Booster Gold VS Agent Jones (DC VS Fortnite)

(Trugent Jones)

(Agent Tox)

(Yuixster Gold)

“Time and space are not conditions of existence, time and space are models for thinking.” - Albert Einstein

Booster Gold, the Time-Hopping Hero of DC Comics.

Agent Jones, the Reality-Jumping Captain from Fortnite.

These once selfish blonde goofballs are the best of the best in hero work! With futuristic technology at the waist, they’ll travel through space and time to avert the deadly catastrophes of the future, but what happens when the greatest hero you’ve never heard of meets the guy from Fortnite? Only one can come out on top!

Before We Begin…

Booster Gold is a fairly straightforward character, and we will be examining all of his comics in the Pre/Post-Flashpoint era.

As for Agent Jones, we will be focusing on Fortnite Battle Royale along with Fortnite Reload, Fortnite OG and Fortnite Blitz. The other modes take directly from Battle Royale‘s lootpool from different points in time and follow a similar structure so they should be OK to use. We will also be using promotional material such as trailers and the various crossover comics with Marvel and DC (more on those later).

However, for the first time on Media Mania, we need to do something special. Let’s talk about what isn’t being included starting with.

For Booster, Wave Rider will not be included. To even exist it required a lot of chronal energy at the Vanishing Point where a version of Booster took up the mantle. Which at that point it’s just a completely different character to Booster Gold. Booster also can’t summon him to his side because… Booster has never done that.

Agent Jones also is missing out on some special forms. These include The Infinity Gauntlet, Dr. Doom’s Armor, Godzilla, the Star Destroyer, the Superman Call and the Megazord. These transformations require items and events that cannot reasonably be given to Jones as they require outside forces from the island that can’t be kept in an inventory slot. Even if any of these forms from Fortnite were included they would not change the match ups outcome.

As always we do not all of the research is done by us so shoutout to the Fortnite pages on VSBW for some of the calcs.

Background

Booster Gold

“Get in losers! We’ve got a planet to save!”

Born to a loving mother and absent father, Michael Carter grew up in Gotham City. But not the Gotham City we know, for this was in the 25th century. Yet despite this future, Michael was given the short end of the stick due to his father’s gambling addiction, leaving the Carter family struggling with debt. Despite this, Michael was able to get into college, playing as a football player and giving himself the nickname of “Booster”. While a silly nickname, he wanted to make it to the big leagues of football since he needed the money, for his mother was suffering from a debilitating disease that required money the family could not afford. And yet, Michael followed in the footsteps of his father and pursued gambling, throwing games and piling up enough money to save his mother from death, but at a cost; Michael was arrested and sent to jail.

Fortunately, his time spent in jail wasn’t for long, and Michael had a chance to turn his life around by taking up a job as a security officer for the Metropolis Space Museum. As he wandered the corridors and looked around, Michael would come to be inspired by the figures within the museum, superheroes to be exact. The best of the best, icons from centuries before his era that have stood the test of time, and Michael felt inspired to become what they once were. He wanted to be a superhero! In order to do so, Michael decided to steal some artifacts in the museum, including a time sphere designed by Rip Hunter, which he used to travel back in time to the age of superheroes and make his superhero debut, saving President Ronald Reagan from the super-villain known as the Chiller. Live on television, a new hero was born; Goldstar! Just kidding, he misspoke and his superhero name is actually Booster Gold!

Agent Jones

“Look sharp, we’re saving reality.”

In a reality far far away, John Jones was your stereotypical family man. The kind of guy who puts his family above everything else. Unfortunately no amount of protective paternal instincts would help Jones forever in his reality. Where Jones lived, the world was nothing but chaos and danger. That was until a mysterious woman from a more mysterious organization showed up and gave him an offer. The Imagined Order would give Jones’ family protection in exchange for Jones joining the shadow group. But when he accepted the deal, and found out what he was truly in for.

