Fortnite OG Weapon & Item Guide: A Blast from the Past
Fortnite OG throws players back to Chapter 1, Season 1, offering a nostalgic Battle Royale experience with the original map and loot pool. This guide details the weapons and items you'll encounter, crucial for navigating this classic Fortnite meta. Remember, the weapon meta shifts as you progress beyond Season 1.
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Assault Rifles
Assault Rifles are effective in Fortnite OG, especially the standard Assault Rifle, due to manageable bloom. However, be wary of the Scoped Assault Rifle's inaccurate scope.
Assault Rifle
Rarity | Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|---|
Damage | 30 | 31 | 33 | 35 | 36 |
Magazine | 30 | 30 | 30 | 30 | 30 |
Fire Rate | 5.5 | 5.5 | 5.5 | 5.5 | 5.5 |
Reload Time | 2.75s | 2.625s | 2.5s | 2.375s | 2.25s |
Structure DMG | 30 | 31 | 33 | 35 | 36 |
Reliable at all ranges. The Legendary variant is highly sought after.
Burst Assault Rifle
Rarity | Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|---|
Damage | 27 | 29 | 30 | 36 | 37 |
Magazine | 30 | 30 | 30 | 30 | 30 |
Fire Rate | 4.06 | 4.06 | 4.06 | 3.69 | 3.69 |
Reload Time | 2.75s | 2.62s | 2.5s | 2.38s | 2.25s |
Structure DMG | 27 | 29 | 34 | 36 | 37 |
Three-round burst makes it less reliable due to high bloom and potential for missed shots.
Scoped Assault Rifle
Rarity | Rare | Epic | Legendary |
---|---|---|---|
Damage | 23 | 24 | 37 |
Magazine | 20 | 20 | 20 |
Fire Rate | 3.5 | 3.5 | 3.5 |
Reload Time | 2.3s | 2.2s | 2.07s |
Structure DMG | 23 | 24 | 37 |
First-person aiming, but bullet trajectory differs from the reticle, making accuracy challenging.
Shotguns
Essential for close-quarters combat. The "Double Pump" technique (rapidly switching between two Pump Shotguns) is a powerful tactic.
Pump Shotgun
Rarity | Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|---|
Damage | 90 | 95 | 110 | 119 | 128 |
Magazine | 5 | 5 | 5 | 5 | 5 |
Fire Rate | 0.7 | 0.7 | 0.7 | 0.7 | 0.7 |
Reload Time | 4.8s | 4.6s | 4.4s | 4.2s | 4s |
Structure DMG | 90 | 95 | 110 | 119 | 128 |
High headshot multiplier (2.5x) allows for potential one-shot kills. Double Pumping minimizes reload downtime.
Tactical Shotgun
Rarity | Common | Uncommon | Rare |
---|---|---|---|
Damage | 67 | 70 | 74 |
Magazine | 8 | 8 | 8 |
Fire Rate | 1.5 | 1.5 | 1.5 |
Reload Time | 6.3s | 6s | 5.7s |
Structure DMG | 67 | 70 | 74 |
High fire rate and headshot multiplier (2.5x) make it a safer, reliable close-range option.
Pistols
Good starting weapons, but generally less effective in the late game.
Semi-Auto Pistol
Rarity | Common | Uncommon | Rare |
---|---|---|---|
Damage | 24 | 25 | 26 |
Magazine | 16 | 16 | 16 |
Fire Rate | 6.8 | 6.8 | 6.8 |
Reload Time | 1.5s | 1.47s | 1.4s |
Structure DMG | 24 | 25 | 26 |
High fire rate, but significant damage drop-off at range.
Revolver
Rarity | Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|---|
Damage | 54 | 57 | 60 | 63 | 66 |
Magazine | 6 | 6 | 6 | 6 | 6 |
Fire Rate | 0.9 | 0.9 | 0.9 | 0.9 | 0.9 |
Reload Time | 2.2s | 2.1s | 2s | 1.9s | 1.8s |
Structure DMG | 54 | 57 | 60 | 63 | 66 |
High damage, but significant recoil impacts accuracy.
SMGs
Effective at close range, but outclassed by shotguns and lack range.
Suppressed Submachine Gun
Rarity | Common | Uncommon | Rare | Epic |
---|---|---|---|---|
Damage | 17 | 18 | 19 | 23 |
Magazine | 30 | 30 | 30 | 30 |
Fire Rate | 9 | 9 | 9 | 9 |
Reload Time | 2.2s | 2.1s | 2s | 1.9s |
Structure DMG | 17 | 18 | 19 | 23 |
Best SMG option due to suppression and damage falloff starting at 20 meters.
