The second half of Apex Legends: Marked is live, and it touches almost every part of a match. Maps have rotated, healing is easier to find, three long-range weapons hit harder, and Catalyst, Conduit and Fuse all walk away with reworked kits and upgrade trees.
Quick answer: Split 2 started on September 15, 2026. Pubs and ranked both run World’s Edge, Olympus and Broken Moon, while Wildcard rotates Kings Canyon, Olympus and District.
Split 2 map rotation: pubs, ranked, Mixtape and Wildcard
Battle royale is the simplest part of the change. Pubs and ranked share the same three-map pool for the rest of the season, so there is no separate ranked list to memorize this split.
| Mode | Maps in rotation |
|---|---|
| Pubs (battle royale) | World’s Edge, Olympus, Broken Moon |
| Ranked | World’s Edge, Olympus, Broken Moon |
| Wildcard | Kings Canyon Wildcard, Olympus Wildcard, District Wildcard |

Mixtape runs its own schedule from 9/15/26 through 11/3/26, with each mode locked to four arenas.
- TDM: Fragment, Skull Town, Monument, Estates
- Control: Production Yard, Labs, Barometer, Caustic
- Gun Run: Monument, Estates, Fragment, Skull Town
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Add to Google Preferences →Wildcard ranked ladder dates for Split 2
Wildcard gets its own set of ranked ladders spread across the split, each one running for five days. There is also a small but useful fix to progression: EVO earned while you have no weapons equipped now carries over to the first weapon you pick up, instead of being lost.
| Ladder | Start | End |
|---|---|---|
| Ladder 1 | 9/22/2026 | 9/27/2026 |
| Ladder 2 | 9/29/2026 | 10/4/2026 |
| Ladder 3 | 10/6/2026 | 10/11/2026 |
| Ladder 4 | 10/13/2026 | 10/18/2026 |
| Ladder 5 | 10/20/2026 | 10/25/2026 |
| Ladder 6 | 10/27/2026 | 11/1/2026 |
Loot changes: more healing, fuller bins, better first weapons
Season 30 rebuilt loot distribution from the ground up, and the follow-up numbers showed healing had become harder to find than intended. Removing energy ammo also pushed the remaining ammo types into spawning ammo boxes more often than planned. Split 2 corrects both.
- Healing items spawn more often before the bin reset; ammo spawns slightly less often.
- Reset bins hold more items on average, with better odds for healing, ammo, survival slot items and amps.
- Bin logic was updated to greatly reduce the chance of an empty loot bin spawning.
- Weapon Assist now pulls from every base weapon, not just a handful of pistols, shotguns and the Alternator.
Weapon Assist only triggers on the first loot bin you open in a match while your inventory is empty, so the practical effect is fewer drops that leave you holding a P2020 while a squad lands on top of you. The reset bin tuning pushes it back toward its pre-Season 30 behavior, but keeps the goal of flattening the late-game power spike.

The Agile Standard Stock [Corrupted] no longer stacks its movement speed bonus with Mad Maggie’s Warlord’s Ire passive, her Gunrunning upgrade, or Gibraltar’s Fast Shotties upgrade.
Weapon buffs: Charge Rifle, Bocek and Triple Take
Three long-range options get numerical buffs, and one locked hop-up gets cheaper. The weapon meta is still settling after the Corrupted Attachments system and the energy ammo rework, so these are deliberately narrow adjustments meant to close the gap with the rest of each class.
| Weapon | Stat | Before | After |
|---|---|---|---|
| Triple Take | Blue magazine | 8 | 9 |
| Bocek Compound Bow | Arrow stockpile | 40 | 60 |
| Bocek Compound Bow | Explosive arrows per energize | 7 | 10 |
| Sparrow’s Quiver | Arrow stockpile | 50 | 70 |
| Sparrow’s Quiver | Explosive arrows per energize | 9 | 12 |
| Charge Rifle | Max distance damage | 99 | 110 |
| Charge Rifle | Selectfire damage penalty | 40% | 25% |
| Executioner | Unlock cost | 375 | 275 |
The Triple Take also fires faster while aimed down sights. For the Charge Rifle, that 110 max damage now peaks past 200 meters, which makes it a genuine option for chipping distant squads rather than a novelty pick.

