Overview
Constructor is one of the four Classes in Fortnite: Save the World that is primarily associated with building.
Description
Description[]
Constructors are highly specialized for building fortifications efficiently and effectively. Their B.A.S.E. ability grants +60 Defense Rating. Meanwhile, their Bull Rush ability allows them to push crowds of Husks and Wildlife away from their fort. They are extremely durable, being granted the highest base Health and Shield of any class, allowing them to safely use their crowd control ability. They favor the weapons for Traps, Axes, Clubs, Hardware, and Explosive Weapons.
List of Constructors
List of Constructors[]
| Hero | Rarities | Perk | |
|---|---|---|---|
| MEGA B.A.S.E. Kyle |
Mega BASE |
Increases B.A.S.E. connectivity range by 1. Increases B.A.S.E. connectivity range by 3. | |
| Hotfixer Hazard |
Hotfix |
Increases building repair speed by 10%. Increases building repair speed by 30%. | |
| Catstructor Penny |
Rushed Rush |
Decreases Bull Rush cooldown by 27%. Decreases Bull Rush cooldown by 67%. | |
| Patriot Penny |
Emergency Override |
When your shield depletes, reset Bull Rush Cooldown. Effect can occur once every 12 seconds. When your shield depletes, reset Bull Rush Cooldown. Next use of Bull Rush costs 0 Energy. Effect can occur once every 5 seconds. | |
| Electro-pulse Penny |
Fully Contained |
Enemies that melee attack structures affected by B.A.S.E. take 15 base damage. Enemies that melee attack structures affected by B.A.S.E. take 44 base damage. | |
| Tank Penny |
![]() Actuated Attacks |
Increases Hardware Damage by 17%. Increases Hardware Damage by 50%. | |
| Steel Wool Syd |
![]() Maximum Overload |
Increases Kinetic Overload Damage by 50%. Increases Kinetic Overload Damage by 150%. | |
| Miss Bunny Penny |
Plasma Overdrive |
Decreases Plasma Pulse Energy Cost by 38%. Decreases Plasma Pulse Energy Cost by 75%. | |
| Plasma Specialist Izza |
Power Pulse |
Increases Plasma Pulse Damage by 30%. Increases Plasma Pulse Damage by 80%. | |
| Marathon Hype |
![]() Long Rush |
Increases Bull Rush distance by 2 tiles. Increases Bull Rush distance by 6 tiles. | |
| B.A.S.E. Kyle |
Lofty Architecture |
B.A.S.E. increases Building Health by 28%. B.A.S.E. increases Building Health by 84%. | |
| Guardian Penny |
Hardware Crit Rating |
Increases Hardware Critical Rating by 17. Increases Hardware Critical Rating by 50. | |
| Guardian Knox |
Hardware Crit Rating |
Increases Hardware Critical Rating by 17. Increases Hardware Critical Rating by 50. | |
| Controller Harper |
Grease the Wheels |
Decreases D.E.C.O.Y. Cooldown by 17%. Decreases D.E.C.O.Y. Cooldown by 43%. | |
| Kyle the 13th |
I'm Just Not User-Friendly |
D.E.C.O.Y. reflects 15 base damage back at enemies that melee attack it. D.E.C.O.Y. reflects 45 base damage back at enemies that melee attack it. | |
| Power B.A.S.E. Penny |
![]() Power Modulation |
Structures affected by B.A.S.E. are healed for 4% of Max Health every 10 seconds. Structures affected by B.A.S.E. are healed for 11% of Max Health every 10 seconds. | |
| Power B.A.S.E. Kyle |
![]() Power Modulation |
Structures affected by B.A.S.E. are healed for 4% of Max Health every 10 seconds. Structures affected by B.A.S.E. are healed for 11% of Max Health every 10 seconds. | |
| Power B.A.S.E. Knox |
![]() Power Modulation |
Structures affected by B.A.S.E. are healed for 4% of Max Health every 10 seconds. Structures affected by B.A.S.E. are healed for 11% of Max Health every 10 seconds. | |
| Sentinel Hype |
Going And Going |
