Overview
This page is split into multiple sections, as there are 9 different variants with the same name.
Isla Nublada |
|
This item is currently vaulted in Battle Royale. |
| It has been made unavailable to balance the loot pool, and may return in the future. |
|
This page is about an item that is present in the files but cannot be accessed through legitimate means. |
| “ | Fully Automatic, flexible assault rifle capable of handling all types of combat scenarios.
|
” |
- — In-Game Description
The Assault Rifle is an Assault Weapon in Fortnite: Battle Royale that was added in the Chapter 2: Season 6.
Functionality
Functionality[]
The Assault Rifle is an accurate, fully automatic, fast firing medium to long ranged weapon.
Damage falloff:
- Damage falloff begins at 50 meters (10 tiles).
- Damage steadily decreases down to 80% of its maximum at 75 meters (15 tiles).
- Damage reaches its minimum value of 66% of its maximum at 95 meters (19 tiles).
The Assault Rifle is a Hitscan weapon with First Shot Accuracy enabled.
The Assault Rifle can be reloaded whilst aiming.
Stats
Stats[]
Current Stats since v40.41 (May 28th 2026 Hotfix)[]
The Assault Rifle uses
Medium Bullets and has a headshot multiplier of 1.6x.
|
Assault Rifle (Legendary) |
|---|---|
| DPS | 198 |
| DAMAGE | 36 |
| STRUCTURE DAMAGE | 36 |
| MAGAZINE SIZE | 25 |
| FIRE RATE | 5.5 |
| RELOAD TIME | 2.16s |
| CRITICAL HIT DAMAGE | 57.6 (1.6x) |
Stats from v40.00 to v40.41 (May 28th 2026 Hotfix)[]
The Assault Rifle uses
Medium Bullets and has a headshot multiplier of 1.75x.
|
Assault Rifle (Legendary) |
|---|---|
| DPS | 198 |
| DAMAGE | 36 |
| STRUCTURE DAMAGE | 36 |
| MAGAZINE SIZE | 25 |
| FIRE RATE | 5.5 |
| RELOAD TIME | 2.16s |
| CRITICAL HIT DAMAGE | 63 (1.75x) |
Stats from v39.51 (March 5th 2026 Hotfix) to v40.00[]
The Assault Rifle uses
Medium Bullets and has a headshot multiplier of 1.75x.
|
Assault Rifle (Legendary) |
|---|---|
| DPS | 198 |
| DAMAGE | 36 |
| STRUCTURE DAMAGE | 36 |
| MAGAZINE SIZE | 30 |
| FIRE RATE | 5.5 |
| RELOAD TIME | 2.25s |
| CRITICAL HIT DAMAGE | 63 (1.75x) |
Sounds
Sounds[]
| Sounds | ID | |||
|---|---|---|---|---|
| Pickup | Rifle_Pickup
| |||
| Equip | SCAR_AR_Reload_End
| |||
| ADS | In | Weapon_SCAR_ADS_IN_01Weapon_SCAR_ADS_IN_02Weapon_SCAR_ADS_IN_XX
| ||
| Out | Weapon_SCAR_ADS_OUT_01Weapon_SCAR_ADS_OUT_02Weapon_SCAR_ADS_OUT_XX
| |||
| Shoot | Close | SCAR_AR_Fire_1P_01SCAR_AR_Fire_1P_02SCAR_AR_Fire_1P_03SCAR_AR_Fire_1P_04SCAR_AR_Fire_1P_XX
| ||
| Sweetener | SCAR_AR_Fire_1P_Sweetener_01SCAR_AR_Fire_1P_Sweetener_02SCAR_AR_Fire_1P_Sweetener_03SCAR_AR_Fire_1P_Sweetener_04SCAR_AR_Fire_1P_Sweetener_05SCAR_AR_Fire_1P_Sweetener_06SCAR_AR_Fire_1P_Sweetener_XX
| |||
| Medium | sfx_strikerSR_singlefire_mediumNew_01sfx_strikerSR_singlefire_mediumNew_02sfx_strikerSR_singlefire_mediumNew_03sfx_strikerSR_singlefire_mediumNew_XX
| |||
| Distant | sfx_strikerSR_singlefire_distantNew
| |||
| Low Ammo | weapon_low_ammo_hi_rifle_05
| |||
| Out of Ammo | assault_end_sdk_01
| |||
| Reload | Start | rifle_SCAR_single_clip_out
| ||
| Insert | rifle_SCAR_single_clip_in
| |||
| End | SCAR_AR_Reload_End
| |||
| Drop | Weapon_Generic_Drop_AR_01Weapon_Generic_Drop_AR_02Weapon_Generic_Drop_AR_03Weapon_Generic_Drop_AR_04Weapon_Generic_Drop_AR_XX
| |||
| Former Sounds (Before v37.00) | ||||
| Equip | rifle_SCAR_single_cock
| |||
| Shoot | Close | sfx_strikerSR_singlefire_close_01
| ||
| Reload | End | rifle_SCAR_single_cock
| ||
| Former Sounds (Before v3.20) | ||||
| Shoot | Close | sfx_strikerSR_singlefire_close
| ||
| Medium | sfx_strikerSR_singlefire_medium
| |||
| Distant | sfx_strikerSR_singlefire_distant
| |||
| Former Sounds (Before an Unknown Update) | ||||
| Pickup | Stinger | new_weapon_loot_reward_01
| ||
| Out of Ammo | Error | fort_ui_new_neg_01
| ||
| Reload | Start | rifle_auto_single_clip_out
| ||
| Insert | rifle_auto_single_clip_in
| |||
| End | rifle_auto_single_cock
| |||
| Drop | fort_weapons_drop_02
| |||
Weapon Changes
Weapon Changes[]
Chapter 4: Season 1[]
Update v23.00[]
- Increased reload time from 2.07s to 2.25s.
