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Fortnite v8.20 Patch Notes – Poison Dart Trap, Foraged Items, and more



The Fortnite v8.20 patch is now live on PC, PlayStation 4, and Xbox One. This update brings the Poison Dart Trap, Foraged Items, and more!

This patch also includes the new limited time mode titled The Floor Is Lava. What are your thoughts?

Check out the full Patch Notes from Epic Games below…



Floor is Lava – Limited Time Mode
The Volcano has sprung a leak…Drop, loot, RUN! Hold the high ground and be the last one standing in this spicy new LTM.


Poison Dart Trap
It’s a Poison Trap! Catch your opponents off guard with this new addition. But remember, watch where you step…


New Foraged Items
It’s Bananas! Regenerate health and zoom around after taking a bite from a Pepper, heal up with a tasty Banana, or relax with a Coconut to gain health/shields.



Lava gradually rises from the lowest parts of the map, and it’s hot! Drop in and quickly loot and gather materials so you can be the first to reach the high ground.

Mode Details

  • A few minutes into the match, the lava will begin to rise.
  • The lava moves at a steady speed until the entire map is covered.
  • Touching the lava will apply damage directly to your health and bounce you up in the air.
  • You can build on the lava.
  • Players will be given a small number of materials every second, to help out in those “entire map is on fire” situations.


  • The Baller no longer applies damage to players on collision. 
    • The knockback/bounce effect will remain unchanged.
  • Future Baller Iterations
    • We’ve noticed a lot of discussion around the Baller, so here’s an update!
    • We’re not satisfied with the current use of Ballers, specifically in the late game. With the v8.30 update, we will release a change that will allow players to shoot through the glass of The Baller.
      • Non-glass parts will still have collision and block damage from bullets.
  • Siphon/Material Changes
    • In v7.40 we implemented a few Pop-up Cup settings as a test in core modes. After monitoring a combination of gameplay, data, and feedback, we’ve gathered necessary info to conclude this initial test. We feel it has resulted in an unhealthy level of aggressive play, diminishing other viable strategies. The following changes have been reverted in all core modes:
      • 50 Health (or Shield) based on your health when the Elimination occurs.
      • 50/50/50 materials dropped on Elimination.
      • 500/500/500 Cap on materials.
      • Harvest rate increased by 40%
      • That said, these mechanics have proven to be positive in our competitive playlists. All changes above remain enabled in the new Arena Game Mode.
  • Infantry Rifle
    • Converted to hitscan, meaning this weapon no longer fires projectiles (snipers) and now fires the same as other Assault Rifles.
    • Base damage reduced from 45/42 to 42/40.
    • Uses the same damage fall off profile as existing assault rifles.
  • Poison Dart Trap
    • Available in Uncommon Rarity.
    • Can be placed on walls, floors, and ceilings.
    • Found from Floor Loot.
    • Can be triggered up to three grid cells away.
    • Fires Poison Dart projectiles a distance of three horizontal grid cells (four vertical grid cells).
    • Targets hit by darts will receive a damage-over-time effect that applies damage directly to health, bypassing any shields.
      • 10 health damage per tick.
      • 8 total ticks over 7 seconds for a total damage of 80.
      • Subsequent hits will refresh the duration of the effect, but the amount of damage per tick does not change.
  • New Foraged Items
    • Bananas
      • Instantly grant 5 health when consumed.
      • Can be found in the tropical biome.
    • Coconuts
      • Foraged by damaging palm trees.
      • When consumed, Coconuts grant 5 points of effective health over a short time. That means it will replenish shields if the player is at max health.
      • Can be found in tropical and desert biomes.
    • Peppers
      • When consumed, peppers instantly grant 5 health and also increase the player’s movement speed by 20% for 10 seconds.
      • Can be found in the desert biome.
  • The Buried Treasure directional indicator is now attached to the player and emanates from the area of the treasure map in order to improve visibility, especially while moving.
    • The indicator will continue to pulse every 3 seconds while the item is equipped.
  • Pirate Cannon adjustments
    • Adjusted the collision of the Pirate Cannon to ensure the driver’s seat is always enterable without needing to nudge the cannon.
    • Moved the seat prompt locations for easier entry into the cannon.
    • Increased the radius of cannonballs and player land explosions from 200 units to 250 units.
    • Reduced cannon impulse/knockback when firing a cannonball while driving or when launching a player. This is unchanged when coasting.
  • Adjusted the equip time of the Epic / Legendary Pump Shotgun to match the Uncommon / Rare versions.

Bug Fixes

  • Fixed an issue where Clingers were damaging players through walls when stuck to another player.
  • Fixed an issue preventing Glider item pickups from displaying their stack count.
  • Smoothed out the motion of grenade projectile trajectories, which were lagging behind by a tick.
  • Balloon Fixes
    • Entering a vehicle no longer plays the release sound of balloons if you have no balloons.
    • The balloon rope will no longer remain on your back when you run out of balloons.
  • Pirate Cannon Fixes
    • Fixed an issue where players were flying out of a Pirate Cannon in a different direction than expected.
    • Fixed an issue preventing the ability to enter a Pirate Cannon when close to other geometry.
    • Fixed the ability for players to finely tune Pirate Cannon’s ability to aim side to side.
  • Fixed an issue causing Buried Treasure to spawn loot on the Starting Island.


  • Marker pings are now allowed while DBNO.
  • Added a unique elimination message when eliminated by a Lava surface.
  • Increased relevancy distance for players being able to see explosions.
  • That’s not all! Increased infinite dab from 13 hours to 14 hours in the lobby.

Bug Fixes

  • Fixed an issue with the icy feet effect remaining on indefinitely while emoting.
  • Traps now do damage directly to The Baller vehicle instead of dealing damage to the driver.
  • Fixed issue causing some traps to be inside thicker structures, making them hard to see.
  • Fixed a rare occurrence of a player being invulnerable while DBNO.
  • Fixed the camera sometimes traveling too far when cycling to another player.


