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Apex Legends · Loot and weapons · Ring

Apex Legends Ring Guide (2026): Rounds, Damage, Rotations, Airdrops

How the Ring works in Apex Legends: the six rounds with their wait, close and damage, what drops as the Ring closes in Season 31, how Controllers read the next Ring, and when to rotate, take the edge or hold the centre in ranked.

Updated 2026-11-08 · 12 min read · by the BoostPirate crew
  • Six rounds, one tick per 1.5 s
  • Round 6 ticks for 25
  • Stronghold drops in Round 2
  • Controllers read the next Ring
Ring clock · Battle Royale

Six rings. The last three can't be outhealed.

Each ring waits, then closes. Damage ticks every 1.5 seconds outside it and climbs from 3 to 25. Pick a round to see it.

R1 · 3 R2 · 4 R3 · 10 R4 · 15 R5 · 20 CP · R1 Stronghold · R2 CP · R2 R6 · 25

CP · R1 / R2: Care Packages landing as Round 1 or 2 closes Stronghold, as Round 2 closes (Cipher patch notes)

Damage per tick: community wiki table (last edited 11 Oct 2024). Per second = tick ÷ 1.5 s, our arithmetic. Rings not to exact scale.

The Ring decides more Apex Legends games than any gun. It sets where every squad has to go, when the airdrops land, how long you can stay outside, and which fights you can't avoid. This guide puts the numbers in one place — the six rounds with their timings and damage, what drops as the Ring closes in Season 31 "Cipher", how Controllers read the next Ring — and then the decisions our coaches drill: when to rotate, whether to take the edge or the centre, and how to survive the moving final ring.

Short answer: a Battle Royale match has six rings. Each waits, then closes; outside it you take a damage tick every 1.5 seconds: 3, 4, 10, 15, 20 and 25 per tick from Round 1 to Round 6, per the community wiki. Two Care Packages land while Round 1 closes, and a Care Package and the new Stronghold while Round 2 closes. Controllers can read the next Ring at Ring Consoles and get a 25 HP shield overcharge inside it. Our rule: rotate early in Rounds 1–2 when the next Ring is far, and be inside before Round 4 closes, when the ticks can no longer be outhealed.
Key takeaways
  • Early ring is cheap, late ring is lethal: about 2 damage a second in Round 1, about 17 in Round 6 (our arithmetic from the wiki's ticks).
  • Airdrops follow the Ring: two Care Packages in Round 1's close, a Care Package and the Stronghold in Round 2's.
  • Controllers are the ring class: next-Ring location from consoles and +25 shields inside the Ring.
  • Heat Shields are gone from all core Battle Royale modes since Season 27.
  • Ranked maps in Season 31: Storm Point, E-District Night, Broken Moon.

The six rounds

EA doesn't publish a ring table, so the reference everyone uses is the community wiki's. Its Battle Royale table (last edited 11 October 2024; EA's patch notes since then, through Season 31, list no ring timing changes that we found):

RoundWaitClosingDamage per tick≈ per secondRing after closing
Round 11:15~4:2032.0~1,200 m (varies by map)
Round 22:00~1:0542.7650 m
Round 31:300:45106.7400 m
Round 41:300:401510.0200 m
Round 51:150:502013.3100 m
Round 61:002:002516.7closes to a point

Added up, the wiki's waits and closes come to a little over 18 minutes from the first ring to the last, before the drop. That's useful for planning: Round 1 alone is more than five minutes, while Rounds 3 to 5 each take only two or so. The early game gives you time; the late game doesn't.

Wait (ring holds) Closing (ring moves)

Ring damage and healing

Outside the Ring you take one tick every 1.5 seconds. Turned into damage per second, the climb is steep: about 2 a second in Round 1, 2.7 in Round 2, then 6.7, 10, 13.3 and 16.7. Compare that with a Syringe, which restores 25 health over 4 seconds (about 6.3 a second, since EA's Takeover patch). The wiki's own notes on surviving the Ring talk about Syringes and Med Kits for the early rounds and say the late rings can't be outhealed.

R1 2.0/s · a Syringe keeps up
R2 2.7/s · a Syringe keeps up
R3 6.7/s · faster than a Syringe heals
R4 10.0/s · faster than a Syringe heals
R5 13.3/s · faster than a Syringe heals
R6 16.7/s · faster than a Syringe heals

Our coaching rule from those numbers: in Rounds 1 and 2 the Ring is a timer, not a threat — you can loot a box outside it and heal on the way in. In Round 3 every second outside costs more than a Syringe gives back. From Round 4 on, treat the Ring edge as a wall. Since Season 27 there are no Heat Shields in core Battle Royale modes to cheat that, and since Breakout players who spend too long outside the Ring are warned and then eliminated.