Increases D.E.C.O.Y. Duration by 3 seconds. Increases D.E.C.O.Y. Duration by 6 seconds. | |
| Guardian Bull |
Hardware Crit Rating |
Increases Hardware Critical Rating by 17. Increases Hardware Critical Rating by 50. | |
| Thunder Thora |
![]() Electrified Floors |
Enemies standing on structures affected by B.A.S.E. take 12.7 base Energy Damage every 5 seconds. Enemies standing on structures affected by B.A.S.E. take 38.1 base Energy Damage every 5 seconds. | |
| Machinist Harper |
![]() Tough Traps |
Increases Trap Durability by 17.5%. Increases Trap Durability by 52.5%. | |
| Warden Kyle |
BASE M.D. |
Allies standing on structures affected by your B.A.S.E. heal for 22.5 base Health and 2 Energy every 1 seconds. The effect continues for 3 seconds after moving off the structure. Allies standing on structures affected by your B.A.S.E. heal for 33.75 base Health and 3 Energy every 1 seconds. The effect continues for 3 seconds after moving off the structure. | |
| Riot Control Izza |
Plasma Pulse Blast |
When Plasma Pulse is placed, it deals 43 base energy damage to enemies in a 1 tile radius. When Plasma Pulse is placed, it deals 94 base energy damage to enemies in a 2 tile radius. | |
| Riot Response Hazard |
One Hot Minute |
Decreases Plasma Pulse Cooldown by 18%. Decreases Plasma Pulse Cooldown by 42%. | |
| Heavy B.A.S.E. Kyle |
Feel the BASE |
Eliminating enemies standing on structures affected by B.A.S.E. charges B.A.S.E. After 30 charges B.A.S.E. emits an explosion which knocks back enemies and deals 39 base Energy Damage in a 3 tile Radius. Eliminating enemies standing on structures affected by B.A.S.E. charges B.A.S.E. After 30 charges B.A.S.E. emits an explosion which knocks back enemies and deals 89 base Energy Damage in a 5 tile Radius. | |
| Demolitionist Penny |
![]() Faster Explosions |
Increases Launcher Damage by 17%. Increases Launcher Damage by 50%. | |
| 8-Bit Demo |
Enduring Machine |
Explosive weapons have a 20% chance to not consume ammo with each shot. Explosive weapons have a 40% chance to not consume ammo with each shot. | |
| Saboteur Bull |
Faster Explosions |
When D.E.C.O.Y. is desteroyed, it explodes, dealing 51 base Damage. When D.E.C.O.Y. is desteroyed, it explodes, dealing 135 base Damage. | |
| Vintage-Tech Penny |
![]() Malfunction |
Increases Radius of Plasma Pulse mines by 40%. Increases Radius of Plasma Pulse mines by 40%. Furthermore, causes Plasma Pulse to malfunction, dropping only 8 mines. These deal 730% more Damage and self destruct after 10 seconds. | |
| Black Knight Garridan |
Avast Mateys |
Increases Hardware Impact by 33%. Eliminations with Hardware reduce the Cooldown of Goin' Constructor by 1 second(s). Increases Hardware Impact by 75%. Eliminations with Hardware reduce the Cooldown of Goin' Constructor by 2 second(s). Additionally, Goin' Constructor can trigger Kinetic Overload. | |
| Sentry Gunner Airheart |
![]() War of the R.O.S.I.E. |
Increases R.O.S.I.E. Damage by 25%. Increases R.O.S.I.E. Damage by 50% and changes its damage type to energy. | |
| Sentry Gunner Krampus |
![]() Racking up the Coal |
Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 4%, up to a maximum of 30 stacks. Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 12%, up to a maximum of 30 stacks. | |
| Dark Vanguard Airheart |
![]() Software |
Increases Hardware Heavy Attack Efficiency by 65%. Increases Hardware Heavy Attack Efficiency by 200%. | |
| Conqueror Magnus |
Your Move Creep |
