The following write-up covers basic knowledge that newbies should learn and then applies it in a way that is meaningful for end-game players. Patch 8.0 changed the world (generally for the better) and whilst there are still a few bugs here and there the foundations have been set and will be built upon in the future. Whether you plan to save the world on your own or with 3 other players and your faithful defenders it’s well worth brushing up on the fundamentals.
## Hero Loadouts
[At the basic level this is pretty straight forward](https://i.imgur.com/0wARe8w.jpg)
+ Each hero has a unique-ish perk assigned to them
+ You pick a Commander to be your main character
+ You add perks to your Commander by adding them to the support team
+ You pick a team perk that best compliments your goals/playstyle intentions.
The Commander’s Perk is normally 3 times as strong as the perk they would have otherwise granted as a hero in the Support Team. If the balance (Commander : Support) is not in a (3 : 1) ratio then it’s best to assume that the perk is broken in some way, or there’s a balancing issue on Epic’s end.
**Support Team Heroes**
Support Team Heroes grant you (for each of the 5 heroes) their unique perks and 8% of their stats. [What this means is 8% of the stats related to](https://i.imgur.com/30Ei4WZ.png)
+ ability damage
+ healing modifier
Even if you ignore the perks each hero grants every hero is fundamentally assigned stats based on an underlying template.
+ Heroes within the same class (e.g. Ninjas) can have different base templates
+ The same base template can exist on heroes with different perks (here’s with the same perks shouldn’t have different base templates, but I don’t have all heroes to exhaustively confirm this).
If you’re stuck picking between two perks that you want (but can only have one) and they’re pretty much the same perk then refer to these underlying stats as your reference point. Health and Shield may not seem like much but Hero Ability Damage/Hero Healing Modifier will play a big part in how much damage/healing you get from non% based abilities.
## Abilities (Damage and Healing)
Patch 8.0 will probably be the first time people have started paying attention to ‘base damage/healing’.
+ It’s all over the 8.0 patch notes (tweaks to certain abilities)
+ It’s included in some hero/team perks that you could optionally select
Examples are perks such as
+ Phase Blaster
+ Corrupted Aura
From the [8.0 patch notes](https://www.epicgames.com/fortnite/en-US/patch-notes/v8-00) we find these values for the two following abilities
+ Dragon Slash: Increased base damage from 94 to 115
+ Kunai Storm: Increased base damage from 128 to 184
You might be looking at those patch notes and wondering [how that translates to the big numbers you see in-game](https://i.imgur.com/xqilraA.png).
From the main loadout panel there should be an option to “See All Stats”, once you open it up you get a summary of your hero loadout and your F.O.R.T stats on the side. For figuring out how much your abilities will deal (in damage) the [important things you need to pay attention to are](https://i.imgur.com/8qwvtQP.png)
+ Hero Ability Damage/Hero Healing Modifier
Once you have these numbers some very simple math will give you the answer (how precise you will be though will depend on how much trouble you’re willing to go through).
Line | Type | Numbers go Here | Dragon Slash (Lazy) | Kunai Storm (Lazy) | Dragon Slash (Academic) | Kunai Storm (Academic)
:– | :– | :– | –: | –: | –: | –:
A | Base Damage | <Replace this value> | 115 | 184 | 115 | 184
B | Hero Ability Damage | <Replace this value> | 15.91 | 15.91 | 15.9056 | 15.9056
C | 1 + (Tech/100) | 1 + (<Replace this value>/100) | 32.56 | 32.56 | 32.5600 | 32.5600
D | Total/Result | A * B * C | 59,573.40 | 95,317.45 | 59,556.9286 | 95,291.0858
You should be able to see how straightforward it is from these tables
+ Substitute in your own values <Replace this value>
+ A * B * C = D
The Fornite UI likes to ’round things’ to an inconsistent amount of decimal places depending on the stat. You can see there are two types of columns, (Lazy, Academic). The Academic numbers more or less match the values from the screenshot (still a bit of rounding), at the very least it’s more precise than the lazy column. The main problem is you have to jump through some hoops to get this level of precision.
Hero | HAD % | Number for Equation
:– | –: | –:
Overtaker Hiro | 1118 | 1118
Fallen Love Ranger Jonsey | 1065 | 85.2
Survivalist Jonsey | 1011 | 80.88
Sarah Hotep | 1277 | 102.16
Snuggle Specialist Sarah | 1277 | 102.16
Dragon Scorch | 1277 | 102.16
Total | | 1590.56
This table shows the hero and their actual hero ability damage values. The only way to get these numbers is to only slot the commander and then look at the value in the all stats screen. Even on the hero cards it is rounded. On the hero cards
+ Overtaker has 11.2
+ Survivalist Jonsey has 10.1
+ Dragon Scorch has 12.8
In the backend of the game it obviously doesn’t do any rounding (and if it does it only does it at the very end) but for us humans who don’t know that if we take the numbers at face value we get a bunch of compounding rounding errors, giving us a different result (which is why the ‘lazy’ numbers are larger, if only slightly).