- Increased hipfire spread while jumping.
- Can now be reloaded while aiming down sights.
Chapter 6: Season 4[]
Update v37.00[]
- Updated close firing, reload end and equip sounds.
- Added sweetener sounds.
Chapter 7: Season 1[]
Update v39.51[]
- March 5th 2026 Hotfix:
- Increased headshot multiplier from 1.5x to 1.75x.
- Increased accuracy.
Chapter 7: Season 2[]
Update v40.00[]
- Decreased magazine size from 30 to 25.
- Decreased reload time from 2.25s to 2.16s.
Update v40.41[]
- May 28th 2026 Hotfix: Decreased headshot multiplier from 1.75x to 1.6x.
Obtaining
Obtaining[]
The Assault Rifle cannot be obtained as it has been vaulted.
Obtaining History[]
Chapter 2: Season 6[]
Update v16.40[]
- Can be obtained by picking it up at Isla Nublada.
Chapter 2: Season 7[]
Update v17.00[]
- Can not be obtained as it has been vaulted.
Strategy Guide
Strategy Guide[]
|
This section outlines a strategy. |
| Feel free to add tips, tricks and general advice about the topic. |
Usage[]
- The Assault Rifle is arguably the best all-around weapon in the game, being good at short and long-range combat, and excelling at medium-range. It should be the player's go-to weapon if the player is in a position to swap another weapon out.
- Along longer sight lines, firing in bursts or "tap-firing" single shots can improve overall effectiveness, as consistent fire can make the weapon's degree of spread severe, especially when paired with strafing.
- Crouching with this gun resets its first shot accuracy faster, allowing for more accurate shots. Crouching also reduces its hipfire spread and spread in general.
- The Assault Rifle has a high DPS and excels at breaking enemy structures fast.
- This weapon is most effective at medium range (e.g. 1-2 tiles away from the player/entity) due to its accuracy and decent rate of fire. It can also be used at long range, however, this is less effective because of bloom. A weapon such as a Scoped Assault Rifle or Red-Eye Assault Rifle would be better for long-range usage.
- Close-range usage is sometimes useful to quickly deal damage to players/entities and catch them off-guard, but a Submachine Gun will be more useful for these kinds of engagements.
- It is unwise to challenge players wielding Sniper Rifles, as they can instantly eliminate the player with a single well-placed shot while attempting to whittle away at their health one shot at a time. Instead, close the gap between the enemy by placing some structures to get within a range where sniping isn't nearly as practical.
- Since the Assault Rifle is a hitscan weapon, it is very easy to use since its shots instantly connect with their target rather than having travel time. This makes it especially effective at very long ranges against weapons like the Striker AR or DMR, although these ranges are not ideal.
Countering[]
- This weapon is good at destroying tiles, so Wood is not a preferred building material for countering an Assault Rifle. Instead, players should use Metal or Stone as a way of blocking an Assault Rifle, as it is harder to destroy these materials.
- A good strategy for countering an Assault Rifle is to move far away from the opponent, especially if you have a Sniper Rifle equipped. Because of the Assault Rifle's bloom, it will make the opponents' shots less accurate.
Weapon ID
Weapon ID[]
The Assault Rifle is referred to as Assault Auto High Gold Wrap in the files.
- Legendary: WID_Assault_AutoHigh_Athena_SR_GoldWrap
Mode Specific History
Mode Specific History[]