D.E.C.O.Y. deals 6 base Damage every 1 second(s) to nearby enemies. D.E.C.O.Y. deals 13 base Damage every 1 second(s) to nearby enemies. | |
| The Ice King |
![]() Frozen Castle |
Enemies standing on structures affected by B.A.S.E. are snared by 15%. Enemies standing on structures affected by B.A.S.E. are snared by 15%. Enemies that damage a structure affected by B.A.S.E. are frozen for 4 seconds. Each enemy can be frozen once every 15 seconds. | |
| Privateer Hype |
![]() Swab The Deck |
Increases Club Damage by 17%. Increases Club Damage by 50%. | |
| Blakebeard the Blackhearted |
![]() Avast Mateys |
Increases Cannonball Damage by 20%. Increases Cannonball Damage by 40%. Converts R.O.S.I.E. to fire 30 cannonballs. | |
| BombSquad Kyle |
![]() Bomb Suit |
Increases Armor by 22. Increases Armor by 66. | |
| Prehistoric Izza |
![]() Saurian Hide |
When Shield is depleted, increases Armor by 33. When Shield is depleted, increases Armor by 100. | |
| ED-EE |
![]() Must.Protect |
Critical hits with Melee Weapon Energy Damage add 22% of current Shield to damage. Critical hits with Melee Weapon Energy Damage add 66% of current Shield to damage. | |
| Dennis Jr. |
Shredder |
Axe eliminations have a 11% chance to grant Rockin' Riff. (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). Axe eliminations have a 37% chance to grant Rockin' Riff. (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). | |
| Power Pop Penny |
Bringin' Down The House |
Heavy attack eliminations have a 12.5% chance to grant Rockin' Riff. Heavy attack eliminations have a 40% chance to grant Rockin' Riff. | |
| "Arrlene" Izza |
![]() Monster Smash |
Increase Life Leech with Melee attacks and Goin' Constructor by up to 15% based on the percentage of your missing Health. Increase Life Leech with Melee attacks and Goin' Constructor by up to 15% based on the percentage of your missing Health. Additionally, Melee and Goin' Constructor eliminations have a 50% chance to conjure a Phantasm, dealing 62 base Energy damage in a 0.5 tile radius, 1.5 second cooldown.}. | |
| Sgt. Tank Gatling |
![]() Bouncy Shield |
Up to 5 attacks blocked by Goin' Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles. Up to 8 attacks blocked by Goin' Constructor create a sonic wave, dealing 128 base damage to enemies within 0.5 tiles. | |
| Gold Knox |
![]() Demo Derby |
Bull Rush drops a mine for every 1 tile traveled. Each mine deals 110 base physical damage in a 0.5 tile radius when triggered. Bull Rush drops a mine for every .5 tile traveled. Each mine deals 275 base physical damage in a 0.5 tile radius when triggered. | |
| Machinist Mina |
![]() Tough Traps |
Increases Trap Durability by 17.5%. Increases Trap Durability by 52.5%. | |
| Birthday Brigade Penny |
One Hot Minute |
Decreases Plasma Pulse Cooldown by 18%. Decreases Plasma Pulse Cooldown by 42%. | |
| Ankylo Kyle |
![]() Saurian Grit |
Kinetic Overload heals for 2.125% of your max health. Kinetic Overload heals for 6.375% of your max health. | |
| Director Riggs |
![]() Direct Threat |
Goin' Constructor eliminations extend its duration by 2 seconds, up to a maximum of 10 eliminations. Goin' Constructor eliminations extend its duration by 1 second, up to a maximum of 10 eliminations. | |
| Sleuth |
![]() Cold Lead |
R.O.S.I.E.'s Fire Rate is increased by 15% and Ammo Pool is increased by 20%. R.O.S.I.E.'s Fire Rate is increased by 15% and Ammo Pool is increased by 20%. Every 12 damaging shots freezes all enemies within 0.5 tiles of the target for 3 seconds. | |
| Lok-Bot |
Plasma Pulse Blast |