Knowing this information is probably a lot more important for solo-players than those who will always be in a party with humans. Humans have ‘party stats’ that they will share just by simply existing and will in turn make you much stronger. For a solo player, having that little extra bit of hero ability damage could be the difference between your abilities being able to 1hko a husk, or leaving them with a slither of health. I’m sure many people know how frustrating it must feel to use an ability like Dragon Slash through an entire wave of husks, only for all of them to survive on 1% hp. If you have two perks that don’t really make much difference (for which one you use), the one with higher hero ability damage is probably the more useful option.
For those wondering about bonus ability damage from survivors, you add their value to Line C. A 10% increase in ability damage from survivors would be “+0.1” on Line C. Damage bonuses (like from Preemptive Strike, or Lynx’s perk whilst hovering) are calculated elsewhere and I’ll come back to that later.
To get the ‘damage’ value on your schematics you do something similar to what you did for Ability Damage
Line | Type | Numbers go Here
:– | :– | :–
A | Base Damage + Evolution Damage | <Replace this Value>
B | 1 + (WeaponLevel-1) * 0.05 | 1 + (<Replace this Value>-1) * 0.05
C | 1 + (Offense/100) | 1 + (Replace this Value/100)
D | 1 + WeaponDamageBonuses (From Heroes/Perks) | 1 + (Replace this Value)
E | Total/Result | A * B * C * D
+ Line B: “Weapon Level” will just be the level of your schematic, this (in the current game) will be a number between ‘1 and 50’
+ Line C: Offense is just your F.O.R.T offense stat. If you have survivor bonuses for increased damage they get added here as well. 10% ranged damage bonus is essentially the same as 10/100 offense, or 0.1, so +0.1 if you had 10% ranged damage bonus.
+ Line D: This is where you add all the %damage increases of <prefix> Damage from hero perks (like Hardware Damage), or %damage and %damage to conditional from weapon perks. 30% damage (weapon perk) is the same as +0.3
As with the ability damage, for weapons
+ Damage (schematic screen) = A * B * C * D
Headshot and Critical Damage bonuses work slightly differently to one another, but they both use the ‘Damage (A*B*C*D)’ as their baseline/foundational reference value.
A critical hit just gives you a straight up damage bonus which will be a % of your ‘Damage (A*B*C*D)’, based on however much bonus critical damage you have.
+ Your weapon will have a set amount of critical hit damage % (as the bonus) by default. This (on many weapons) is 50% or 75%
+ You could get critical damage perks (135% crit damage for legendary) which are just added to the existing value. If you had 50% on your basic weapon and x2 crit damage perks, it would be “50 + (2×135)” = 320.
+ Hero Perks that add crit damage are added in the same way. e.g. “50 + (2×135) + 75” = 395
Let’s say you have 395% crit damage bonus overall
+ Normal Hit = Damage
+ Critical Damage Bonus(z) = Damage * 3.95
+ Critical Hit = Damage + (z)
Why it’s “Damage + (z)” instead of “Damage * 4.95” will become clearer once I cover headshots.
Headshots are similar to critical hits (but are different and independent) and have two components to them
+ (i) Headshot Bonus from Weapon (Base Schematic)
+ (ii) Headshot Bonus from Hero Perks/Weapon Perks
The headshot bonus from the weapon schematic (i) does not mix with the hero/weapon perks. It is calculated in the same way that crit damage is, except you exclude all hero/weapon perks from this calculation.
If you had 50% bonus headshot damage on the base schematic
+ Normal Hit = Damage
+ Headshot(i) = Damage + (Damage * 0.5)
The messy part comes from the hero/weapon perks. These come in as an additional multiplier on top of the ‘Headshot’ number (only relevant if you have headshot perks on heroes/weapon obviously).
If you had a single 40% Headshot Damage perk on your weapon perks
+ Headshot(i) = what was just explained above
+ Headshot(ii) = Headshot(i) * 1.4
If you had x2 40% Headshot damage perks
+ Headshot(ii) = Headshot(i) * 1.8
This keeps increasing (additive) the more headshot oriented perks you get (hero or weapon).
**Headshots that also Critical Hit**
To keep this as simple as possible
+ There are two types of attacks in the game
+ Normal Attacks and Headshots
+ A critical hit is simply an ‘add-on’ bonus amount of damage, based on your Normal Attack.
This more or less results in the 4 possible attack combinations outlined below
Type | Math
:– | :–
Normal Attack | (A * B * C * D)
Normal Attack that Crits | (A * B * C * D) + z
Headshot | (ii)
Headshot that Crits | (ii) + z
## Damage Perks (no Prefix)
With the patch 8.0 a number of “Damage” perks were introduced
+ Hang Time (Lynx)
+ Preemptive Strike (Team Perk)
+ Hunter’s Instinct (Team Perk)
These perks work in the same way that the old ‘Debilitating Shots’ used to and give you a straight up multiplier of whatever value you get post Ability/Weapon damage calculations
+ Preemptive Strike = <number> * 1.36
+ Hang Time+ = <number> * 2.4
The Freezing Trap also works in the same way, for <number> * 1.25 = result
I haven’t tested this extensively, but combining the “Damage” (no prefix) and Freezing Trap bonus should be additive.
