Fortnite Chapter 7 Season 2: Complete Item Tier List
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Fortnite Chapter 7 Season 2: Complete Item Tier List

9 min read20 March 202613955

Fortnite Chapter 7 Season 2: Complete Item Tier List

Fortnite Chapter 7 Season 2: dubbed Showdown: dropped on March 19, 2026, after a two-week delay that made Season 1 the third-longest in the game's history. Epic Games responded by nearly wiping the entire loot pool clean. Only two weapons from Season 1 survived the vault. Everything else is new, returning, or remixed. This is your complete Fortnite Chapter 7 Season 2 weapon tier list, updated at launch and enriched with competitive and pub-play context.

How We Rank: Tier Explanation

We use five tiers. Each weapon is evaluated on raw damage output, competitive viability, ease of use, and how it performs across both pubs and competitive. A weapon can be broken in pubs and useless in scrims, or weak in pubs but dominant in competitive: we note the distinction where it matters.

Tier

Description

Broken

Overtuned. Expect nerfs. Take it every game without question.

Meta

Defines the season. Strong across all game modes and skill levels.

Strong

Wins fights. Your loadout slot or playstyle may change its value.

Balanced

Solid early game. Swap it out as the meta options appear.

Early Game Only

Fine to pick up off the ground. Replace it at the first opportunity.

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Fortnite Chapter 7 Season 2: Complete Item Tier List
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Shotguns

The best shotgun meta in Fortnite Chapter 7 Season 2 is already established at launch. There are three options: two returning from Season 1, and one all-new. Season 1 survivors Iron Pump and Twin Hammer held the meta there, and both return as the only weapons Epic kept in the pool. They're joined by the most talked-about new weapon of the season.

Meta

Chaos Reloader Shotgun

Power Level

Broken (Overtuned at launch)

Body Damage (Rare)

150

Headshot Bonus

+20%

Body Damage (Mythic)

173

Reload

Auto (2s)

Ammo Type

Shells

The new shotgun of the season and the most overtuned weapon at launch. Chaos Reloader shotgun stats and damage in Fortnite are difficult to justify: 150 body-shot damage in blue means you're hitting 100-plus on almost every trigger pull. The mythic variant: dropped from bosses: pushes that to 173. Its big gimmick is the auto-reload: you never manually reload because the gun replenishes itself every two seconds when you're not firing. The headshot multiplier is only20%, which is low for a shotgun, but with body damage this high it barely matters. GameSpot compared it directly to the Jawa Blaster: one of the best shotguns ever in Fortnite. Could be reduced by a third and would still be strong. Expect a nerf.

Shotguns
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Iron Pump Shotgun

Meta

Iron Pump Shotgun

Power Level

Meta (Take every game)

Body Damage (Rare)

101

Headshot Damage (Rare)

185

Headshot Damage (Mythic)

210

Pullout Time

330ms

Mag Size

5 shells

Iron Pump Shotgun
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Twin Hammer Shotgun

One of only two weapons to survive the Season 1 vault. The Iron Pump hits hard: blue rarity lands 185 to the head: while keeping structure damage at 50, low enough that you're not breaking walls for free on every shot. The 330ms pullout speed makes peek-shoot-reset feel instant and reliable. The mythic variant (210 head, 116 body) is obtainable via the deadlift challenge at Ripped Tides. Core to every loadout. This is the pump shotgun; you lock it and don't look back.

Meta

Twin Hammer Shotgun

Power Level

Meta

Type

Auto Shotgun

Body Damage (Legendary)

78

Headshot Damage (Legendary)

125

Fire Rate

2.01

Mag Size

10 shells

The second Season 1 survivor. Twin Hammer plays like a tactical shotgun with alternating barrels per trigger pull and a faster fire rate than the Iron Pump. Its wider pellet spread reduces accuracy at range but makes it brutal in sustained close-quarters fights where precision is harder. The 10-shell magazine gives you more attempts per reload cycle than the Iron Pump's five. Use it to keep pressure up while the Chaos Reloader reloads itself. Strong pairing.

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Assault Rifles & DMR

Three rifles in the meta this season, each filling a distinct role. The Combat Assault Rifle vs Nemesis AR in Fortnite debate defines which mid-range gun belongs in your second slot. Both are meta by launch week: the choice depends on your playstyle. The Vector 7 DMR adds a long-range option that no other weapon in the pool covers.

New this season: All weapons are hitscan, and the saved reload mechanic means you never lose reload progress when swapping weapons mid-fight. This significantly changes how you manage the Combat AR's reload timing in box fights.

