Fortnite Chapter 7 Season 2 Gun Tier List
Full weapon rankings from SS to C based on community consensus. Includes top loadout compositions, category tags, and pickup priority for both Builds and Zero Build modes.
What Players Are Asking
Chapter 7's loot pool feels bloated with new mythics, pumps, ARs, and utility items. Players want to know what's actually meta vs. fun-but-weak, and what to drop when something better drops.
Community focus: Iron Pump and Chaos Reloader dominate close range. Deadeye AR and Thunder Burst SMG anchor mid-range. Mythic boss items are win-condition upgrades.
Full Weapon Tier List
Chaos Reloader Shotgun
Insane DPS and auto-reload on kill. Community's #1 priority boss drop. Wins any close-range fight.
Dark Voyager's Obliterator
Boss drop Chaos Reloader variant with higher damage and multi-shot potential.
Deadeye Assault Rifle
Best all-range rifle. Consistent hitscan under ~100m. Go-to for ranged flexibility.
Ice King Gauntlets
AoE ice blasts, vision denial, mobility control. Distorts fights in your favor heavily.
Iron Pump Shotgun
Consistent high headshot damage and fast pullout. Classic pump power, still dominant when Chaos is unavailable.
Thunder Burst SMG
Hitscan bursts with high DPS and laser accuracy. Excellent box-breaker and shotgun follow-up tool.
Combat Assault Rifle
High fire rate, low recoil DPS monster for mid-range. Feels like an SMG - buffed and reliable.
Cube Rifle
Explosive projectiles with manual detonation for structure damage and area control.
Super Shredder
Extreme headshot multiplier for long-range picks or close-range shredding.
Nemesis AR
Reliable tagging and manageable recoil for deliberate mid-range play.
Twin Hammer Shotguns
Fast auto-fire pressure in CQC with good mag size. Shines more in Zero Build.
Twin Mag SMG
Solid close-range spray at higher rarities.
Reforged Infinity Blade
Strong siphon, leap attacks, and structure break with inventory efficiency.
Seven Power Gloves
Traversal + damage punches. Great for chases and repositioning.
Lawful Heavy Impact Tracking Rifle
Tracking marks + high damage for coordinated long-range play.
Foundation's Rift Rifle
Rift-spawning traversal but slow and charge-heavy. Good for escaping, weak in direct fights.
Hammer Revolver
High headshot potential but slow and very aim-dependent. Skill floor is high.
Lawful Explosive Mammoth Pistol
Explosive damage burst but slow fire rate limits consistent output.
Pistol
Basic auto but outclassed by everything in the loot pool. Replace at first opportunity.
Seven Cluster Cannon
Unreliable clusters with charge delay. Hard to land consistently.
Bouncing Boomstick
Fun but unpredictable with self-damage risk. Situational at best.
Top 3 Community Loadout Compositions
Versatile Meta (Most Recommended)
Shotgun for close bursts, SMG/AR for pressure and DPS, DMR for range. Best versatile setup for any situation.
Build Mode Focus
Strong anti-build and mid-range control. Excels in Build mode with Cube Rifle for structure pressure.
High-End Aggressive (Boss Items)
High-end aggressive with boss mythics. Prioritizes close + ranged + map control. Requires boss kills to assemble.
Key Decision Points
Builds vs Zero Build - different priorities?
Pumps (Iron Pump) dominate in Builds mode. Twin Hammers or auto shotguns shine more in Zero Build for mobility and continuous damage. Pick your mode first, then adjust your shotgun choice.
Does rarity matter that much?
Yes. Always upgrade to blue/purple+ or mythic when possible. Mythics have unique passive effects that can change how a weapon plays entirely (like Chaos Reloader's auto-reload on kill).
Aggressive vs Control playstyle?
Aggressive: double shotgun + SMG. Mid-range/control: AR + shotgun + sniper. Squad play: more utility and heals over a third offensive weapon.
Common Mistakes to Avoid
Keeping cool but weak items too long
Drop C/B tier items as soon as you find something better. A basic Pistol should go immediately when any AR drops.
Ignoring mobility and heals for a 5th weapon
Wingsuit and shields win late game more than an extra gun. Always keep at least one mobility item and two heal slots.
Same loadout all game
Adapt based on circle position and height. Zone-out situations need more mobility. Final circles need more heals.