Jones, now Agent Jones, was brought to Reality Zero, home of the blue orb that created the Omniverse. His task was to help study and protect it, gaining the ageless immortality required to do so for thousands of years. Unfortunately for our hero, he became too good at his job and was an invaluable asset for the Imagined Order. As an important employee Jones was stuck at work in Infinite overtime. As the years went by, so did his family, leaving Jones alone.

That was until Jones decided to leave the Imagined Order after a series of events where Galactus (yes the Marvel Comics Galactus) left the Zero Point in a state of collapse and the I.O. did nothing to help. So Jones joined the Seven, a team of rebels attempting to put an end to the I.O’s hold over Reality Zero. Jones even befriended the stone cold leader of the group, the Foundation. Together the Seven put an end to the I.O and freed the battle royale island, leaving everyone on it to vibe…

And then the plot kept going. The Seven died, Jones became a mentor to a girl named Hope and now fights Greek Gods, bugs and Dr. Doom. But no matter what the challenge is, Agent Jones will always be there to drop one liners while saving reality.

Experience/Skill/IQ

Booster Gold

While you may not have heard of him, Booster is certainly one of the greatest heroes of all time and he’s definitely got the experience and know-how to back that up. Starting off small, he’s always been very creative when it comes to utilizing his arsenal whether that be transferring his force field to others so that they end up blowing themselves up, using his charged energy rods to distract a group of energy-hungry monsters, or using the time-sphere to take a fight to a place where not even Black Beetle can escape easily. Thanks to his experience as a time traveller, our man Michael has a fair amount of technical skills as well such as hacking or stealth, both of which are to an extreme degree as he’s been able to hack into top secret government defense data and even stated that his computer skills eclipse anything understood in the modern day for the former; his stealth skills are no joke either as been able to sneak into armories and behind people like Maxwell Lord with ease. 

Don’t get it twisted, Booster is more than capable when it comes to raw combat as well. Even when depowered or separated from his gear, he’s been able to keep up with and even overpower people like Ted Kord and The Batman. Over the years, he’s taken down plenty of higher tier foes as well from Starro and Black Beetle to OMACS and Maxwell Lord. In addition to his brawn, Booster has also used his strategic thinking to solve many of the problems he’s faced all throughout his career from working with the JLI to his solo adventures. It’s generally gone pretty well for him as he’s been able to do impressive things like figure out that a duplicate of him was an android after only a few minutes of fighting, connect his suit’s wiring to a police phone in order to call Skeets, blindly reroute his gauntlet’s energy cells to his force field, and devise plans to take out stronger foes using the environment.

Agent Jones

Agent Jones is no stranger to conflict and chaos which has gifted him a load of experience. Even before he got involved with the IO Jones and his family survived in a harsh universe that never knew peace. After joining the IO he and the rest of the Order controlled the island in secret for centuries. In this time Jones learned 342000 languages and gained a notable reputation within the IO. One of his later missions during Chapter 2 Season 5 even had him join Reese in fighting a monster that was 9 buildings tall. Other times he’s teamed up with heroes from Marvel Comics to fight villains from their world and Fortnite. Jones has also shown himself to be great at surviving in other worlds and recruiting people to fight with him. With all of this experience under his belt, Jones became a positive mentor for Hope and the Supernova’s.

But Jones has more than just experience under his belt. He’d fought plenty of baddies and proved to be an effective leader in the war against the Imagined Order during Chapter 3 Season 2 and even the Last Reality Chapter 3 Season 4. Jones also helped Hope lead the rebellion against the Society, the Greek Gods, the Wastelanders and Dr. Doom. To be an effective leader Jones also had to be a solid fighter. Jones should be above the skill of most Loopers who can land shots on moving targets from any distance. Loopers are also able to shoot targets out of the sky and can complete training simulations like the ones seen in Supernova Academy. Jones himself was even referred to as a crackshot by… Spider-Man. Maybe not the most reliable but hey! What's more impressive is getting training from Ryu Streets and not being good enough to throw a Hadoken. Yikes. On a more serious note Jones is pretty good at handling technology as shown by him working with the panels on the Death Star.

Abilities

Booster Gold

None notable (all of his abilities are linked to his suit).

