- Tactical Cooldown+: Reduce Tactical cooldown by 10 seconds.
- D.O.C. cooldown is reduced to 35 seconds from 45 seconds.
Level Three
- Gift Wrapped: Next Lifeline Care Package is a Supply Drop.
- Can contain Supply Drop Weapons, such as a Kraber.
- Last Stand: Gain a Self-Revive.
- Unlimited uses, revives in five seconds like a standard revive.
- Can revive faster if Rapid Response was taken at level two.
Loba
Level Two
- High Value: Increase Tactical height and range.
- Market Expansion: Increase Ultimate range by 25 percent.
- Range increased from 112 meters to 140 meters.
Level Three
- Shopping Spree: Loba can take an extra item from Black Markets.
- Tactical Cooldown: Reduce Tactical cooldown by five seconds.
- Tactical cooldown reduced from 25 seconds to 20 seconds.
Mad Maggie
Level Two
- Fire Ball: Wrecking Ball catches fire and explodes in thermite.
- Shots Shots Shots: Auto-Reload shotguns on knock.
Level Three
- Big Drill: Increase depth and width of Tactical by 50 percent.
- Drillslinger: Gain a Riot Drill charge; reduce active duration by 25 percent.
- Each Riot Drill lasts for six seconds instead of eight seconds.
Mirage
Level Two
- Miracle Worker: Allies are revived with health regen up to 75 HP.
- HP regen works like Octane’s Swift Mend.
- More Me: Gain an Ultimate Decoy; reduce cooldown by 30 seconds.
- Summon six decoys instead of five with Life of the Party.
- Ultimate cooldown reduced from one minute to 30 seconds.
Level Three
- Bamboozle Bonus: Refresh Tactical on successful Bamboozles.
- Can trigger from Life of the Party decoys.
- Me Two: Gain a Decoy charge (can have both active at once)
- Pressing the interaction key allows Mirage to control both at the same time.
Newcastle
Level Two
- Swift Shield: Increase Mobile Shield speed to weapon sprint speed.
- Thick Shield: Mobile Shield segments gain 250 HP.
- Upper half and lower half of Mobile Shield have 750 HP instead of 500 HP.
Level Three
- Miracle Worker: Allies are revived with health regen up to 75 HP.
- HP regen works like Octane’s Swift Mend.
- Stronghold: +250 Castle Wall HP; extend energized barrier duration to two minutes.
- Affects all Castle Wall segments; each segment has 1,000 HP instead of 750 HP.
- Energized duration lasts for two minutes instead of 30 seconds.
Octane
Level Two
- Thick Skin: Take 25 percent less Stim damage. (20 health to 15 health)
- Wreckless: Take 25 percent less explosive damage.
Level Three
- Airborne Agility: Change directions with the Launch Pad double-jump.
- Mad Hops: Gain an extra Launch Pad charge.
Pathfinder
Level Two
- Field Research: Gain access to Survey Beacons.
- Ringmaster: Gain access to Ring Consoles.
Pathfinder’s Insider Knowledge Passive will reward 50 percent Ultimate charge and a 15 second permanent Ultimate cooldown when scanning either Survey Beacons or Ring Consoles with the level two legend upgrade.
Level Three
- Down and Away: Grapple cooldown reset on knock.
- Zipline Zen: Take 25 percent less damage when riding energized Ziplines.
- Ziplines created from Pathfinder’s Ultimate are energized for their first 30 seconds upon creation.
Rampart
Level Two
- Bandolier: Carry extra ammo per stack.
- Ultimate Cooldown: Reduce Ultimate cooldown by 30 seconds.
- Ultimate reduced from 120 seconds to 90 seconds.
Level Three
- Amped Reloads: Reload faster with Sheila or when behind Amped Cover.
- Reloading is 50 percent faster while Amped Cover’s wall is up.
- Ramped Up: Improved Mobile Shiela handling and spin-up time by 20 percent.
- Move at standard walking speed when firing/ADS with Shiela.
- Spin-up time reduced from 1.25 seconds to one second.
Revenant
Level Two
- Tactical Cooldown: Reduce tactical cooldown by five seconds. (25 seconds to 20 seconds)
- Murder Machine: Call out the number of squads within 150 meters after a squad wipe.
Level Three
- Agile Assassin: Total Shadow Pounce charge time reduced by 20 percent.
- 25 seconds to 20 seconds if Murder Machine was taken at level two
- 20 seconds to 16 seconds if Tactical Cooldown was taken at level two
- Grim Leaper: Shadow Pounce cooldown reset on knock.
Seer
Level Two
- Long View: Increase Passive and Tactical Range to 75m.
- Heart Seeker increased from 50m to 75m.
- Focus of Attention increased from 60m to 75m.
- Racing Hearts: Faster movement using Passive.
- Move at standard walking speed instead of ADS speed.
Level Three
- Artist’s Reach: Increase the throw range of Ultimate by 20 meters.
- Increased from 15m to 35m.
- Focus Scan: Increase Tactical scan duration by 1.5 seconds.
- Increased from 0.5 seconds to two seconds.
For those following along closely, if you level up Seer, you can make reverse two of the previous nerfs that sent his pickrate straight into the dirt.
Valkyrie
Level Two
- Afterburners: Launch 15 percent higher with Skyward Dive.
- Aerial Expert: Increased horizontal Jetpack speed and acceleration.
Level Three
- Full Coverage: Widen Missile Swarm from 4×3 to 3×5.
- Full Tank: Increase Jetpack fuel by 25 percent.
Vantage
Level Two
- Ringmaster: Gain access to Ring Consoles.
- Ultimate Reload: Ultimate Accelerants grant two more bullets.
- Ultimate Accelerants provide four bullets instead of two upon use.
Level Three
- Bat Bounce: Improve Tactical’s double-jump.
- Sharpshooter: Refresh tactical on hits with Ultimate.
Wattson
Level Two
- Falling Stars: Pylon interceptions spawn Arc Stars at its base.
- Enemy attacks only.
- 1.5 second cooldown between spawns.
- Arc Stars must be picked up before more than five can be spawned.
- Fresh Start: Allies are revived with 50 HP.
- Increased from 20 HP to 50 HP.
Level Three
- Power Pylon: Double Ultimate’s HP and Shield Regen Capacity.
- Increased from 150 HP to 300 HP.
- Pylon can now recharge 500 shields, shared between all legends, instead of 250.
- Split Circuit: Place up to two Pylons with half the shield regen capacity and use Ultimate Accelerants twice as fast.
- Each pylon can only regen 125 shields, shared between all legends, instead of 250.
- Ultimate Accelerants take 3.5 seconds to use instead of seven seconds.
Wraith
Level Two
- Tactical Cooldown: Reduce tactical cooldown by five seconds. (25 seconds to 20 seconds)
- Sixth Sense: Passive triggers when nearby squad count increases.
Level Three
- Ultimate Cooldown: Reduced Ultimate cooldown by 60 seconds. (180 seconds to 120 seconds)
- Fast Phase: Reduce Tactical wind-up by 20 percent. (1.25 seconds to one second).