  • New Feature: Arena Game Mode (Solo & Duos)
    • Compete any time and gain ‘Hype’ to advance to higher leagues and unlock exclusive tournaments, such as the Fortnite World Cup Online Opens.
    • Each League is broken up into several Divisions, with players working their way from Open League to Contender League to Champion League.
    • Scoring will update from division to division, with an increasing amount of Bus Fare lost with each match at higher divisions.
    • Note: Matchmaking in Arena is based on players with similar Hype. As a result, players in higher divisions may experience longer than normal wait times before a match is found.
  • New Tournament: Luxe Cup (March 30th & 31st) [$100,000 in Cash Prizes!]
    • Duos Game Mode
    • Participation in this event requires players to have reached Contender League in Arena play prior to the start of the event.
    • The prize pool will be distributed across all server regions, with official rules and details released later this week.
    • Format:
      • March 30th – Round One: All Eligible Players
      • March 31st – Round Two: Top 3000 Players from Round One


  • Fixed an issue where poor server performance could cause undesired effects on clients such as unnecessary movement corrections.
  • Added a fix for a rare server crash.
  • Made a small server performance improvement related to the Baller vehicle.
  • Updated animation budgets to be more performant on higher scalability settings.
  • Improved file I/O performance on PS4, this reduces the occurrence of late streaming buildings.
  • Improved file I/O performance when skydiving on all platforms by changing what data we prioritize loading first.


  • Adjusted lighting in Battle Royale.
    • Increased lighting contrast in areas with shadows.
    • Increased vibrancy in colors.

Bug Fixes

  • Fixed a bug where the destruction effects were not playing on the Baller when it’s destroyed.


  • Re-scaled audio volume settings to avoid clipping artifacts.
    • What used to be the 0.5 setting is now mapped to 1 (maximum loudness)
    • If your volume was previously above 0.5 you will need to adjust the volume on your television or whichever device you’re playing on to achieve the same level of loudness.
  • Footsteps from spectated players’ teammates are now played at a reduced volume.

Bug Fixes

  • Fixed an issue where some items didn’t have proper audio when dropping them from inventory.


  • Changes to the ping graph for the net debug HUD.
    • Red vertical lines added that indicate packets were reported lost that frame.
  • There’s now a setting to control if pinging while ADS/Targeting places a danger marker.
  • On the Battle Pass page, scrolling down on the mouse wheel moves the contents right and scrolling up on the mouse wheel moves the images left.

Bug Fixes

  • Fixed issue with Main Menu icons becoming off-center.
  • Fixed a bug that was causing a player’s Squad Fill preference to reset to “Fill”.
  • Fixed an issue where scopes would be missing reticle lines on low settings.


Bug Fixes

  • Fixed an occasional awkward camera movement that would occur when switching to different view targets while spectating.


  • Dedicated use buttons now support hold to swap.
  • Voice Chat has been reactivated on iOS.
  • Emote button now supports hold to replay last emote.
  • Updated the Baller button icons.
  • Updated the battery icon to indicate the device is charging. Refreshes visibility every 2 seconds.
  • Cycle left button added to the HUD layout tool.
  • Added loot pickup stream UI.
    • This is the part of the UI that tracks how many resources and ammo you’re picking up.
  • Net Debug Stats is now movable in the HUD Layout Tool.
  • Enabled Squad Communication and Emote buttons while DBNO.

Bug Fixes

  • Fixed field of view on 21:9 devices.
  • Fixed an issue with quickbar and extra buttons that made it possible to cause fire state to be stuck on a continuous loop.
  • Fixed an issue causing the camera to jump on initial touch input.
    • This will also fix the issue where HUD control buttons are missing when starting a match on some Android devices.
  • Fixed an issue causing incorrect building pieces to gain focus when editing.
  • Fixed missing outline effect for squad members.
  • Fixed minimap remaining on screen during Victory Royale sequence.
  • Fixed not being able to select building material while being a passenger in a vehicle.



Creature Spawner
Ready to create some serious PvE challenges? Use the Creature Spawner to setup fiendish challenges for you and your friends.


Shooting Range
Line up the targets and hone your skills using this new gallery available in Creative Mode!



  • Portals added in the Creative Hub to access the Battle Royale Island.
  • Added a waterfall along the edges of the Playground Hub.

Bug Fixes

  • Fixed an issue where spectating players would still be considered to be on the island, even after leaving.
  • Fixed an issue with creative replays not properly showing the correct time of day.
  • Fixed an issue where some trees and rocks were floating on the Volcano Island.
  • Fixed an issue where waterfalls didn’t have sound effects on the Volcano Island.
  • Fixed an issue where rocks were losing their material and defaulting to dark blue rocks on the Volcano Island.
  • Known Issues:
    • If you’re unable to build on the Volcano Island, the island setting “Unlimited Material” need to be set to On.


  • Added siphon settings to Creative Game Settings.
    • Health Granted on Eliminations – Mix of values from 0 to 1000.
    • Wood/Stone/Metal Granted on Eliminations – Mix of values from 0 to 999.
  • Added a new scoreboard for Creature Eliminations that tracks how many creatures you’ve eliminated.
  • Added a new win condition – Creature eliminations to win, with a mix of values from 1 to 1000.
  • Moved the Challenge gallery and Chest & Ammo gallery from the gallery tab to the devices tab in Creative inventory.
    • The goal is for anything that is interactable to be in the devices tab.
  • Organized the devices tab in the following order: Galleries, Traps, Vehicle Spawners, Spawners.
  • Organized the consumables tab – Resources, Ammo, Health, Shields, Grenades, fort throwables, and the rest.