Resistances

Agent Jones

Building

Building is an essential mechanic to Fortnite that allows Jones to quickly create structures out of basic materials such as wood, brick and metal. These builds come in four different structures being walls, ramps, floors and cones. These builds can then be edited, changing their shape to accommodate Jones’ needs. Builds can be used to push forward, block gunfire and traverse the terrain.

Shield and Overshield

Shield is a second health bar that loopers are capable of filling up through the use of various items. It allows them to tank more attacks than they usually would. Overshield is an extension of regular shield but it instead passively regenerates itself.

Spy Games Tech

During the beloved Chapter 2 Season 2, a limited-time set of game modes were released known as the Spy Games. These tied into the lore of the season and played into the war between Shadoe and Ghost. Similar to the later created Augments, Loopers became capable of using special buffs and called “Tech”. The list of tech included many perks that could be equipped such as…

Shadow Tech

Overprepared:

Jones starts with more ammo.

Gunsmith:

All of Jones’ weapons are stronger.

Part Fish:

The Looper with this perk swims faster.

Shield Drip:

Jones gains a small amount of shield overtime.

Run & Gun:

Improves hip fire accuracy on every weapon.

Pickaxe Run:

While holding out a harvesting tool, Jones moves faster.

Shield Steal:

Damaging opponents grants Jones some shield.

Air Raid:

Jones deals more damage while airborne.

Adrenaline Rush:

After taking damage, Jones moves faster.

Trusty Dual Cannons:

The Trusty Pistol turns into a stronger set of dual pistols

Informant:

By killing an enemy, nearby opponents are scanned making them visible from anywhere.

Metal Armor:

Collecting metal coverts to shields overtime

From The Brink:

Jones deals more damage when he is at low health.

Trusty Magazine:

The Trusty Pistol becomes stronger with a larger magazine.

Resupply:

Kills give Jones charges to his tech and ammo to his guns.

Hasty Harvest:

Hitting weak points on the environment around Jones will increase the speed of his harvesting tool.

Tailwinds:

Glider speed is improved.

Materials Master:

Jones farms materials quicker and starts with more of them.

Sharpened Stick:

Harvesting tool attacks ramp up in power the more they hit the opponent.

Low Grav:

Gives Jones lower gravity.

Come At Me Bro:

Reveals Jones location to all enemies as an aura move.

Ghost Tech

Sneaky:

Moves quicker while crouching.

Therapeutic Swim:

Jones heals health while swimming.

Speed Reload:

Loopers reload all weapon types faster.

Battle Ready:

The Looper spawn in with shields already added to their health bar.

Double Jump:

Jones becomes capable of jumping while in mid air.

Tracer Rounds:

Whenever a bullet lands on an opponent they become marked and can be seen from anywhere.

Reinvirogated:

Getting an elimination restores health.

Parting Gift:

When eliminated the Looper will leave behind a Proximity Mine.

Tanky:

After taking damage Jones regenerates some of his health and shield.

Trusty Suppressor:

Trusty Pistol shots become quieter.

Glass Cannon:

Jones deals more damage at the cost of taking more damage.

Glider Redeploy:

While in the air, Jones can deploy his glider to move around and negate fall damage.

Dance Support:

Dancing heals the health of Jones and nearby Loopers.

Trusty Headhunter:

Headshots with the Trusty Pistol deal much more damage now.

Copy Cat:

The Looper replaces their Trusty Pistol for whatever weapon they were killed by.

Fast Charge:

The rate at which tech charges is increased.

Strong Resolve:

Jones flinches less when he takes damage making it easier to shoot back at enemies.

Agile Aim:

Loopers become capable of moving faster while aiming down sights.

Sharpshooter:

Headshot damage is increased while body shot damage is decreased.

Shield Synergy:

Whenever Jones gains health he also gains shields.

Mandatory Boogie:

Whenever Jones gets an elimination he is forced to dance. How helpful.

Reality Augments

Introduced in Chapter 4 of Fortnite, players would be assigned a random reality augment every so often, giving each and every player a wide amount of personal buffs to choose from that would persist throughout the rest of the match. Players can choose to reroll if the buffs presented to them are ones they don’t wish to use, although only the first reroll is free while further rerolls would cost gold.