Reading the next Ring

The next Ring's position is the single most valuable piece of information in the game, and one class gets it for free. Per EA Help, Controllers "can use Ring Consoles to find the next Ring location", and "when Controllers play inside the Ring, their shields get an extra 25HP overcharge", removed when they leave. If your squad has no Controller, you read the Ring the old way: where it's shrinking towards, which side of it has high ground, and where other squads are coming from.

Controller

Ring Consoles show the next Ring; +25 HP shield overcharge inside it. The class that should call rotations.

Recon

Survey Beacons reveal enemy positions three times per scan without giving yours away — who's already where you want to go.

Skirmisher

Spots incoming Care Packages, moves faster while using consumables — the class that survives a late rotation.

The Controller legends guide covers which Controllers make the best ring callers, and the classes explained page has every perk.

What lands as the Ring closes (Season 31)

Airdrops in Apex follow the Ring's schedule, and Cipher adds the biggest one yet. Per the Cipher patch notes (Replicators: the Breakout notes and the wiki):

Round 1 closing2 Care Packages
Round 2 closing1 Care Package + 1 Stronghold
Later roundsReplicator airdrops (Breakout: one at the start of Round 4; the wiki now lists two)

The Stronghold crushes and kills anything it lands on, spawns with cover and Hardlight, and can't be opened until a squad captures it by being the only team alive in its zone; the capturing squad's living members each gain a level, and it holds a Care Package weapon, three gold guns, three amps and two Corrupted Attachments. EA says its landing spot is influenced by "local terrain and ring position at time of drop", so in our reading it will rarely land far from the Round 3 Ring — a squad already inside the next Ring is best placed to contest it.

Apex Legends Season 31 screenshot from the Godzilla event in Wildcard: a high view over a misty valley of dead trees and small buildings, with Wildcard billboards on the cliffs and a green tracer crossing the valley
Height reads the map. A Season 31 screenshot from the Godzilla event in Wildcard, looking down over a valley: from high ground you see which routes squads must take into the next Ring. Image: Electronic Arts / Respawn
Apex Legends ring clock: the six rounds as a timeline with each round's wait and closing time from the community wiki, the damage per 1.5-second tick from 3 to 25 and per second from about 2 to about 17, the point from Round 3 where ring damage outpaces a Syringe, and the Season 31 airdrops: two Care Packages as Round 1 closes, a Care Package and the Stronghold as Round 2 closes, EVO Harvesters and Arsenals time-locked, Replicator airdrops later
A whole match on one clock. Ring timings from the community wiki, airdrops from EA's Cipher patch notes, per-second damage is our arithmetic.Graphic: BoostPirate

When to rotate

BoostPirate's rotation rules, the same ones our coaches use with ranked players. They are opinions, built on the timings above:

  1. 01Decide in the wait, move in the wait

    The wait phase is when the next Ring is known and nobody is forced to move yet. Rotations started late in the closing phase run into everyone else.

  2. 02Rotate early when the Ring is far

    If the next Ring is on the other side of the map in Rounds 1–2, leave first and take a building inside it before the squads that looted longer.

  3. 03Hold when you're already in

    If you're inside the next Ring with cover, let the others come to you. Every rotating squad crosses open ground.

  4. 04Never rotate through a fight

    Gunfire on your route means a third party waiting. Go around, or wait for the fight to end and take the winners.

  5. 05Be in by Round 4

    From Round 4 the ticks beat your heals. Plan to be inside the Round 4 Ring before it closes, even if it costs you loot.

The rotations and endgame guide and the third-partying guide go deeper on routes and timing.

Edge or centre?

Playing the edge
  • Only one side to watch: the Ring covers your back.
  • You meet squads one at a time as they rotate in.
  • Risk: the next Ring pulls away and you rotate last, through everyone.

Best for: squads with mobility or a Controller who knows where the Ring goes.

Taking the centre
  • Most of the next Rings will still contain you.
  • Short rotations, more time to heal and loot.
  • Risk: you are surrounded, and every squad's rotation passes you.

Best for: strong defensive squads with cover and someone to watch each side.