Bug Fixes

  • Improved Islands to restore faster after a game has ended.
  • Starting game now ensures all players have downloaded the key game data before starting. This fixes game start issues for players on slower connections.
  • Texture data should be reappearing on all buildings that lost their texture data. Griptape Obstacle Course is now fixed!
  • Fixed an issue where being eliminated and entering a vehicle at the same time would cause the player to lose most controls.
  • Fixed Game Settings resetting if “My Island” menu was opened before the island was ready to start a game.
  • Fixed an issue where the camera occasionally behaved oddly when starting and ending games.
  • Fixed an issue where the camera behaved oddly after respawning.
  • Fixed an issue where the spectator camera would occasionally get stuck in the sky when the spectated player respawns.
  • Fixed an issue where the camera would occasionally flip upside down for a brief moment after respawning in the sky.
  • Fixed an issue where players could get stuck in a strange state when respawning while the game ended.
  • Fixed an issue where players would start games in building mode instead of holding their pickaxe.
  • Fixed an issue where the Treasure Map could appear in Chests in Creative Mode.


  • Infinity Blade
    • This Mythic melee weapon can be found in the Weapons Tab in Creative Inventory.
    • Primary Fire delivers a powerful sword slash. It deals big damage to enemies and destroys structures in one blow.
    • Alternate Fire allows the player to leap great distances, destroying objects in its path. Upon landing, it delivers damage and a knock-up to nearby players.
    • The wielder of the sword is also granted additional abilities:
      • An increased pool of max Health and Shields (200 Health/200 Shields).
      • Regeneration of effective Health over time up to max Health and Shields (1 HP per second).
      • An instant burst of effective Health upon elimination of an enemy (50 HP).
      • Increased movement speed (130%).
    • If a player picks up the Infinity Blade, all other inventory items aside from building materials will be dropped.
    • When the wielder of the Infinity Blade picks up an item (aside from building materials), the Infinity Blade will be dropped.
    • The Infinity Blade will be dropped when the wielder is knocked out or eliminated.
    • Blade in Stone will be included in the next major release.


  • Coming to a future patch… Multi Select. With a button press you’ll be able to select multiple items with the phone to copy and place. This feature needed more to fix issues.

Bug Fixes

  • Fixed a bug with the phone tool that made it difficult to see the object highlight when pointing at extremely bright objects.
  • Fixed a bug where music blocks would prevent you from selecting other props behind them, even if pointing above the blocks themselves.


  • Added New Dirt, Grass and Cobblestone Floor Galleries.
    • Grass is a flat grassy texture.
      • 3D Grass Floor tech is currently a work in progress for the next major update!
  • Added a New Tropical Rock Gallery.
  • Updated the Volcano Rock Gallery to include additional rocks.
  • Updated the Ring Gallery to include more lighted beams and a lighted grate.
  • Added new General Props Gallery A and Gallery B.

Known Issues

  • Large rock in the Tropical Rock Gallery has lava rock textures.  This will be addressed in a future patch.
  • Ice Cliff Gallery pieces, when selected with phone, are way up in the air, which makes placement difficult. We’re working on a solution for a future patch.
  • Ice Cliff Gallery pieces have jump collision issues.

Bug Fixes

  • Particle props will now delete when resetting the Island.
  • Ice Cliff Gallery pieces will no longer be destroyed when building through them.
  • Fixed an issue where certain particle props would begin flickering when many particles were placed. The visual effects remained visible even after deleted or island restart.
  • Fixed an issue where the ‘Lava Tiles Gallery’ had invisible collision.
  • Fixed an issue where the spark particle visual effects flickered when walked through.
  • Fixed an issue where the collision bounds for Visualizer Gallery pieces are much higher than the pieces themselves.
  • Removed the consumable apples from the ‘Cozy Cabin’ prefab. They weren’t working correctly in Creative and will be added back once we’ve resolved the issues.
  • Fixed an issue where the Jungle Temple Gallery has no green inner corners.
  • Fixed an issue where the grass was clipping through some props or assets in the Mine Cart Gallery, Industrial Gallery A, Cabins Prop Gallery and General Gallery A.
  • Fixed an issue where the ‘Cabin Prop Gallery’ had an invisible collision when deployed above ground.