Legend buffs: Catalyst, Conduit and Fuse
Catalyst
Catalyst’s spikes now do double duty. Throwing Piercing Spikes into a valid door or doorway automatically reinforces or rebuilds it, and the tactical cooldown drops from 20s to 15s. Spikes are taller, so enemies cannot casually hop them, and direct hits with the projectile now deal damage.
Dark Veil raises much faster, and teammates passing through it are no longer slowed or blinded. The trade-off is that Catalyst is no longer immune to another Catalyst’s abilities, so mirror matches cut both ways now.
Her upgrade tree was shuffled as well. Sole Piercer is gone, Hidden Spikes moves up to Level 3, and Resilient Veil and Ferro-Door both drop to Level 2. Ferro-Door raises her reinforced door cap from 4 to 6, Resilient Veil also cuts her ultimate cooldown from 150s to 120s, and a new Level 3 option, Ferro-Frenzy, grants one extra spike with 50% smaller hitboxes that tick damage faster.
Conduit
Energy Barricade is the focus. Deployment is smoother and gets Conduit back to her guns faster, jammers activate much quicker, and they spawn higher and closer together to cover more vertical space. You can now toggle orientation while targeting to lay the jammers out in a forward line instead of a flat wall, and a new HUD element warns you when your chosen spot would break them, with individual jammer markers turning red.
Her tactical picks up a preview on the shield bar showing how much Temp Shield the regen period will actually produce. Battpack and Bigger Jam are both removed, replaced by two Level 2 choices. Concurrency lets her refire the barricade once with no cooldown within 10s, at the cost of two fewer jammers in a tighter formation. Jammed Up widens jammer radius by 25% and scrambles the HUD of any enemy they damage for 10s.
Fuse
Fuse absorbs two of his own upgrades into his base kit. He now has 25% explosive damage resistance by default and can see ordnance highlighted within 30m. Knuckle Jump is also standard, though jumping no longer shaves his tactical cooldown and the jump power is reduced, with a visual indicator showing the activation radius. Knuckle Cluster returns to guns noticeably faster, and you can now ADS while aiming to zoom.
The Motherlode raises slightly quicker, its arc was retuned so the main projectile lands faster, mini-bombs detonate sooner, and damage falloff on the initial blast was reduced so enemies near the edge take more of the maximum. An indicator now shows the radius of both the initial and follow-up explosions.
Knuckle Jumper and Wreckless are removed from the tree. Reignition moves to Level 2 but recharges more slowly, at 1s per 3 explosive damage instead of 1s per 2. Pyro Techniques doubles the radius of its persistent flames. Two new Level 3 picks arrive: Big Bang widens Knuckle Cluster explosions by 50%, and Sticky Bomb makes the initial projectile 25% larger and stick to enemies, cutting 1s off the cooldown for every 7 hits landed on a target.

Legend nerfs carried into Split 2: Axle, Seer and Bloodhound
Several of these landed in the 8/25 hotfix and are restated as part of the Split 2 package. Axle takes the heaviest cuts, aimed at giving her Kickstart drone real counterplay.
- Nitro Gate launch speed drops from 750 to 700.
- Ultimate HP drops from 200 to 150, making the drone easier to destroy.
- Base ultimate cooldown rises from 90s to 120s.
- Knockback arc is wider with a lower max height, and stun falls from 1.5s to 0.25s.
- Jump Gate is replaced by a new Drone Deployer upgrade that returns the ultimate cooldown to 90s.
Seer’s tactical no longer applies a turn slow when it hits. The slow was the most frustrating part of fighting him, and his tactical output was judged strong enough without it.
Bloodhound sits in between. The hotfix reduced cloak visibility inside their ultimate dome, stopped ring damage from dropping cloak, added a second to scan length, and switched the tactical to more frequent snapshots that fade over time. Split 2 tightens that further: snapshots begin fading more quickly and disappear more readily when you can see the head of either the snapshot or the player being tracked.

Anti-cheat: new detection for unauthorized controller hardware and software
Ahead of Split 2, new systems went live to detect players using unauthorized controller hardware or software. They run on every platform, including PC, PlayStation, Xbox and Nintendo Switch 2, and playing on console does not exempt anyone from detection or enforcement.
The systems were validated over several months before rollout to limit false positives. Accounts that trigger a detection are actioned and may be banned after review, and the detection work is described as an ongoing effort that will keep expanding as cheating methods change.
Audio options and bug fixes
There is a new audio menu toggle for weapon dialogue, which only appears if you own a talking weapon skin. Separately, abnormally loud audio in interior spaces on Olympus and E-District has been fixed.
In Mixtape, squad smoke trails from effects like Valkyrie’s ultimate now match your squad color, so Tiger Squad reads as orange instead of every squad showing a slightly different shade of blue.
Respawn from Deathbox picked up three fixes: players could end up with persistent infinite ammo after being respawned, the interaction could be triggered from behind a wall, and locked hop-ups did not always grant the correct point value after a respawn.
Taken together, the split leans toward slower, more deliberate fights. Axle’s ultimate no longer freezes a target in place, Seer cannot lock your aim, and Bloodhound’s scans go stale faster, while Catalyst, Conduit and Fuse each gained cheaper, more reliable tools for holding a building. Pair that with easier access to healing and a genuinely usable Charge Rifle, and the late game should feel less like a race to the strongest ability and more like a fight over ground.