Meta

Combat Assault Rifle

Power Level

Meta

DPS (Blue)

~185

Role

Mid-range / Box fighting

Recoil

Near-zero (Gold rarity)

The highest DPS rifle in the pool at around 185 in blue: roughly 40 more than most ARs in Season 1. In higher rarities it has nearly zero bloom or recoil, which is devastating at medium range and inside box fights. If you've played Reload recently you know how this feels. It's been in the game before and the muscle memory transfers immediately. This is your second-slot weapon on every competitive loadout when you can't fit both ARs.

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Nemesis Assault Rifle

Meta

Nemesis Assault Rifle

Power Level

Meta

DPS

~160

Role

Single-shot / Tags

Originally ranked strong, but competitive scrims changed that assessment quickly. Pro players are actively choosing the Nemesis over the Combat AR for single-shot surge tagging: the precision it offers at range for applying shield pressure justifies the lower DPS. If you're a player who prioritizes clean tag shots over box-fight DPS, this is your AR. Both rifles earn their meta placements for different reasons.

Nemesis Assault Rifle
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Vector 7 DMR

Meta

Vector 7 DMR

Power Level

Strong (Skill-gated but devastating)

Type

DMR

DPS

102

Mag Size

5 shots

Ammo Type

Sniper

Hitscan Range

Under 100m

Bullet Drop

100m+

How to aim the Vector 7 DMR with bullet drop in Fortnite is the key skill question of this season. Under 100m it's hitscan: point and click. Beyond that, bullet drop and travel time activate, bridging the gap between assault rifle and sniper. Two headshots is enough for a kill; body shots alone might take all five in the mag. It uses sniper ammo and is the only scoped weapon in the pool at season launch. GameSpot noted this makes it the go-to for aim-focused players at range. To actually learn the bullet drop, load into the Resub training hub version 2 by searching "resub" in-game: there's a dedicated bullet drop tracker where you can practice at variable distances and movement speeds. An Exotic version that spawns a Rift on impact arrives later this season.

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SMGs & Pistols

This season has a strong SMG meta. The Thunderburst SMG is now hitscan in Chapter 7 Season 2: that single change elevates it from a previously balanced weapon to one of the most oppressive in the game. It's joined by the returning Twin Mag SMG, which is excellent in its own right.

Meta

Thunderburst SMG

Power Level

Broken

Type

Burst, Hitscan

DPS

~216

Headshot Multiplier

1.75×

Drop-off Start

28m

Damage at 70m

~18/shot

Previously kept in check by bullet drop. Now it's hitscan: and that's a problem. The built-in laser attachment means the crosshair is near-perfect at all times. The crosshair naturally drifts toward the head as you fire, and with a 1.75× headshot multiplier, a single burst where one bullet tags the head plus a few body shots can deal 78-plus damage. Damage drop-off only begins at 28m and remains meaningful even at 70m. This is the weapon you take over everything else in the SMG slot. Needs a nerf: no debate.

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Twin Mag SMG

Meta

Twin Mag SMG

DPS

~221

Clip Size

20 bullets

Type

Full-auto

Technically higher DPS than the Thunderburst at 221. The problem is it can't front-load damage the way a burst SMG does: you're spraying continuously rather than landing all your shots in one moment. The 20-bullet clip means constant reloading under pressure. In any other season this would be the must-have SMG. Right now it's meta, but you take the Thunderburst if you find both. Excellent for sustained pressure on builds and for pub play where box fighting is less frequent.

A legitimate pistol in isolation. Good damage, usable fire rate. But when Thunderburst and Twin Mag SMGs are on the floor, you drop this the second you find either. Grab it early if it's your only option, then swap out fast.

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Bouncing Boomstick

Meta

Bouncing Boomstick

Category

Explosives

Power Level

Strong

Damage per Bounce

40

Type

Bouncing Explosive

Brand new this season. A stick of dynamite that explodes every time it bounces, dealing 40 damage per detonation within a generous blast radius. GameSpot called it an essential tool for build-fighting in Season 2 at launch. Throw it into or near a box and let it bounce around for multiple damage ticks. Strong in build mode; less reliable in Zero Build where there are fewer surfaces for it to ricochet off.

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Utility & Mobility

Shockwave Grenades are gone this season. Two new items take the mobility slot. How to use the Skyline Deployer in Fortnite and understanding the Overdrive Grenades movement speed boost in Fortnite will define the end-game meta for Chapter 7 Season 2.