  • Creature Spawner
    • Spawn up to 20 creatures at a time on your island.
    • Select from 6 types of creatures, from a normal fiend, up to a Megabrute.
    • Set the number of creatures to spawn from 1 to 20.
    • Set the total available number to spawn from 1 to infinite.
    • Set how fast they should spawn with the wave timer from 1 second to 5 minutes.
    • Set how close the player needs to be for the spawner to activate from 1 tile to 15 tiles.
    • Set distance away from players for the creature(s) to despawn between 1-15 tiles.
    • Set various properties on the spawner: Visibility, Invincibility, Destroying pieces on spawn, and Spawn effects.
    • Set the number of tiles from the spawner the creatures should spawn from 2 to 6. Currently, this is limited to creatures spawning exactly that distance away from the spawner. A future update will allow creatures to spawn in more confined spaces.
    • Limited to having 32 spawners per island.
  • Known Issues
    • Creatures will sometimes get stuck on indestructible pieces.
    • Generating the AI navigation map can take a long time. Players may see long loading times on really complex islands.
    • Music Sequencer doesn’t always eliminate Creatures.
  • Shooting Gallery
    • Select from 14 different types of shooting targets with 12 options that can be set to create a different play.
    • Targets can be either stationary or on a moving rail.  Moving rail targets are limited to 200 for performance.
    • Use the Total Score scoreboard type for building Shooting Gallery games.
    • Set the score per target from -20 to 20 for when it’s knocked down.
    • Set score multiplier for hitting the bullseye when knocking the target down.
    • Set which team receives a score for knocking down the target.
    • Set the amount of health a target has before it’s knocked down from 1 to 5000.
    • Set the amount of time it takes for a knocked down target to reset from, Never Reset, 2 to 600 seconds.
    • Set the maximum number of times a target will pop back up from infinite, 1 to 10.
    • Set a time delay to hide: Off, 1 second to 20 minutes.
    • Set the starting position up or down.
    • Set proximity from the player for a target to pop up. Once activated target will stay up unless a time to hide is set.
    • Set the hinge location base or center.
    • Set the bullseye to instantly knock down the target to on/off.
    • Make your targets move up and down with Hop Time: 0.5 seconds to 20 seconds.
    • Known Issues
      • Targets spawned from the gallery will reset to the Standing target if they are not modified or copied with the phone when a player leaves and rejoins their island.
      • Hitting the bullseye will not cause critical damage multiplier on the Standing target and Round targets.
      • If a thrown device grenade reaches the maximum quantity limitation for the moving targets, the spawning targets will replace the earliest placed ones.
  • Added new options for the Team Settings & Inventory device.
    • Spawn Location – Sky, Spawnpads
    • Spawns – Infinite, 1 to 10
    • After Last Spawn Go To – Spectator, Team 1 – Team 16
    • Drop Items on Death – On, Off
    • Health granted on elimination – Mix of values from 0 to 1000
    • Wood / Stone/ Metal granted on elimination – Mix of values from 0 to 999
    • Creature Eliminations To Win – Off, Mix of values from 1 to 1000
    • Instant Reload – Weapons do not require reload animations upon depleting magazines.
  • Poison Dart Trap
    • Available in Uncommon Rarity
    • Can be placed on walls, floors, and ceilings
    • Can be triggered up to three grid cells away
    • Fires Poison Dart projectiles a distance of three horizontal grid cells (four vertical grid cells)
    • Targets hit by darts will receive a damage-over-time effect that applies damage directly to health, bypassing any shields.
      • 10 health damage per tick
      • 8 total ticks over 7 seconds for a total damage of 80
      • Subsequent hits will refresh the duration of the effect, but the amount of damage per tick does not change.
  • Added new material options for the barrier: Space Black, Gloss Black, Sky Blue, Red Forcefield, and Blue Forcefield.
  • Challenge Gallery and Treasure Gallery have been moved to the Devices Tab.

Bug Fixes

  • Fixed an issue where damage Traps (ie. Spikes) would trigger on players and vehicles when a game was not active.
  • Fixed an issue where unmanned vehicles would trigger elimination audio cues when sitting in the Elimination Zone and Music Sequencer.
  • Fixed an issue where players who are unaffected by a damage volume device would trigger elimination audio cues.
  • Fixed an issue where Music Sequencer damage option was causing loud sound effects.
  • Fixed an issue where the Music Sequencer damage sound effect was triggered when the player was standing close to it.
  • Fixed an issue where the Sentry would trigger multiple hit sound effects from the Music Sequencer, when damage was turned on.
  • Fixed an issue where teams were able to destroy their own Objective Device while boosting with a Quadcrasher.
  • Fixed an issue where player-built wooden floors would clip through Player Spawn and Player Checkpoint Plate.
  • Fixed an issue where the Max Initial Team Size setting on the Team Settings & Inventory device wouldn’t apply as intended when set to Unlimited.


  • Improved the loading experience when joining and leaving games.
    • Allow games to start only after the Island has fully loaded.
    • Smoothed the transition of fade-in and fade-out of loading screens.
  • Changed the “Leave Match” button to “Leave Playground” when in Playground mode.
  • HUD indicators for Devices/Traps placed on Islands are now hidden.
  • HUD elements are now hidden when transitioning into and out of games.
  • Improved transitioning to spectator mode when a game has “join in progress” disabled.

Bug Fixes

  • Replaced the lighting bolt in triangle with an exclamation point in triangle for damage zones.
  • Fixed an issue where the mobile HUD stayed visible during game transitions.
  • Updated string in Creative Mutator to say “Return to Hub” instead of “Return to Creative Hub” as the menu option has changed names.
  • Fixed an issue where some game UI elements would sometimes not appear correctly.
  • Fixed an issue where players weren’t notified when they joined a game as a spectator.
  • Fixed an issue where Device tooltips appeared while playing a game in Playground.
  • Fixed an issue where rich presence wasn’t clarifying whether a player was in Playground or Creative when selecting a server.
  • Fixed an issue where the Hub was still being referred to as the “Creative Hub”.
  • Fixed a misspelling in the My Island menu.
  • Fixed an issue where the Sky spawn location was referred to as “air”.
  • Fixed an issue where players would occasionally remain on the “Restoring Island” screen after a game ends.
  • Fixed an issue where game settings would get set to defaults if the player open and closed the My Creative Island menu after entering their island.


Bug Fixes

  • Fixed various stability issues.



Yarrr! Questline
Pirates have invaded Homebase! Grab an eye-patch, and prepare for a swashbuckling, plundering, plank-walking adventure.


Beta Storm: Resupply
Time is short! Collect the list of items and refill your backpack before the Storm closes in!