In our experience the edge is the better default in ranked, because placement points reward surviving and the edge limits how many directions can hurt you. Take the centre only when you already hold it and the building is defensible.

Rounds 4 to 6 and the moving final ring

The late Rings are small: 200 metres across after Round 4, 100 after Round 5, then a final ring that closes to almost nothing. A 2021 patch note quoted on the wiki describes Ring 6 closing "somewhere near the center of Ring 5", so the final fight always moves, and nobody can sit in one spot to the end. Three habits for these rounds, from our coaches:

  • Pre-place everything. Heal, swap and reload before the Ring moves, not while it does.
  • Use the Ring as a weapon. A squad caught outside in Round 5 takes about 13 damage a second; push them towards it instead of chasing them.
  • Watch your Hardlight and traps. Since Breach, Hardlight takes Ring damage and can't be repaired or reinforced in it; since Showdown, Caustic's traps take Ring damage too.

Ring play in ranked

Ranked RP pays for placement as well as kills, so the Ring matters more in ranked than in public matches: a squad that survives to the last rings without fighting still scores. Season 31's ranked maps are Storm Point, E-District Night, Broken Moon, and E-District Night got a lighting pass to make dark areas easier to read. Our RP guide explains how placement and kills add up, and the armor and EVO guide explains why a Controller's 25 extra shields matter most in exactly these rounds.

Ring mistakes we see every day

Do
  • Plan the rotation during the wait phase.
  • Bring a Controller in ranked and let them call the Ring.
  • Count the Care Packages: two in Round 1's close, one in Round 2's.
  • Be inside the Round 4 Ring before it closes.
Don't
  • Loot one more box when the Ring is already on you in Round 3.
  • Rotate through a fight you can hear.
  • Fight for the Stronghold from outside the next Ring.
  • Count on Heat Shields — they're gone from core modes.
Dying to the Ring or to the squad behind it? A Master+ coach (from $16.90 an hour) reviews your rotations, or a rank boost (orders from $4.00) can be played duo with you so you see the calls live.
Sources
  • EA, Apex Legends: Cipher Patch Notes (2 November 2026: airdrop timing, Strongholds, Replicators, ranked maps, E-District Night) · Cipher Designer's Notes (30 October 2026: Stronghold placement by terrain and ring position)
  • EA, earlier patch notes: Breach (9 February 2026: Hardlight and Ring damage) · Amped (3 November 2025: Heat Shields removed from core BR) · Showdown (4 August 2025: Caustic traps take Ring damage) · Takeover (10 February 2025: Syringe timing) · Breakout (12 February 2024: Ring exploit prevention, Replicator airdrop)
  • EA Help, Legends guide: classes and abilities ("updated 1 month ago", read 8 November 2026: Controller, Recon and Skirmisher perks)
  • Community reference, Apex Legends Wiki: Ring (last edited 11 October 2024: round table, tick interval, Ring 6 note, survival notes) · Body Shield (Syringe 25 health) — read 8 November 2026
  • Per-second damage and the 18-minute total are our arithmetic from the wiki's table; rotation rules, edge-or-centre advice and the late-game habits are BoostPirate's coaching advice. Checked 8 November 2026.
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FAQ

Common questions

How much damage does the Ring do in Apex Legends?
According to the community wiki's table, the Ring ticks once every 1.5 seconds for 3 damage in Round 1, 4 in Round 2, 10 in Round 3, 15 in Round 4, 20 in Round 5 and 25 in the final round. EA hasn't published its own table, so check the wiki's date against the current patch notes.
How many rounds does the Ring have in Apex?
Six in Battle Royale. Each has a wait period and a closing phase; the last ring closes to almost nothing somewhere near the centre of Round 5, so the final fight always moves.
How do you see the next Ring in Apex Legends?
Play a Controller. EA's class perks let Controllers use Ring Consoles to find the next Ring location for the team, and their shields get a 25 HP overcharge while they play inside the Ring.
When do Strongholds and Care Packages drop in Season 31?
Per the Cipher patch notes, two Care Packages drop while Round 1 closes, and one Care Package and one Stronghold drop while Round 2 closes. EA says the Stronghold's landing spot is influenced by the terrain and the Ring's position.
Can you heal through the Ring in Apex?
Early on, yes; late, no. At 10 damage per 1.5-second tick in Round 3 you take about 6.7 damage a second, more than a Syringe heals, and from Round 4 the ticks of 15, 20 and 25 make long trips outside the Ring a death sentence.

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