Types of weapons, ammunition and equipment

weapons battle royale fortnite

We hope this will help the newcomers to Fortnite Battle Royale and help them survive after the jump to the island.

Because Fortnite Battle Royale[FBR] is still “Early Access,” the values of individual weapons and equipment may change or conform to Epic Games regulations. We will try to keep this guide as up-to-date as possible.

In general, you can find all sorts of weapons scattered randomly throughout the island. So much hidden in treasure chests, in houses or simply on the floor. In principle, during the same round, the generation points of the boots are always the same, although this does not mean that they have not changed in the next round.

Quality levels of firearms

In general, the following applies: There are all shotguns at different levels of quality (colors). The higher the weapon’s quality level, the greater the accuracy and damage values, and the shorter the recharge time.

The quality levels are as follows

In Battle Royale mode we have 5 weapons rarities, from grey to orange differ in the difficulty of finding them. Oranges are the hardest to get. More information about color and how to find them in the following link: weapons colors.

The ammunition

At Fortnite Battle Royale, there are a total of 5 different types of ammunition. The same type of ammunition is compatible for different weapons, as long as they are compatible.

Types of ammunition for weapons

Light cartridgesMedium cartridgesHeavy Cartridges
Weapons-ammunition-light-cartridge-Battle-Royale-FortniteWeapons-ammunition-Medium-cartridges-Battle-Royale-FortniteWeapons-ammunition-Heavy-Cartridges-Battle-Royale-Fortnite
Shooting cartridgesRockets
Weapons-ammunition-Shooting-cartridges-Battle-Royale-FortniteWeapons-ammunition-Rockets-Battle-Royale-Fortnite

Where to find the ammunition?

We can find ammunition everywhere, it will depend on the type of ammunition we find, however hard it is to find it. The most normal thing to do is to find him in treasure chests or small boxes of green ammunition. To do this, it is advisable to always take a look under the stairs of houses, shelves or dark corners as well as caves and hiding places under bridges.

Storage

Ammunition has no place in the backpack, but you can’t carry ammunition if you don’t have any weapons that match that guy. That is why it is important to try to make sure you have weapons with different types of ammunition in your backpack, because it is very frustrating to find a better weapon and not be able to use it because you don’t have ammunition.

All weapons in detail

Classified according to the type of ammunition required

Without Cartridges/Standard weapon

Axe
Weapon-ax-battle-royale-Fortnite
Volum:: very strong:
Backpack:: 1 place:
Magazine Size:: 10:
firing:: straightforward:
Reload Time:: 2.5 – 2.3:
Damage:: 63 – 66:
Rank:: very wide:
Pros:: 11:
Against:: 11:

Light Cartridge

Tactical machine gun

  • Shooting: Single shot, automatic (very fast)
  • Range: medium
  • Damage: 15 – 16
  • Charging time: 2.3 – 2.1
  • Average volume
  • Number of journals: 30
  • Backpack: 1 place
  • Pro: very fast, precise, suitable for medium distances
  • Against: low damage by gunshot

Machinegun gun

  • Shooting: Single shot, automatic (very fast)
  • Range: short
  • Damage: 10 – 10 – 11
  • Charging time: 2.5 – 2.4 – 2.3
  • Average volume
  • Number of journals: 25
  • Backpack: 1 place

Revolver

  • Shooting: single shot (slow)
  • Range: short, medium
  • Damage: 54 – 57 – 60
  • Charging time: 2.4 – 2.3 – 2.2
  • Volume: strong
  • Number of journals: 6
  • Backpack: 1 place
  • Pro: High damage, precise, suitable for medium distances.

Gun

  • Shooting (single shot)
  • Range: short
  • Damage: 23 – 24 – 25
  • Charging time: 1.5 – 1.5 – 1.4
  • Average volume
  • Number of journals: 16
  • Backpack: 1 place
  • Pro: fast
  • Against: Low damage, only for short distances.

Ammunition: medium cartridges

Storm rifle

  • Shooting: Single shot (normal)
  • Range: width
  • Damage: 23 -25
  • Charging time: 2.3 -2.2
  • Average volume
  • Number of journals: 20
  • Backpack: 1 place
  • Pro: High range shooting sequence, fast and larger magazine for weapons with target telescope.
  • Against: under gunshot damage.