  • Yarrr! Event Quests
    • Ahoy Mateys! Join our Heroes and complete the “Yarrr!” Questline to earn event themed rewards.
    • Rewards: More information in Weapons + Items
      • Blakebeard the Blackhearted
      • Corsair Sword
      • Jack’s Revenge Pistol
  • X Marks the Spot!
    • Once per zone, players can find a map that leads to treasure by opening chests and safes.
  • Pirate Llama is now available
    • May contain Pirate Heroes, Steampunk Weapon schematics, and Broadside Trap schematics
    • Cost: 500 Spring Tickets
  • Beta Storm: Resupply
    • Time is short! Run around the map destroying and collecting a list of items
    • The Storm closes in fast! The safe area doesn’t stay for long and will rotate around the map

Bug Fixes

  • Fixed bomb desync in Deliver the Bomb missions


  • HUD scale setting now also applies to HUD announcements.
  • The In-game Hero Loadout now has warning indicators if the perk is not being applied (similar to the ones in the frontend)

Bug Fixes

  • Fixed an issue where the Xbox controller could lose input in the frontend after interacting with the event banner.
  • Fixed defender trap UI issues related to selecting a defender from a different pad.
  • Players should no longer lose navigation functionality when returned to the Quest Tab from the Quest log.
  • Consumable items that are currently hovered over in the Resource menu should no longer be consumed when selecting an option from the ‘More’ popup menu.
  • Fixed an issue that caused the “Transform” item dialog to not properly show up when inspecting the transformed item.
  • Fixed an issue that would cause items and people to become offset from the camera while being leveled up or evolved.
  • Fixed the ability description text getting cut off in Hero inspect details panel.
  • Fixed research point accumulation text to use the correct pluralization when a single point is earned.
  • Fixed an issue that caused the HUD vote indicator to not properly show when the pickup info setting is disabled.
  • Fixed the UI to correctly Save/Load the pinned schematics
  • The banner in the Manage Profile menu should now display correctly for players with really long account names.
  • Fixed an issue where players were unable to back out of the Modify Perks menu.
  • Fixed pick up messages to not stack on top of each other
  • Updated the Recycle confirmation panel so that the recycle item tiles show the quantity being recycled and not the quantity in the inventory
  • Fixed an issue that caused slotted collection book items to show the “you must unslot an item before it can be reset” error message.
  • Fixed an issue that caused the zones to not properly update when changing the privacy settings while on the map.
  • Updated the Expedition screen to properly update the Expedition list when first entering the screen.
  • Changed the padding on Zone name header to fix Korean language text getting cut off on the in-zone mission objectives screen
  • Placeholder text should no longer be visible when inspecting X-Ray Llamas.
  • Fixed Hero abilities appearing grayed out on the quickbar if another ability is used right as it is coming off cooldown.
  • Hero Loadout unlocks now appear in feature unlock screen as opposed to the quest reward screen.


  • Improved responsiveness of equipping items to quick bar slots.

Bug Fixes

  • The full-screen minimap is now prepared in advance to fix a hitch on the first map display.
  • Fixed a hitch when another player loads into a match that’s already in progress.
  • Fixed a hitch when entering the Shadow Stance effect.
  • Updated the Expedition screen to increase performance when hovering over buttons.


  • We’ve added a new Hero to the Event store!
    • Hybrid, a new Legendary Ninja!
      • Standard Perk: Fire Of The Dragon
        • Increases Affliction Duration by 34%.
      • Commander Perk: Fire Of The Dragon+
        • Increases Affliction Duration by 67%. Dragon Slash applies Affliction, which deals 15 base Fire Damage per second for seconds.
      • Available in the Event Store March 27 at 8 PM Eastern Time
  • We’re introducing a new Hero with the “Yarrr!” quest line.
    • Blakebeard the Blackhearted, a new Mythic Pirate Constructor
      • Standard Perk: Avast Mateys
        • Increases Cannonball Damage by 20%.
      • Commander Perk: Avast Mateys+
        • Increases Cannonball Damage by 40%. Converts R.O.S.I.E to fire 25 cannonballs.
      • Mythic Rarity
      • Obtainable through the “Yarrr!” Questline.
  • We’ve added 4 new Pirate Heroes that can be obtained in the Pirate Llama.
    • Crossbones Barret, a new Pirate Outlander!
      • Standard Perk: Goin’ Coconuts
        • 20% chance to find Coconuts in containers. Coconuts restore health instantly and restore additional health over time. Increases damage by 16% while under the effects of a Coconut.
      • Commander Perk: Goin’ Coconuts+
        • 30% chance to find Coconuts in containers. Coconuts restore health instantly and restore additional health over time. Increases damage by 36% while under the effects of a Coconut.
      • Obtainable from Pirate Llamas
    • Buccaneer Jonesy, a new Pirate Soldier!
      • Standard Perk: Buckle
        • Dealing Sword Damage Increases Pistol Damage by 22% for 6 seconds.
      • Commander Perk: Buckle+
        • Dealing Sword Damage Increases Pistol Damage by 65% for 6 seconds.
      • Obtainable from Pirate Llamas
    • Swashbuckler Keelhaul, a new Pirate Ninja!
      • Standard Perk: Swash
        • Dealing Pistol Damage Increases Sword Damage by 22% for seconds.
      • Commander Perk: Swash+
        • Dealing Pistol Damage Increases Sword Damage by 65% for 6 seconds.
      • Obtainable from Pirate Llamas
    • Privateer Hype, a new Pirate Constructor!
      • Standard Perk: Swab The Deck
        • Increases Club Damage by 17%.
      • Commander Perk: Swab The Deck+
        • Increases Club Damage by 50%.
      • Obtainable from Pirate Llamas
  • Acquiring Blakebeard will unlock a new Quest, which rewards a new Team Perk!
    • Blakebeard’s Stash
      • Eliminating enemies has a 5% chance of uncovering one of Blakebeard’s stashes which contains the following items:
        • Peg Leg
          • Club that deals extreme damage but breaks quickly
        • Coconuts
          • Restores health instantly and restores additional health over time
        • Cannonballs:
          • Can be thrown as grenades that fragment on impact, exploding multiple times
        • Requirements
          • Requires 3 Pirate Heroes in your loadout.
  • Constructor R.O.S.I.E. can now be auto placed, just like traps.
  • Overtaker Hiro is eligible for an item reset due to his head being changed in update v8.11.