+ Hang Time + and Preemptive Strike = <number> * 2.76
## End Game / p100
Since patch 8.0 introduced ‘Corrupted Aura’ as a hero perk as a fixed source of damage that cannot critical hit (and thus, reliable) I took advantage of this to check how much health the various husks have (by counting how many Corrupted Aura Ticks it took to kill a husk).
+ Base Damage: 6
+ HAD: 17.878
+ 1 + (Tech/100) = 32.56
+ Aura Damage (Math): 3492.64608
+ Aura Damage (in-game): 3492
+ Eliminate Husk to activate shadow stance (which activates Corrupted Aura)
+ Stand next to undamaged husk and count how many ticks (numbers popping up on UI) until it does
+ Repeat a few times with the same type of husk just to be sure.
Hits to Kill | p100 | p107 | p113 | p118
:– | –: | –: | –: | –:
Huskling | 5 | – | – | –
Husk | 11 | 13 | 15 | 18
Pitcher | 8 | – | – | –
Beehive | 14 | – | – | –
Zapper | 16 | – | – | –
Lobber | 20 | – | – | –
Husky/Sploder | 60 | – | – | –
Blaster | 97 | – | – | –
Smasher | 295* | – | – | –
Husk Type | Estimated Health
:– | –:
Huskling | 17,463
Husk | 38,419
Pitcher | 27,941
Beehive | 38,486
Zapper | 55,882
Lobber | 69,853
Husky/Sploder | 209,559
Blaster | 338,787
Smasher | 1,026,838
For those that are wondering
+ Beehive husks have a 20% damage reduction (for all incoming damage) as long as the ‘beehive’ is intact on its head. Once you take out the beehive it takes full damage.
+ I didn’t actually sit there for 295 ticks on the Smasher (though I did try initially, it just took too bloody long). I shot it twice with an Obliterator to take out a chunk of its health and then counted the ticks for the remaining)
+ The Blasters I did count the ticks from start to finish with no other damage types (same with the Husky Husk).
+ Riot Husky/Takers were too hard to ‘test’ solo. The riot shield blocks the Corrupted Aura at ground level (but if you stand on 2/3 wall it’ll damage the husk, but then it’ll just punt you off the wall) and the Taker moves around too much and hits too hard unless you’re spamming healing items.
Due to the methodology, the estimated health values will be higher than the actual health each husk has. The husk should die before taking that much damage (but what the exact numbers are we’ll never know unless Epic tells us). If your goal is to 1HKO each husk type you’ll be fine as long as you can reach the estimate (it’ll be overkill).
The ‘relative’ relationships (between husk health at the same power level) seems to hold true regardless of the power level type. I’ve included Husk values for p107, p113 and p118 on the basis that if the relationship remains then whatever scaling is in place you should be able to apply the same increase across the board. A p118 Husk has about 60% more health than p100 (so assume applies to everything else as well).
Even though the game will do some of the math for you (Ability Damage, Headshots) it’ll leave out the numbers in others (Crit Damage, Team Perks) and it can’t process ‘conditional’ status requirements either (your 45% damage to snare/slow will never show up on your ‘damage’ stat in your schematic). Whether you do the math or not, if you’ve read through this post you should have a good understanding of the basics and how it all links together. With the example Overtaker Hiro loadout that I showed in the screenshots you could see that ‘Dragon Slash’ would only deal ~59.5k damage, well short of the 69k damage needed to 1HKO a p100 lobber, however if you throw in the “Preemptive Strike” team perk you’ll be bumped up to around 79k damage, comfortably resulting in a 1HKO.
Your F.O.R.T stats will influence your ‘power’ significantly in Fortnite but solo players are (currently) capped at about 3.2k of any given stat even with a Mythic Lead and all legendary survivors. It’s not uncommon (at p100+ missions) to have +700 stats being shared by each human teammate you encounter in a random mission, meaning shared party stats could make up 40% of your maximum F.O.R.T stats in any given map. That’s a huge chunk of power that solo players end up missing out on. A player with 3,000 Offense and a 3 star (30/30) schematic will do more damage than a person with 2,000 offense and a 5 star (50/50) schematic of otherwise identical type/perks. That means that 1,000 offense is worth more than 20 schematic levels on your weapon.
When you’re putting together a hero loadout, or picking perks on weapons, don’t just buff something out to the extreme. Think about the playstyle you want, what you’re trying to achieve and if you actually need all of those heroes/perks. It might only make a tiny difference, but that tiny difference could make the game feel just right, or very punishing if you don’t quite make it.