When Plasma Pulse is placed, it deals 43 base energy damage to enemies in a 1 tile radius. When Plasma Pulse is placed, it deals 94 base energy damage to enemies in a 2 tile radius. | |
| Lars |
Bringin' Down The House |
Heavy attack eliminations have a 12.5% chance to grant Rockin' Riff. Heavy attack eliminations have a 40% chance to grant Rockin' Riff. | |
| Brainstorm |
![]() Brain Freeze |
When D.E.C.O.Y. is destroyed it explodes in a frigid blast that freezes all enemies in a 1 tile radius for 3 seconds. When D.E.C.O.Y. is destroyed it explodes in a frigid blast that freezes all enemies in a 1 tile radius for 3 seconds. Additionally, anytime a frozen enemy is eliminated, there is a 70% chance to summon a Phantasm (targets a nearby enemy, dealing 62 base Energy damage in a 0.5 tile radius, 1.5 second cooldown). | |
| Flutter |
![]() Wisplight |
Plasma Pulse eliminations summon a wisp (up to 8) that orbits you for 15 seconds, dealing 37 base damage on hit. Plasma Pulse eliminations summon a wisp (up to 8) that orbits you for 20 seconds, dealing 112 base damage on hit. | |
| Hotwire |
![]() Overcharge |
While in Goin' Constructor, each hammer strike causes chain lightning, dealing 120 base Nature Damage to up to 3 nearby targets. While in Goin' Constructor, each hammer strike causes chain lightning, dealing 120 base Nature Damage to up to 3 nearby targets. Raising your shield for 2 seconds overcharges your next swing, causing each struck enemy to chain 120 base Nature Damage to up to 8 nearby targets. | |
Class Abilities
Class Abilities[]
| Name | Description |
|---|---|
Bull Rush |
The Constructor charges forward 3 tiles, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall. Does a base of 60 physical damage. |
D.E.C.O.Y. |
Deploys a DECOY which will distract all enemies within a 1.5 tile radius for 12 seconds. |
![]() Goin' Constructor |
The Constructor equips a hammer which deals a base of 60 physical damage per hit and a shield which will distract all enemies within a 1.5 tile radius and reduces -5% damage from the front. |
Plasma Pulse |
Deploys a device which emits exploding Plasma Pulses every 0.125 seconds for 10 seconds. Deals a base of 14 energy damage. |
![]() R.O.S.I.E. |
Deploy a mountable turret which emits a shield bubble. R.O.S.I.E. has 150 ammo, deals a base of 14 physical damage per shot and fires 7 rounds per second. |
Class Perks
Class Perks[]
| Name | Description |
|---|---|
Kinetic Overload |
Melee knockbacks and staggers trigger Kinetic Overload, dealing 25 base Energy Damage to nearby enemies. After melee critical hits, increases Melee Impact Damage by 10% for 5 seconds up to 5 stacks. |
B.A.S.E. |
Place B.A.S.E. to reinforce attached structures with 60 Armor. Extends 4 segments from placement. Placed from trap wheel. |
Gallery
Gallery[]
| Save the World Content (edit) | |
|---|---|
| Heroes | Soldier - Constructor - Ninja - Outlander - Abilities - Hero Perks - Squad Bonuses |
| Personnel | Survivors - Defenders - Expedition Squads - F.O.R.T. Stats |
| Armory | Weaponry - Traps - Perk Recombobulator - Weapon Perks - Collection Book |
| Enemies | Husk Monsters - Mist Monsters - Mini-Bosses - Storm King |
| Map | Regions - Biomes - Missions - Mutant Storms |
| Quests | Stonewood Quests - Plankerton Quests - Canny Valley Quests - Twine Peaks Quests - Ventures |
| Locker | Locker |
| Store | Exchange |































































































































































