Bug Fixes

  • Free items that have been unslotted from the collection book will no longer be eligible for a reset if they have not been upgraded.
  • Fixed an issue that prevented Impossibility Matrix from correctly reducing the cooldown of Shock Tower.
  • Fixed an issue where Survivalist wouldn’t trigger if the player also had the Emergency Override+ commander perk.
  • Fixed an issue where Bass Solo extended Warcry by 1 or 2 seconds per elimination, instead of the intended duration of 0.4 or 0.9 seconds per elimination.
  • Steel Wool Carlos has been marked eligible for item reset.
  • Fixed an issue where Assassination+ was dealing the incorrect melee damage multipler
  • This was applying 13.5% instead of 18%


  • Steampunk Weapons Set – Available from the Pirate Llama
    • The Baron
      • A heavy hammer with slow, wide swings and a powerful smash attack.
    • Steam Thrasher
      • A mid-sized scythe with wide sweeping attacks and a new channeled spinning heavy attack.
    • Steam Piston
      • A versatile semi-automatic assault rifle that deals steady damage
    • Steamroller
      • A revolver with heavy recoil that shoots high impact musket balls
    • Bon Voyage
      • A fast and powerful semi-automatic sniper rifle
  • New Flintlock weapons – Obtained from the “Yarrr!” Questline
    • Corsair
      • A deadly cutlass that combines a good mix of damage and impact with exceptional crit. Best when paired with pistols.
      • Quad Chop: A series of heavy attacks that deal increased damage and knockback.
    • Jack’s Revenge
      • Single shot piercing pistol with a powerful kick that deals heavy headshot damage and knocks back targets.
      • Most effective when used with a sword in close to mid-range combat.
  • Increased the attack speed of Quad Chop heavy attack by 35%. Increased damage per second by 4.6%. Increased impact per second by 7%.
  • The Bowler and Jabberwocky are now classified as Cannons and gain benefits from perks affecting cannonball damage, such as Avast Mateys
  • Increased the hit area of Hydraulic Smash to better match the visual
  • Purchasing random schematics from the event store will now put the schematic directly in your inventory instead of granting a Llama to open.

Bug Fixes

  • Fixed an issue with the teleporter floating after destroying the floor beneath
  • Fixed an issue that caused the teleporter to appear on the victory screen if held by a player
  • Added the heavy attack description to the Vacuum Tube Spear
  • Fixed an issue where the Yeoman sniper rifle could spawn extra projectile impact particles.
  • Changed Joel and Karolina Mythic survivors so that only one copy of each is allowed in the inventory at a time.


  • Removed the Skatepark that could load into Autumn Cities that was causing building issues.
  • Several quest requirements in Plankerton and Canny Valley have been adjusted.
    • Required Objective Counts for some Quests have been reduced in Plankerton.
    • Increased the drop rate for some quest items in Canny Valley
  • Enhanced Demolition updates
    • Enhanced Demoltion has been re-enabled!
    • Trap resources go back to the trap owner if present when using Enhanced Demolition in a player’s Storm Shield Base.
    • Increased the number of resources gained when destroying tier 2 and 3 building pieces.
    • Players will now receive 100% of the resource amounts.(This is prorated by the health of the building piece)
  • Show HUD messages when crafting materials are returned to a Player due to disassembling a trap in an SSD mission

Bug Fixes

  • Fixed an issue that caused players to load into the game as one Hero while having the active abilities of another Hero.
  • Fixed an issue where players loaded into the game with their Hero missing and having to wait for a timer to count down to respawn.
  • Fixed an issue where defenders would keep previously equipped weapons if spawned on a second defender pad.
  • Fixed Deliver the Bomb in the Thunder Route 99 zone, where the Armory and Launcher would be reversed.
  • Campfire traps no longer heal players who are DBNO.
  • Fixed an issue where players were unable to place traps on floor pieces that are built over other level floor pieces, such as sidewalks.
  • Fixed an issue that caused players to load into a zone with a level 1 pickaxe.
  • Fixed an issue that caused weapons, Gadgets or Abilities to not appear on the quickbar.
  • Survivors no longer benefit from Bluglo Pylon buffs.


Bug Fixes

  • Fixed an issue that allowed Husks to continue moving while frozen in a slow field.


  • Added audio for new perks, ambient sounds, and items.

Bug Fixes

  • Fixed an issue that caused music to be missing in certain areas.
  • Fixed an issue with missing audio in the onboarding cinematic.
  • Fixed an issue with missing sound on Banner placement.
  • Fixed an issue that caused the ground wave from Seismic Impact to have no sound.
  • Updated threat music so that is reserved for more significant threats during combat.
  • Fixed an issue that prevented the correct sounds from playing while picking up multiple items
  • Fixed an issue with DBNO music continuing after the player has been revived.
  • Fix an issue with music not playing for players joining the Test the Limits quest late.



  • Quantity selector slider and settings slider will now accelerate over time when using a gamepad.

Bug Fixes

  • Fixed some issues with being able to click survey answers with mouse buttons other than the primary (left) button.
  • Fixed an issue with the bottom bar being missing/obscured on the player reporting screen.
  • Updated the controller settings screen so the text for the header “Controller Configurations” can grow vertically as opposed to growing wider. This stops text from going behind the next column.


  • Added a “Joinable Parties” section to the Social Panel to provide a quick overview of the parties that your friend(s) are in with at least two members.
    • Party Invite list is now merged into this list. In the case of an invite, the sender’s name will get highlighted in the party entry, and the entry itself will have a different background.
  • The “Game” Voice Channel has been added and allows speaking to and hearing only the people in:
    • Your Battle Royale Squad
    • Your Save the World Team
    • Your Creative Island’s Voice Chat
  • New options have been added to the Social Panel when clicking on yourself.  In addition to being able to set Online / Away, you can now
    • Adjust your party’s Privacy settings
    • Change the Voice Channel you want to use during active gameplay.
      • Choose “Party” to speak with everyone in your party, and “Game” to speak to the game-specific channel.