Meta

Overdrive Grenades

Type

Impulse Speed

Builds Broken

No

Effect

Launch Speed Buff

Fall Damage

Yes

Shockwave Grenades that don't break builds: something the competitive community has wanted for years. On top of the launch impulse, they grant a temporary boost to movement speed, reload speed, and fire rate to anyone they hit. The launch distance is slightly shorter than a traditional Shockwave, but the speed buff compensates significantly for endgame rotates. Throw one to affect both you and a teammate. The catch: fall damage is active, so launching off a cliff without a deploy or landing plan is a death sentence. Meta immediately. Carry at least two.

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Skyline Deployer

Meta

Skyline Deployer

Power Level

Strong Niche but powerful

Type

Zipline Launcher

Build Interaction

Can break builds

Shoot it to deploy a zipline you automatically ride to the landing point. Stack multiple to ascend rapidly, then glide-redeploy from height. It can also be used to break builds by deploying a zipline directly through an enemy's structure: the tech is still being figured out by competitive players, but early clips show real potential. Insider Gaming listed it as a key tool for securing high ground. One player per team will likely dedicate a slot to this for storm plays and height takes. Placed strong, but expect some teams to run it as a full meta carry by mid-season.

Fishing Items

With weapons hitting harder across the board in Season 2, healing throughput becomes more valuable than ever. Fishing provides a renewable source of consumables, and the Pro fishing rod and its enhanced loot pool in Fortnite Season 2 make it a legitimate team strategy.

Pro Fishing Rod

Returning since Chapter 2. Fishes faster and with less delay than a standard rod. Shows loot on screen even when fishing outside a fishing hole. Because Season 2 weapons deal so much damage, teams burn through heals faster: setting up near water and continuously stocking fish creates a genuine endgame advantage. A Midas Flopper is also in the pool (rare drop) that converts every item in your inventory to gold rarity. Strong. One player per team should consider carrying this.

Harpoon Gun

Unvaulted and long overdue. Lets you grab loot from a distance and fish faster than a standard rod. Not a must-carry, but situationally excellent in endgame for collecting loot that's out of reach. Balanced: keep one if a slot allows.

Heals

Med Kits · Flowberry Grenades · Chug Jugs · Chug Splashes

Meta

All meta: no debate. Med Kits are essential because of how aggressively the storm damages late-game. Flowberry Grenades remain one of the best utility heals in the game. Chug Jugs and Chug Splashes are among the highest-value heals per inventory slot in any season. With weapons hitting this hard in Season 2, stacking heals is not optional: it's the difference between winning and losing endgames. Stack as many as your loadout can support.

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Fortnite Chapter 7 Season 2: Complete Item Tier List FAQ

What is the best weapon in Fortnite Chapter 7 Season 2?

At launch, the Chaos Reloader Shotgun is the most overtuned weapon in the pool: 150 body damage in blue with an auto-reload is wildly overbudget. The Thunderburst SMG is a close second given its hitscan conversion and burst-damage potential. For the most reliable overall meta pick that won't likely be nerfed, the Iron Pump Shotgun paired with the Combat Assault Rifle is the safest combination.

What weapons carried over from Season 1?

Only two weapons survived the vault: the Iron Pump Shotgun and the Twin Hammer Shotgun. Everything else from Season 1: including the Deadeye AR, the lock-on assault rifle, Wingsuits, and the Self-Revive Device: was vaulted. Epic called the Season 2 loot pool "almost entirely refreshed," and they weren't exaggerating.

Is the Thunderburst SMG hitscan in Season 2?

Yes. All weapons in Fortnite Chapter 7 Season 2 are hitscan, and this is the biggest change affecting the Thunderburst SMG specifically. Previously its bullet drop kept it balanced. Now it's a hitscan burst SMG with a built-in laser attachment, near-perfect accuracy, and a 1.75× headshot multiplier. It's currently one of the most powerful weapons in the game and a strong candidate for an early-season nerf.

How do I practice the Vector 7 DMR bullet drop?

Search "resub" in Fortnite's island code finder and load into Training Hub Version 2. There's a dedicated bullet drop tracker inside that lets you set distance and target movement speed so you can learn exactly where to aim at different ranges. The gun is hitscan under 100m: the drop only kicks in beyond that. Two headshots at any range is enough for an elimination if you can land them.

What replaced Shockwave Grenades in Season 2?

Overdrive Grenades are the primary replacement. They provide an impulse launch similar to a Shockwave (slightly shorter distance) but also grant a temporary buff to movement speed, reload speed, and fire rate. The key difference: they do not break builds, which makes them far more useful in competitive endgames. Fall damage is active, so you need a plan for landing. The Skyline Deployer also fills a mobility role as a deployable zipline launcher.

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