These buffs would include the following…

Combat Augments

First Assault: The first bullet in medium ammo deals some bonus damage.

Pistol Amp: The magazine size of all on-hand pistols are increased.

Shotgun Recycle: Shotguns have a chance to not use ammo.

Light Fingers: Light ammo reloads faster.

Bow Specialist: Not only do bows reload and draw faster but the arrows also.

Mechanical Archer: Jones is gifted a shockwave bow and an explosive bow.

Rifle Recycle: Any weapon that uses medium ammo (aka all assault rifles) has a chance of not using ammo.

Demolition Munitions: Anything that’s destroyed (with the exception of player structures) will have a small chance of dropping any explosives.

Tactical Armory: Jones is gifted a rare tactical AR and combat shotgun.

Rushing Reload: When holding a shotgun and sprinting, Jones’s shotgun slowly reloads automatically.

Shotgun Striker: Shotguns grant siphon on hit enemies.

Diginified Finish: Any elimination with the Kinetic Blade refreshes its cooldown.

Danger Hero: When Jones’ shield is broken, they briefly gain health and movement speed

Rift-jector Seat: After having his shield destroyed, Jones is rifted into the sky allowing him to create distance with his attacker.

Exotic Grab Bag: He receives a random heisted exotic weapon.

Sniper Surplus: One extra ammo is added to a sniper’s magazine.

Last Shots: The last two bullets shot out of Jones’ pistol deal bonus damage.

Steady Hands: Huntsman rifles have reduced recoil.

Go For Broke: Create a flintlock pistol and a charge shotgun.

Desperate Reload: Pistols reload faster when the clip is empty.

SMG Signoff: The last 4 bullets in his SMG’s deal extra damage.

Tracker's Armory: He gains a flare gun and a shadow tracker pistol.

Medium Ammo Amp: All medium ammo weapons gain an increased magazine size

Pistol Recycle: There’s a chance for a pistol to not cost ammo.

Swift Shotgun Reload: All shotguns reload faster.

Reckless Rifle Reload: If an assault rifle has an empty mag, it will reload way faster.

Sniper Striker: When a sniper shot lands, Jones gets siphon

First Shotgun: The first shot of a shotgun does more damage.

Pistol Salvo: All pistols gain a damage increase but reduced fire rate.

Scoped Salvo: All scoped weapons gain a damage increase but reduced fire rate

Reckless SMG Reload: If a SMG has an empty clip, it will now reload faster.

Mythic Grab Bag: A random Mythic weapon is gained.

Marksman Headshots: All Marksman rifles get a higher headshot damage

Game Changer Augments

Rarity Check: When he eliminates someone with a common or uncommon weapon.

Chug Gunner: This gives a chug cannon.

Mythic Munition: This creates a mythic tactical pistol.

Aerialist: Grants the ability to deploy his glider.

Springtime Blowout: Grants egg launcher and hop eggs.

Shrub Mud: When Jones is hiding in bushes or tall grass, they become covered in mud

Thermal Mud: Thermal vision is given while covered in mud.

Mud Warrior: Health and shield are partially gained while covered in mud.

Mobility and Scouting

More Parkour: Regenerates a bit of stamina after mantling.

Bloodhound: People hit by marksman rifles and bows are marked for a short bit.

Aquatic Warrior: The user gets faster in water and regenerates health and shield.

Rail Warrior: This generates health and shield when on a rail.

Icy Slide: He grants the icy speed boost when sliding.

Treasure Hunter: Nearby chests are marked when entering a point of interest.

Shadow Striker: He has a chance to get a shadow bomb in chests.

Soaring Sprints: He can jump higher and doing a sprint jump grants the low gravity effect.

Zero Chance: When breaking an opponent's shield, he gets the zero point dash.

Party Time: This generates balloons over time.

Entering cars and trucks applies cow catchers and chonkers to them.

Storm Mark: When the storm moves, he sends out an area that marks enemies.