Bug Fixes

  • Fixed a bug where traps could be hidden under the terrain.
  • Fix for switching to Save the World when joining a friend in Battle Royale’s party
  • Fixed launchpad transition animations triggering incorrectly if you immediately attached to a zip line
  • Fixed traps not triggering when inside their triggering range, but behind a building piece that gets destroyed


  • We’ve increased the bandwidth cap for all game modes.
    • This should help with network performance issues across all platforms.


Want to track the top community issues? Head over to our Fortnite | Community Issues Trello board here.

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Building returns to Fortnite as permanent “Zero Build” mode is announced

Building is back in Fortnite’s core modes, but a new Zero Build mode has been announced that continues the experience of no building.



fortnite zero build promo art

Epic Games has released a permanent no-building mode alongside the return of building to Fortnite.

For the past 9 days, players have experienced Fortnite without any building. While the popular battle royale was founded on the unique premise of building, many hardcore fans and returning players swooned over the lack of building.

Knowing that this experience would only last nine days, players wondered what would happen when building returned. Would Epic introduce a new no-build mode? Or would building return without any other modes available?

Luckily, players won’t have to build in Fortnite is they don’t want to. But casual players who don’t want to play competitively can also enjoy building once more.

fortnite jumping and parkour in season 2

Zero Build mode announced as building returns to Fortnite

At the end of the nine day experience, Fortnite announced the new “Zero Build” mode. Advertised as a permanent side mode, Fortnite Zero Build is the same experience players have had for the past week.

In the Zero Build mode, players will continue to have overshields, enhanced movement abilities, and, most importantly, no building. But if you miss the old Fortnite, Epic has you covered.

Zero Build was introduced because building has finally returned to regular core modes: solos, duos, trios, and squads. But this also means that overshields, sprinting, and mantling have been removed from core modes.

Now everyone has a mode that suits their playstyle in Fortnite. But we’d love to know whether you’re Team Builder or Team Zero Build. Let us know on Twitter @FortINTEL.

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All Tier 100 Fortnite Battle Pass Skins ranked

Fortnite has given us a long list of Battle Pass skins. Here, we’re ranking all of the tier-100 Battle Pass skins from worst to best.



Fortnite has been providing us with skins for over two years. Take a look at all Fortnite tier 100 skins as we rank them from worst to best.

We’re 20 seasons into Fortnite at this point, and 19 Battle Passes deep. We’ve seen hundreds of skins come and go with varying degrees of originality. Some are still in Battle Royale to this day while others are collecting dust in a crowded locker.

Not all Fortnite skins are created equal. Today, we’re looking at the Fortnite tier 100 skins and ranking them from worst to best. Let us know your opinions in the comments!

19. Doctor Strange: Chapter 3 Season 2

fortnite doctor strange marvel skin

This may come as a shock as Marvel skins tend to rank very high, but we’re on a three-season streak of tier 100 Marvel skins. It’s getting old, and this one isn’t really that great.

Doctor Strange feels like it should have been given the Superman treatment, not the Spider-Man. Plus, they didn’t use Benedict Cumberbatch’s face which makes the skin even less exciting to unlock.

18. Vendetta: Season 9

The Vendetta is one of the least favored tier 100 skins of the bunch. The non-upgraded version is lame and the final stage leaves a lot to be desired.

This one was one of the most uninspired tier 100 skin, in my opinion. It doesn’t look very good, either, which is why it’s placed at the bottom of our rankings.

17. Ice King: Season 7

The Ice King is a skin you’ll hardly ever see in a modern Fortnite match. It’s not the ugliest skin we’ve gotten as a tier 100 reward, but it isn’t far off.

The reason this is so low, though, has to do with the size. This skin is massive and clunky, making you feel like an easy target when you’re wearing it.

16. Ultima Knight: Season X

The Ultima Knight is, simply, an addition to the OG Black Knight that ranks much higher in this list. This is a poor man’s Black Knight and everyone knows it.

Not only is the skin unoriginal, but it’s large and clunky when you rank it up. Anyone who already has the Black Knight won’t be rocking this version into battle

15. Dire: Season 6

The Dire skin is one of the cooler skin concepts Epic has added as a tier 100 skin. The werewolf skin, while interesting, is probably among the least popular skins you’ll see in the game.

The base skin is boring and the upgraded version is too big – two ingredients that lead to a bottom-half ranking.

14. Carnage: Chapter 2 Season 8

fortnite carnage skin

Despite being a crossover skin, Carnage is pretty forgettable. With Season 8 being the finale of Chapter 2, the Cube Queen secret skin was more iconic than the Symbiote. It’s big and bulky, and downright ugly.

13. Ragnarok: Season 5

The Ragnarok skin sits right in the middle of the pack. It’s not horrible, but it’s not great, either. The upgraded skin is a little busy for my taste, so I take everything off and roll with the topless bald man.

12. Fusion: Chapter 2, Season 1

The Fusion from Fortnite Chapter 2 is decent but relatively boring. You’d be hard-pressed to find a player still wearing this skin – especially since there were far better options in the same Battle Pass.

I had this one high on my original rankings (from C2S1) but time has knocked it down to just inside the top-10.

11. Rick Sanchez : Chapter 2 Season 7

Fortnite season 7 rick skin

Being able to play as Rick Sanchez is pretty cool seeing as he’s the most iconic character in one of the most popular animated series in recent history. His unique cell-shaded style makes him stand out from other skins, and his smug look makes it seem like every elimination is a cakewalk.

Rick is lower on the list because of his lack of utility and inevitable plummet in popularity in a few seasons. His cartoon style makes him stick out like a sore thumb in-game. His head is a massive target. And players will likely only use this skin for the next season or so.