Stormweaver (SCAR)

  • Shooting (single shot)
  • Range: width
  • Damage: 37 -39
  • Charging time: 2.2 -2.1
  • Volume: in silence
  • Number of journals: 30
  • Backpack: 1 place
  • Pro: Quiet, high single shot, high precision, large charger and suitable for short and medium distances.
  • Against: Average damage per shot

Defense Storm (M16)

  • Shooting (single shot)
  • Range: width
  • Damage: 32 – 33 – 35
  • Charging time: 2.3 – 2.2 – 2.2
  • Volume: strong
  • Number of journals: 30
  • Backpack: 1 place
  • Pro: High individual shooting sequence, suitable for short and medium distances.
  • Against: average damage per shot and strong damage.

Stormtroopers (swazi)

  • Shooting: Save 3 balls (fast)
  • Range: width
  • Damage: 27 – 29 – 30
  • Charging time: 2.9 – 2.7 – 2.6
  • Volume: strong
  • Number of journals: 30
  • Backpack: 1 place
  • Pro: Very fast 3-ball shooting sequence, suitable for short and medium distances and great magazine.
  • Counter: average damage per shot and heavy, high ammunition consumption.

Ammunition: Heavy Cartridges

Repetitive Sniper Rifle (AWP)

  • Shooting: Single shot (very slow)
  • Range: very wide
  • Damage: 105 – 110 – 116
  • Charging time: 3.0 – 2.8 – 2.7
  • Volume: very strong
  • Number of journals: 1
  • Backpack: 1 place
  • Pro: Very large damage and high rank.
  • Cons: very slow and very noisy.

Semi-automatic sniper rifle

  • Shooting (Simple)
  • Range: very wide
  • Damage: 63 – 66
  • recharge: 2.5 – 2.3
  • Volume: Very strong.
  • Number of journals: 10
  • Backpack: 1 place
  • Pro: Very high rank and good damage,
  • Against: very strong and moderate speed.

Ammunition: cartridges thrown away

Tactical shotgun

  • Shooting: Single shot (normal)
  • Range: short
  • Damage: 67 – 70 – 74
  • Recharge time: 6.3 – 6.0 – 6.0
  • Volume: very strong
  • Number of journals: 8
  • Backpack: 1 place
  • Pro: High damage.
  • Against: Low range, extremely high recharging times.

Shotgun

  • Shooting: single shot (slow)
  • Range: short
  • Damage: 90 – 95
  • Charging time: 4.8 – 4.6
  • Volume: very strong
  • Number of journals: 5
  • Backpack: 1 place
  • Pro: Very high damage.
  • Against: Low range, slow firing and high charging times.

Ammunition: rockets (shells)

Rocket launcher

  • Shooting: Single shot (normal)
  • Range: very wide
  • Damage: 110 – 116 – 121 (Surface damage)
  • Charging time: 1.8 – 1.7 – 1.6
  • Volume: very strong
  • Number of journals: 1
  • Backpack: 1 place
  • Pro: damage and high area range, accurate and suitable for close combat, very suitable for bursting walls, etc.
  • Against: Very slow and strong, opponents have seen the distance, long time to dodge.

Mortar

  • Shooting: Single shot (normal)
  • Range: medium
  • Damage: 100 – 105 – 110 (Surface damage)
  • Charging time: 3.0 – 2.8 – 2.7
  • Average volume
  • Number of journals: 6
  • Backpack: 1 place
  • Pro: Very high area damage, good against the enemy groups in elevated position, such as roofs, hills, mountains and forts without roofs. very suitable for bursting walls, etc. Great magazine.
  • Contra: low rank, inaccurate because you never know where the grenade will explode in the last resort.

Hand-grenade

  • Type of shot: shooting (fast)
  • Range: medium
  • Damage: 105 (area damage)
  • Opportunity for critical strike: 5%.
  • Critical damage: 50%.
  • Volume: very quiet
  • Stackable: max. 10
  • Backpack: 1 place (battery)
  • Pro: Superficial damage very high. the only weapon that can cause critical damage (158 = maximum value of all weapons), either against enemy groups, in elevated position, such as ceilings, windows, hills and fortresses without ceilings, or simply throwing into the valley. also very suitable for bursting walls, or whole parts of buildings, etc. from a distance.
  • Against: low rank, inaccurate since you never know where the grenade explodes. At worst, they kill teammates or themselves.

Equipment and traps

First Aid Kit

  • Regeneration: 100%.
  • Duration: 10 sec. (No movement)
  • Stackable: max. 3
  • Backpack: 1 place (battery)
  • Pro: establishes 100% vitality in full swing
  • Cons: very slow in use

Bandages

  • Regeneration: 15% (maximum to 75%)
  • Duration: 4 sec. (No movement)
  • Stackable: max. 15
  • Backpack: 1 place (battery)
  • Pro: fast application, higher stacking
  • Contra: establishes vitality only up to a maximum of 75%.