Forecast: He can see the next few storm circles.

Bush Warrior: Jones regenerates health and shields while in foliage.

Supercharged: Any vehicle that Jones enters gains more health and a lack of fuel usage until the vehicle boosts.

Tricked Out: When entering a car or a truck, they instantly have a cow catcher and chonkers attached to them.

Traversal Warrior: While traversing the map using ziplines, rails, etc., health and shields are partially regenerated except for when they’re trapped in the storm.

Sprint Lines: The slap effect is gained when using rails, vines, ziplines, and ascenders.

Primal Companion: When Jones rides an animal, they gain thermal vision.

On The Go Bag: When opening containers, additional mobility consumables are gained alongside the ones that instantly come with the augment.

Roaming Redeploy: Whenever you hit the ground with immunity to fall damage through vines, ziplines, etc., a glider redeploy item is gained.

Storm Chaser: The amount of sprint drained while running is reduced, further boosted when Jones is inside the storm.

Ninja Training: When crouching, movement speed is increased.

Jump Balloon: Every time you jump, a balloon is gained!

Looting

Slap Surplus: This allows him to find an extra slap juice in boxes.

Dumpster Diving: This summons items nearby when they leave a hiding spot.

Harvester: This gives the ability to get a big bush bomb when breaking foliage and forgables, forgables heal for x2 more.

Keymaster: This generates 2 keys. Surely this will be a gamechanger for the debate.

Munitions Slide: This grants medium ammo when sliding.

Bluefish Angler: This summons a fishing rod and when they fish they can only get shield fish.

Peely’s Plunder: A treasure map is given to Jones.

Jelly Angler: A fishing rod is given but it will only be able to fish up jellyfish.

Medium Ammo Acquired: More medium ammo is given and opening containers give even more medium ammo.

Shell Slide: Shotgun shells are gained while sliding.

Wildwasp Weaponry: Gives Wildwasp jars instantly and lets Jones get more jars through eliminations.

Fast Fisher: You fish and swim faster.

Ammo Dropper: More info is gained and kills now generate more ammo too.

Explosive Surplus: When containers are opened, more rocket ammo is gained, and Jones is also granted rocket ammo from the getgo.

High Voltage: Grants a Business Turret and Shield Breaker EMPs that now can also be gained through eliminations.

Revamped: A Wood Stake Shotgun is given, with the shotgun now granting siphon upon hitting its targets.

Game Time: Grants a Pizza Party with a side of Chug Splashes

Witchy Warrior: A witch broom is instantly given to Jones and the cooldown on it is reduced.

Non Physical Interaction

Jones and his weaponry are able to hurt Shadows, spectral beings spawned in after a Looper is killed during the Midas’ Revenge event. He can also harm Shade’s created by the Night Rose, which are beings of mist and shadow.

Transmutation

Loopers can purchase a “Prop Disguise” from Jones. This transforms the Looper into a random object they can hide as.

Rift Creation

Jones can instantly teleport the player into the sky by creating a rift.

Resistances

Arsenal

Booster Gold

Super Suit

Sleeked in its blue and gold starred brazen decaled design, Booster swiped the Super Suit alongside several other gadgets from the 25th Century in a museum galleried with conveniently stored tech from a multitude of heroes. Seriously, how did they get away with keeping them in there? Booster puts his second hand swiss army knife of a suit to good use, and has proven how useful these nabbed gadgets are which come as the following…

Super Suit:

The very first thing you may gaze at, Booster’s power suit uses a special fabric/microcircuit suit to enhance his strength. It's able to absorb energy sources such as radiation and route it into his suit to power his forcefield. He’s also capable of producing a high frequency that can pass through a dimensional gate.

Visor:

This isn’t just for fashion, but to look good. Literally. It can see through walls, scan heat signatures to identify how many people are in a room, and hear people at a short distance. It even includes binocular vision to see from a distance and built in infrared.