10. Omega: Season 4

The Omega skin suffers from many of the problems as of the other bottom-half skins: it’s unathletic. That is until you take all of the armor off of the outfit.

I rock this skin stripped-down, just as I prefer the Ragnarok skin. It looks sleeker and cooler that way, in my opinion. The base Omega skin squeaks it into the top-10 – especially since you can change the color on the stripped-down version.

9. Mandalorian: Chapter 2 Season 5

Fortnite Mando

This might be a controversial placement, but I’m not a huge fan of the Mandalorian skin. Fans of the show will probably like it more, but it didn’t really do it for me.

Sure, the customization options are there, but you’ll never go back to the pre-upgraded armor like you could with some of the other tier-100 skins. Baby Yoda is a hit, but the Mando skin leaves a lot to be desired.

8. Luxe: Season 8

The Luxe was the number-one tier 100 skin in my book for a long time. This is one of the only tier 100 skins that I still regularly wear when I play Fortnite, and one of only two female skins in the group.

The real reason this one ranks so highly is the back bling. Those golden wings are at least the second-best back bling reward in any Battle Pass.

7. The Reaper: Season 3

For some, the Reaper is going to be a number-one tier 100 Battle Pass skin. I understand this argument, but I never liked it, myself.

There were some bugs during Season 3 that caused Epic to hand everyone several Battle Pass tiers for free. The result was that almost everyone who bought the Season 3 Battle Pass got the Reaper skin, which is one of the reasons I never really liked it.

Despite my personal bias, I recognize that Season 3 was the golden age of Fortnite and this skin brings back the feels. It’s well-deserving of a top-five finish.

6. Spire Assassin: Chapter 2 Season 6

Fortnite Spire Assassin

The Spire Assassin jumped right to the top-five in my rankings. This skin is one of the best to be released in all of Chapter 2. You look like a dominating force when dressed in its full suit of armor.

It’s always hard to rank a skin while the season is currently underway, but I’m betting that Spire Assassin will be a common sight on the Fortnite island long after Season 6 concludes.

5. Eternal Knight: Chapter 2, Season 3

The Eternal Knight is a strong contender for the best tier-100 skin in the history of Fortnite. All of the variants are cool and unique and the customizable pickaxe is another huge point in favor of the outfit.

Along with only a few others on this list, the Eternal Knight is still a common sight on the Fortnite island. As long as players are still wearing the skin, it deserves a high placement on this list.

4. Midas: Chapter 2, Season 2

Midas remains a favorite of a lot of Fortnite players, whether you’re using his Ghost, Shadow, or all-gold version.

The Midas skin is the best of both worlds. He’s slender, which means he doesn’t take up much of your screen, but he’s still a cool and interesting character whose outfit goes well with a lot of different combinations.

3. Iron Man: Chapter 2 Season 4

Come on, it’s Iron Man. This is how you do a tier-100 crossover skin, and the Mandalorian was a huge step back from Tony Stark in the previous season.

With one skin, you get both Iron Man and Tony Stark – which you can switch between in-game. If you leveled up the Battle Pass, you can also play as Gold, Silver, or Holographic Iron Man/Tony Stark. It’s hard to see this as anything less than a top-rated skin.

2. Spider-Man: Chapter 3 Season 1

fortnite chapter 3 spider man web shooters

Wow, who could have guessed that one of the most highly-praised crossover skins would make it to spot number 2. Previously held by Iron-Man, it makes sense that Peter Parker would take his place eventually.

What’s not to like about his skin? It’s clean, slick, and has some of the best alternate styles to date. Even it’s enlightened skin variants look phenomenal which is something that can’t be said for most Tier 100 skins.

1. Black Knight: Season 2

I know, I know. The Black Knight isn’t technically a Tier 100 skin. It’s a final-tier Battle Pass skin, though, so it’s worth including on this list.

The Black Knight is the classic. It’s the OG. Wearing one of these skins doesn’t mean that you’re good, but it does mean that you’ve been playing the game for a long time.

The Black Knight takes the number-one spot because it’s one of the most aesthetically pleasing final-tier skins we’ve ever received. It’s not my personal favorite, but it carries a certain amount of significance for OG Fortnite players.

What’s your number-one tier 100 Fortnite skin? Let us know in the comments.

Image Credit: Epic Games

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How Fortnite Overshields work in Chapter 3 Season 2

Fortnite Season 2 has added Overshields which add 50 health to ther player’s base health, and it recharges after taking damage.



fortnite the origin loading screen

To combat the lack of building at the start of the season, players have overshields that add 50 points to their health.

Players were shocked to find out that Fortnite Season 2 had removed its iconic building mechanic. What are players supposed to do if they get caught out in the open without any builds?

Luckily, Epic Games added a few new mechanics to make up for this. Firstly, players can run faster, jump higher, and mantle objects.

Secondly, Fortnite now gives players an overshield. This isn’t an item you pick up or craft. It’s a built-in component of the player’s health. Here’s how it works.

fortnite burst ar red dot sight

Fortnite’s new Overshield details

200 is no longer the maximum amount of health players can have. Instead, the base health is 150, and players can drink shield potions to gain 100 additional health.

These extra 50 points come from the new overshield. Like in Halo, players start with a small layer of shield that will take damage before their actual health. The overshield actually protects the player’s health and shield.

Additionally, the overshield recharges when out of combat, no item is needed. This is to help combat the removal of the building mechanic.

Fifty extra shield isn’t game-breaking, but it will help players find natural cover before getting one-shot. And it also might give timid players more confidence during the end game.

With that being said, we don’t know how long the overshield will be sticking around. Building is only removed for a limited time so overshields could leave whenever builds return.

For more Fortnite, check out where to find Omni Chips in Season 2.

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