Gaming News

Apex Legends Marked Midseason Patch Notes: Catalyst and Charge Rifle Buffs

Everything changing in Season 30 Split 2, from the Catalyst and Conduit reworks to Axle and Seer nerfs and three weapon buffs.

Everything changing in Season 30 Split 2, from the Catalyst and Conduit reworks to Axle and Seer nerfs and three weapon buffs.

The second half of Apex Legends: Marked brings a focused set of balance changes rather than a full overhaul. Catalyst, Conduit, and Fuse all get reworked kits, three long-range weapons move up in power, and Axle and Seer are pulled back after earlier hotfixes. Loot spawns, map rotations, and Wildcard also see adjustments.

Quick answer: Split 2 goes live September 15, 2026 at 10 AM PT (5 PM UTC), with buffs to Catalyst, Conduit, Fuse, the Triple Take, Bocek, and Charge Rifle, plus nerfs to Axle and Seer.

Release time: September 15, 2026 at 10 AM PT / 5 PM UTC


Servers stay up during the rollout. If you are already in the game when the patch drops, close the client and install the update, then jump straight back into Trios, Ranked, or Wildcard. Full details are published in the official Apex Legends news hub.

Image credit: Electronic Arts

Catalyst buffs: faster tactical, safer wall, new upgrade

Catalyst is the standout winner this split, with changes aimed at making base-building faster and more flexible. Her passive immunity to ferrofluid is gone, so she is now affected by enemy Catalysts’ abilities. This mainly matters in competitive lobbies where multiple Controllers can share a map.

The Piercing Spikes tactical cooldown drops from 20s to 15s, and placing spikes now automatically reinforces or rebuilds any valid door or doorway they collide with. Spike height increases so enemies can no longer easily jump over them, and hitting an enemy with the projectile now deals damage.

Dark Veil deploys faster, and allies passing through the wall are no longer slowed or blinded. That lets her squad play aggressively around the wall without punishment.

Catalyst upgrade changes

  • Sole Piercer (Level 2) removed.
  • Hidden Spikes moved from Level 2 to Level 3.
  • Ferro-Door (Level 2) now also raises max reinforced doors from 4 to 6.
  • Resilient Veil (Level 2) now also lowers Ultimate cooldown from 150s to 120s.
  • NEW: Ferro-Frenzy (Level 3) adds 1 to your max spike count; spikes are 50% smaller but deal faster tick damage.
Image credit: Electronic Arts

Conduit’s Energy Barricade refresh

Conduit’s Ultimate deployment is smoothed out so it fires faster and returns you to guns sooner. You can now toggle orientation while targeting to deploy jammers in a forward line instead of the standard horizontal spread, which helps around buildings and uneven ground.

A new HUD element warns you when a placement will break jammers, and individual jammer markers turn red if they would break at your current target. Jammers now spawn higher and slightly closer together for a tighter formation with more vertical coverage, and they activate significantly faster.

On the tactical side, a preview visual on the shield bar shows how much Temp Shield will be generated by the end of the regen period. Both Level 2 upgrades, Battpack and Bigger Jam, are removed and replaced.

  • NEW: Concurrency (Level 2) — refire Energy Barricade once with no cooldown within 10s of the initial fire. Jammers spawn tighter with 2 fewer jammers.
  • NEW: Jammed Up (Level 2) — jammers get a 25% larger radius, and enemies they damage have their HUD jammed for 10s.
Image credit: Electronic Arts

Fuse gets Knuckle Jump in his base kit

Fuse folds two of his upgrades into his base kit, with balancing nerfs. His passive now grants 25% Explosive Damage Resistance at base, and he can see every ordnance highlighted within 30 meters of him.

Knuckle Jump is now available at base. Jumping no longer reduces tactical cooldown, and jump power is moderately decreased so Fuse gains less momentum. A visual indicator shows the radius where the jump can trigger, the return-to-guns time after firing is significantly shorter, and you can now ADS while aiming to zoom.

The Motherlode Ultimate raises slightly faster, with an adjusted firing arc so the main explosive lands more quickly and responsively. Mini-bombs detonate sooner, and reduced falloff on the initial explosion means enemies near the edge of the radius take a higher share of the maximum damage. Added indicators visualize the initial and follow-up blast radii.

Fuse upgrade changes

  • Knuckle Jumper (Level 2) and Wreckless (Level 3) removed.
  • Reignition moved from Level 3 to Level 2, with recharge rate lowered from 1s per 2 explosive damage to 1s per 3.
  • Pyro Techniques (Level 2) now has double the persistent flame radius.
  • NEW: Big Bang (Level 3) — Knuckle Cluster explosions cover 50% more area.
  • NEW: Sticky Bomb (Level 3) — the initial projectile is 25% larger and sticks to enemies; every 7 hits cuts Knuckle Cluster cooldown by 1s.
Image credit: Electronic Arts

Bloodhound tactical tuning

Building on the 8/25 hotfix, Bloodhound’s Ultimate reduced cloak visibility inside domes and stopped ring damage from dropping cloak, while the tactical gained an extra second of scan length and more frequent snapshots that fade over time. The new change refines that fade: sonar snapshots begin fading more quickly and disappear more readily when you see the head of the snapshot or the tracked player.