Wrist Bands:

Booster’s primary means of attack comes from his wrist bands which fire concentrated beams of energy, being able to set them on stun or set them to break through 2 feet of solid concrete. He’s also capable of firing it in a wide spread shot. Additionally, he can channel the energy from them directly into himself even if it is a little bit of a risky tactic. They are also equipped with a communicator and allow him to monitor the levels of energy in his suit.

Legion Flight Ring:

It’s a bird! It’s a plane! No it’s someone you’ve never heard of… being powered separately from his suit, this grants Booster the ability to fly. It’s also stated by Superman to be complex via it being superior technology, along with being able to telepathically control it.

Forcefield Belt:

One of Booster’s more known tools. Formerly belonging to Brainiac 5, this belt generates a forcefield to block practically anything coming its way, as well as leave the oxygen of the area inside for supply. While the forcefield can protect Booster from things such as high energy beams that can melt steel, It isn’t just as simple as that. It’s shown absurd properties such as being able to block forms of bacteria, hazardous gases and radiation like Kryptonite from affecting the user. May he want to surround himself, or use it on others, there’s also the function for the forcefield to expand it or shrink it, or even stretch it to put it on another person. A unique thing about his forcefield is that he’s able to surge energy from it and into the wrist bands. However, what’s likely its most unique ability is the Mass Dispersal Field, when Booster reverses the polarity of the forcefield, it absorbs any mass and ejects it, or melts it into a base weight. It can also fuse multiple objects together on the molecular level.

Time Travel Circuitry:

Booster Gold is able to travel through time and space via a time travel circuitry built into his belt. He can take people with him when he time travels, or send people to different time periods. He has used this ability strategically, such as using it to stop his fall off a cliff. Additionally, he was also able to stop time.

Skeets

Skeets, the robotic security bot that through thick and thin has stuck by Booster’s side even through dark times, does he rise to get Michael back on his feet. Backed with his plethora of futuristic equipment and snappy responses to Carter’s nonsense, we see our beloved bot bud act as the sense to Booster Gold’s nonsense when he needs it most! Not only is he filled to the brim with the essentials to be an excellent  automaton companion, Skeets has plenty of absolute bonkers tools up his sometimes prevalent wings such as the following:

Flight:

Like all simple security bots, Skeets can levitate and fly at speeds on par with Booster’s Legion Flight Ring.

Hacking:

Being in perfect aid to go gold, Skeets is able to hack into the likes of radio frequencies, either disrupting communication links all the way to shutting down other forms of tech.

Scanning:

When Booster alone can’t identify what may be lurking around. Skeets has his scanning function which can gain information on them instantly, and highlights the strengths and weaknesses of said being. In other cases, Skeets is capable of scanning through terabytes of data within a picosecond, Batcomputer data logs, identifying foreign power sources, picking up traces of chronal energy, small differences in the air. vegetation quality, detecting changed energy patterns through dimensional gates, time alternations, etc.

Holographic Projections:

When in preparation for the next big threat, Skeets can create and display holographic projection of whoever he has data on, while explaining all their skills, strengths, weaknesses, and abilities. Giving a rundown on whatever information about the person has been found.

Molecular Manipulation:

When a foe becomes too tricky to target or harm. Skeets has the handy tool of altering the molecular density of a being, in some cases allowing non-physical entities to become physical beings and leaving them susceptible to physical harm.

Healing:

If anyone is in need of a quick fix me up to life saving recoveries, Skeets can heal with technology beyond understanding of the era. Picking them back up and into the fight within seconds!

Self-Repairing:
Considering all the times Skeets gets destroyed and picks himself back up, stated several times and displayed, he’s able to self repair himself from simple scrap.

Rustifying Liquid:

In times that another android or robot may trouble Skeets, he can squirt out a unique chemical component that lets him rust other robots in combat in seconds. Leaving them out of commission and irreparable.

Stun Beam:

Skeets states that he has a stun beam, which  sends a shock of energy through whoever it hits to a temporarily paralyzed state for a few seconds.

Lasers:

When Skeets feels the need to show force, he has his main laser fire. A simple and powerful blast that matches the likes of Boosters own Booster shots.