Shield Potion

  • Protection: 50% per potion (maximum 100%)
  • Duration: 5 seconds (without movement)
  • Stackable: max. 2
  • Backpack: 1 place (battery)
  • He must be drunk immediately.
  • Pro: provides additional protection
  • Against: Uh, there isn’t. At most, you can never have enough fresh juice from Papa Smurf.

Falling for houses

  • Range: only immediately
  • Damage: very high
  • Volume: silent – quietly
  • Pro: kill or stretch the enemy immediately
  • Contra: It can only be used in houses or bases and can be heard in part from a distance.

Tips and tricks

The right weapon for the right distance

It’s important that you use the right weapon for your opponent’s distance. the best example: I still have more grey hairs when I see my teammates shooting at enemies that are too far away for these weapons, so here’s a complete description of all groups of shotguns according to their rank. once again, for the sake of simplicity, I only use the symbol of the highest quality level.

Weapons suitable for hand-to-hand combat

(For battles at home and for the completion of an opponent on the ground)

Examples Body-to-Hand Screenshots

Weapons suitable for medium distances

(Somewhere between semi-closed and a little further away)

Examples Screenshot from the middle distance:

Weapons suitable for definitive remote combat

The King Class of FBR weapons, in separate detail

Storm gun with objective telescope

The Sturmgewehr mit Zielfernrohr is a normal semi-automatic machine gun which, unlike the other three Sturmgewehr in FBR, is also equipped with an objective telescope. The bullets in this gun fly very fast, so there is virtually no such thing as the so-called “drop bullet” (more about that later on), so the balls strike exactly where you pointed the trigger. Since it is a semi-automatic weapon with 20 shots in the magazine, you can place exactly up to 20 of your balls in quick order, so the damage to the balls is also in the lowest damage range. the widening of the target range of this weapon is approximately a factor of two less, as with the two subsequent appropriate sniper rifles.

Semi-automatic sniper rifle

The semi-automatic sniper rifle is, as you can already see in the name, a real sniper rifle, given that it is semi-automatic and has 10 balls in the magazine, this weapon can also be placed on the target in superior order; however, the larger and heavier balls of this weapon fly more slowly than with the previous Sturmgewehr with the target telescope. This means that the balloon tends to descend slowly as the distance increases, so the greater the distance, the greater the target. For a better evaluation of Bullet Drops, the target’s range has small horizontal strokes, which are used instead of the cross to aim at. each line is about 50 meters away. the “bullet drop” is recommended for shooting only at inactive targets. the damage to this weapon is in the midrange range. The same is true for the magazine, because it is almost half of the balls. For this purpose, the magnification of the objective telescope is approximately a factor two greater. This allows even more distant targets to be fired.

Repetitive Sniper Rifle (AWP)

The Repeat Sniper Rifle (AWP) is almost king among the lions, the same rules apply to this weapon, as with the semi-automatic sniper rifle, except for the following. Only one ball fits in the magazine and the recharging time is slightly longer; it must be recharged after each shot, and as far as recharging time is concerned, only the two shotguns are slower.If your opponent does not have a guard boat, a hit from that weapon, no matter where and how, it is a “One Shot Kill”. Therefore, the ideal weapon to take all the beloved camper, bushkickers and day dreamers, with great precision and drilling force, to the speed of the island, back to the Battle Bus.

Shooting accuracy, coverage and movement

In general, in the squat you have the greatest precision with all the weapons, after that, the shooting leaves the booth. I’m running (also squatting) and jumping, so you have the worst accuracy.

If possible, always look for a cover, such as a tree, a boundary stone or simply build a protective wall – in the latter case, wood is the worst protection, followed by a stone wall – Premium is clearly a metal wall. One disadvantage is that it has self-built covers, but the opponents know exactly where you are or could be, and in the case of natural coatings, such as trees or piles of stones, it looks quite different.

And if you’ve found yourself somewhere, be prudent and look at your opponents, completely from the front cover. get out of the cover and show up if you can land a safe shot, because through the “third person” view in FBR, you have a chance to look around the corner, without which you will be seen.

In general, if you move to the island, you should always do it with care; simply choosing the fastest way to get to a certain point can have fatal consequences, because you can be much easier to be seen by anyone and give an easy target.The only exception, the storm (blue zone wall) is pushing unstoppable towards you – in this case, you have to carry your legs in your hands and execute what keeps things going, and only in this case, you must always run so that the white arrow on the mini card is displayed exactly at the correct angle of the white line.(White line = the shortest route to the safe white zone.) By the way, no matter what you have in your hand, you are always the same, and this is usually slower than the storm (wall of the blue zone) Apart from the exception with the storm, always walk to or near trees, landmarks, fences, house walls, hills and mountains. And when you walk on a hill, never choose the highest point because everyone can see you there, so run better along the edge of the hill, using the natural slope of the hill as protection, at least for one of your flanks.