Tactical Submachine Gun
Rarity | Uncommon | Rare | Epic |
---|---|---|---|
Damage | 16 | 17 | 18 |
Magazine | 30 | 30 | 30 |
Fire Rate | 10 | 10 | 10 |
Reload Time | 2.4s | 2.3s | 2.2s |
Structure DMG | 16 | 17 | 18 |
Inconsistent fire rate can be unpredictable at short range.
Submachine Gun
Rarity | Common | Uncommon | Rare |
---|---|---|---|
Damage | 14 | 15 | 16 |
Magazine | 35 | 35 | 35 |
Fire Rate | 15 | 15 | 15 |
Reload Time | 2.2s | 2.1s | 2s |
Structure DMG | 14 | 15 | 16 |
High fire rate, but poor accuracy and ammo consumption.
Sniper Rifles
Require precise aim for headshots.
Bolt-Action Sniper Rifle
Rarity | Rare | Epic | Legendary |
---|---|---|---|
Damage | 105 | 110 | 116 |
Magazine | 1 | 1 | 1 |
Fire Rate | 0.3s | 0.3s | 0.3s |
Reload Time | 3s | 2.9s | 2.7s |
Structure DMG | 105 | 110 | 116 |
High damage with a 2.5x headshot multiplier, but slow fire rate and single-shot magazine.
Semi-Auto Sniper Rifle
Rarity | Epic | Legendary |
---|---|---|
Damage | 63 | 66 |
Magazine | 10 | 10 |
Fire Rate | 1.2 | 1.2 |
Reload Time | 2.5s | 2.3s |
Structure DMG | 75 | 78 |
Faster fire rate and larger magazine than the Bolt-Action, but lower damage per shot.
Explosives
Effective for destroying structures and eliminating opponents.
Rocket Launcher
Rarity | Rare | Epic | Legendary |
---|---|---|---|
Damage | 100 | 115 | 130 |
Magazine | 1 | 1 | 1 |
Fire Rate | 0.75s | 0.75s | 0.75s |
Reload Time | 3.60s | 3.06s | 2.52s |
Structure DMG | 300 | 315 | 330 |
High splash damage and structure damage, but slow fire rate.
Grenade Launcher
Rarity | Rare | Epic | Legendary |
---|---|---|---|
Damage | 100 | 105 | 110 |
Magazine | 6 | 6 | 6 |
Fire Rate | 1 | 1 | 1 |
Reload Time | 3s | 2.8s | 2.7s |
Structure DMG | 200 | 210 | 220 |
Multiple grenades for area denial, but lower damage per grenade.
Grenade
Damage | 100 |
---|---|
Structure DMG | 375 |
Stack Size | 6 |
Projectile explosive for destroying structures and area denial.
Traps
A variety of traps offer defensive and offensive capabilities.
Launch Pad
Mobility item for escaping danger or reaching high ground. Stack size of 2.
Ceiling Zapper
Damage | 125 |
---|---|
Cooldown | 12 seconds |
Electrocutes players underneath.
Wall Dynamo
Damage | 125 |
---|---|
Cooldown | 12 seconds |
Electrocutes players who touch it on a wall.
Damage Trap
Damage | 150 |
---|---|
Cooldown | 5 seconds |
Deals damage to players who step on it.
Directional Jump Pad
Provides horizontal or vertical boosts, negating fall damage.
Consumables/Items
Essential for healing and survival.
Bandage
Health | +15 Health |
---|---|
Stack Size | 15 |
Time to Use | 3.5 seconds |
Quickly restores health (up to 75).
Med Kit
Health | +100 Health |
---|---|
Stack Size | 3 |
Time to Use | 10 seconds |
Restores 100 health, but can be interrupted.
Shield Potion
Shields | +50 Shield |
---|---|
Stack Size | 3 |
Time to Use | 5 seconds |
Gradually restores shields.
Slurp Juice
Health | +75 Health |
---|---|
Shield | +75 Shield |
Stack Size | 2 |
Time to Use | 2 seconds |
Duration | 37.5 seconds |
Restores both health and shields.
Bush
Health | +1 Health |
---|---|
Stack Size | 2 |
Time to Use | 3 seconds |
Provides camouflage.
Port-a-Bunker
| Stack Size | 4 |
Instantly creates a small, fortified structure. Useful in Zero Build mode.