Axle and Seer nerfs

Axle carries forward the 8/25 hotfix cuts, aimed at giving her Kickstart drone more counterplay. The drone was too durable and its stun too punishing in close quarters.

Axle changeBeforeAfter
Nitro Gate launch speed750700
Ultimate HP200150
Base Ultimate cooldown90s120s
Ultimate stun duration1.5s0.25s

The Ultimate knockback arc is also widened with reduced max height, and Jump Gate is replaced by a new Drone Deployer upgrade that brings the Ultimate cooldown back down to 90s. Seer’s change is simpler: the turn slow when hit by his tactical is removed, since the tactical remains strong without that frustrating punishment.

Image credit: Electronic Arts

Weapon buffs: Triple Take, Bocek, and Charge Rifle

Three long-range weapons get targeted buffs to bring them closer to others in their class. The Charge Rifle sees the most notable numerical change.

WeaponChangeBeforeAfter
Triple TakeBlue magazine89
Bocek Compound BowArrow stockpile4060
Bocek Compound BowExplosive arrows per energize710
Charge RifleMax distance damage99110
Charge RifleSelectfire damage penalty40%25%

The Triple Take also fires faster while aiming down sights. The Charge Rifle now reaches its max damage over 200 meters. Sparrow’s Quiver is adjusted to match the Bocek changes, moving its arrow stockpile from 50 to 70 and explosive arrows per energize from 9 to 12.

The Executioner locked hop-up is cheaper to unlock, dropping from 375 to 275.

Image credit: Electronic Arts

Loot and attachment changes

Loot distribution shifts toward more sustain. Healing items are more available, while ammo is slightly less common. Loot Bin resets now spawn more items on average, with higher rates of healing, ammo, Survival Slot items, and amps.

Bin logic is updated to greatly reduce empty bins. Weapon Assist, which triggers when you open your first bin of the match with no weapon, can now roll every base weapon instead of only a selection of pistols, shotguns, and the Alternator.

The previously hotfixed Agile Standard Stock [Corrupted] no longer stacks its movement speed boost with Maggie’s Warlord’s Ire passive, Maggie’s Gunrunning upgrade, or Gibraltar’s Fast Shotties upgrade.


Map rotations and modes

Pubs and Ranked share the same three-map rotation for Split 2: World’s Edge, Olympus, and Broken Moon. Mixtape runs its own lineup from 9/15/26 through 11/3/26.

ModeMaps
TDMFragment, Skull Town, Monument, Estates
ControlProduction Yard, Labs, Barometer, Caustic
Gun RunMonument, Estates, Fragment, Skull Town

Wildcard rotates across Kings Canyon, Olympus, and District. EVO gained with no weapon equipped now carries over to the first weapon you pick up. Ranked Wildcard ladders arrive later in the split on a weekly cadence.

LadderStartEnd
Ladder 19/22/20269/27/2026
Ladder 29/29/202610/4/2026
Ladder 310/6/202610/11/2026
Ladder 410/13/202610/18/2026
Ladder 510/20/202610/25/2026
Ladder 610/27/202611/1/2026
Image credit: Electronic Arts

Audio, quality of life, and bug fixes

A new audio menu option lets you toggle weapon dialogue on or off, appearing if you own a talking weapon skin, and abnormally loud interior audio on Olympus and E-District is resolved. Valkyrie’s enemy targeting while skydiving is more responsive.

Notable fixes include the Respawn from Deathbox exploit that granted infinite ammo, the ability to trigger it from behind a wall, and incorrect point values for locked hop-ups after respawning. In Mixtape, smoke trails now match your squad color.

Legend and weapon fixes

  • Fuse can no longer Knuckle Jump while in phase, and the loss of momentum from jumping late in the window is fixed.
  • The Motherlode now disperses smoke and gas, is intercepted by Wattson’s Interception Pylon, and no longer passes through enemies at breachable surfaces.
  • Pyro Techniques now damages enemies standing still in the center flames and hits Mirage decoys.
  • Catalyst’s Hidden Spikes, Piercing Spikes pickup, and Firing Range interactions are corrected.
  • The P2020 Tactical Laser sight now properly reduces recoil control.

World’s Edge receives several map fixes at East Village, Monument/Fragment, and Sorting Factory, and cloak rendering is now consistent across consoles and PC with TSAA enabled. With the update installed, you can confirm everything applied by checking that the new upgrade names and the three-map rotation appear in-game once you queue.