Backpack classification, recharging and weapons exchange

If possible, you should reorganize your weapons as quickly as possible, in order to have the right weapon ready as soon as possible; on the PC it is already very easy for the individual backpacks; on the consoles (PS4 and Xbox One) it seems however very different at the moment, because here you can (currently) only from left to right the weapon changes.In addition, the consoles change the order in the backpack, more spasms as a fight promotes. Epic Games has already announced that they will return to work completely in the backpack for the consoles, so there is great hope that hand convulsions for us, the owners of the console, will be reduced in the foreseeable future.

Just because the rearrangement in the console is so uncomfortable, you should be careful at the last minute in a quiet minute (e. g.., Waiting for the new zone), in a safe place to order in his backpack, how you finally classify the weapons depends on everyone else, and for my part, I’d like to put the guns all the way to the front (left).Then, the explosive weapons come first… In the end it’s good to heal… Good examples can be found below in my examples of backpack sets.

Especially when it’s hot, it is advisable, if the distance allows it, to simply switch from recharging to the next weapon (which is expected to be fully charged).Therefore, it is often much more effective and faster than the real preferential weapon to recharge, and here it is worth coming back, if I’ve already been recommended. your weapons in a significant order in the pre-classified backpack.

The right weapons and equipment for your backpack

Since your backpack only has a total of 5 seats, you should always have a good mix of different weapons for nearby, distance and explosion weapons in your backpack, the latter being especially important for fighting opponents in homes, self-built fortresses, or simply simple protective walls to fight effectively.For a wooden wall or tree, you have fired quickly with the pistol. In the case of piles of stones, or stone and metal walls, however, it looks quite different. as a “balloon of decussions away” usually ends up in the unnecessary use of ammunition. this is where the explosive weapons come into play.

Since everyone has their own preferences about the weapons used, isn’t it easy to find the right advice for everyone? I will now present some examples that can lead to epic victory or early defeat, and since most opponents also return or shoot first, I should, if possible, always have something to heal for simplicity’s sake, I only use the highest quality image of the respective weapon in my later examples.

Nothadotrotz, I would prefer a lot of 15 bandages, always a stack of 2-3 medications. it can accumulate up to 3 medications, but the probability of finding them is much less than 15 bandages. I personally prefer bandages, especially when you or even your teammates consider that you can heal 3x up to 75%.And then there’s the storm race, so right in the blue zone, because you’ve wasted time and especially for battles in the end zone, because there’s 10 seconds of drug application time, a half an eternity, so in the following examples, I mainly use a 15-bandage battery.

Since your backpack only has a total of 5 seats, you should always have a good mix of different weapons for nearby, distance and explosion weapons in your backpack. The latter is especially important to fight opponents in houses, fortresses built by themselves, or simply simple protective walls to fight effectively. for a wooden wall or tree, you have fired quickly with the gun.In the case of piles of stones, or stone and metal walls, however, it looks quite different, as a “balloon of decussions away” usually ends up in the unnecessary use of ammunition, this is where the explosive weapons come into play.

Since everyone has their own preferences about the weapons used. Isn’t it easy to find the right advice for everyone? I will now present some examples that may lead to an epic victory or early defeat. And since most opponents also return or shoot first. You should, if possible, always have something to heal. In search of simplicity, I only use the highest quality image of the respective weapon in my later examples.

When it comes to healing, it is usually not preferable if you have a medication or bandages in your backpack. Headache at least you have something to heal. Nothadotrotz, I would prefer a lot of 15 bandages, always a stack of 2-3 medications. it can accumulate up to 3 medications, but the probability of finding them is much less than 15 bandages. I personally prefer the bandages. Especially when you consider that you, or even your teammates, can heal 3x up to 75%. Plus, there’s the race against the storm. So right in the blue zone, because you’ve wasted time and especially for battles in the end zone. Because there’s 10 seconds of drug application time, half an eternity. Therefore, in the following examples, I mainly use a 15 bandage battery.

Set of backpacks Examples Ideal for beginners

Set of backpacks Examples of experts

Backpack set for Rambo solo in squadron mode

Stylish backpack for the cool sniper with style

Backpack set with enough medium ammunition

And here’s my personal Lieblingswaffen

(Without weapons)

Have you found it useful to know all types of weapons, ammunition and equipment? We recommend that you know Fortnite Battle Royale’s complete guide!

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