Electronic Pulse:

When fellow robots and techheads clash with the witty security bot. Skeets can send out an electronic pulse to scramble machinery.

Rip Hunter’s Time Sphere

The fateful day Michael Carter decided to dawn the gold star. He took the final step in his grand plan of fame! Michael jumped into the mysterious bubble relic to go back in time. This is none other than the Time Sphere. It’s a Time Machine.. But SPHERICAL..! SPHERICAL! While its origins at first were a mystery. This belongs to none other than the future son of Michael Carter, Rip Hunter. The Time Sphere, or called Project Delorean, can enter the Time Stream of the DC Universe and travel to past, present and future. With the tap of a button Booster can remotely summon it with his wrist bands and even use it to zap others into his time period of choice. Along with bringing the sphere to himself, Booster can be recalled to the Time Sphere at a moment's notice. The Time Sphere can even be used to seal abnormal wormholes in the time stream.

Boostermobile

Booster Car, what more is there to say? Being for real though, it can travel from 0-60 mph in 6.3 seconds and can cover a quarter of a mile in over 12.3.

Agent Jones

Portal Device

Arguably the most iconic part of Jones’ arsenal. This special rift device was created by the Imagined Order and is able to create portals in spacetime, allowing its user to jump from one dimension to another with relative ease.  Not only does it rip open holes in reality, but it can just as easily close those same reality tears. Throwing the Portal Device into the Zero Point with coordinates of the people in mind allows for them to be summoned at his location. This allowed Jones to bring The Foundation to Reality Zero. Speaking of quirks, the Rift Device’s got plenty of other strange abilities that are only seen in the Among Us ripoff known as Imposters Mode, abilities such as trapping players between realities, sabotaging technology/assignments, teleporting people to random spots across the map, and turning everyone into Peely to conceal their identities.

The Portal Device is also likely capable of some version of Time Travel. Since the device is connected to the Zero Point which still exists in the Season: OG, the Portal Device should be able to travel throughout time or at minimum the past. This is actually backed up in canon by Kado Thorne, who used a Time Machine powered by rifts.

Harvesting Tools

Whether it’d be your standard pickaxes, axes, scythes, knives, swords, paint rollers, maces, kitchen utensils, crows, giant popsicles, mechanical fists, giant toothpicks, and so on, Jones will always come equipped with a harvesting tool of their cosmetic choice. Once the harvesting tool is equipped, it can be used to break down any material on the map. Things such as trees, rocks, structures, and many other objects can be broken with the tool, including the structures of other players! It’s also great as a blunt object to beat Loopers with.

Glider

Like the harvesting tool, the glider can practically be anything like an umbrella, wings, superpowers and an infinite stairway that builds underneath you. But no matter the form it takes, its purpose will always be the same. After Jones has jumped out of the Battle Bus, he can freely deploy his glider which carries him to the ground safely without any fall damage. Jones can also deploy his glider using items such as Glider Redeploy and Launch Pads (Or whenever Epic Games decides to enable infinite redeploy).

Assault Rifles

Chapter 1

Assault Rifle (Common-Rare):

A classic assault rifle that is fully automatic and made for reliability in all kinds of combat situations.

Assault Rifle (Epic-Legendary):

This version of the assault rifle, also known as the scar, is basically THE Fortnite gun everyone remembers. It only has improved stats to differentiate it from the normal assault rifle but it’s just that iconic.

Suppressed Assault Rifle:

One of many fully automatic fast firing assault rifles that has the sound of its shots suppressed.

Burst Assault Rifle:

Rather than a continuous streak of bullets, this gun fires those bullets in rounds of 2.

Scoped Assault Rifle:

While aiming down sights with a normal assault rifle works just fine, the scope on this scoped version allows for more precise shots.

Tactical Assault Rifle:

This scoped rifle holds 30 bullets and fires 7 bullets a second.

Drum Gun:

Unleashes a volley of fast firing bullets that works best at close ranges.

Thermal Scoped Assault Rifle:

An assault rifle with a special scope that can pick up on the heat signatures of any body it sets its eyes on.

Infantry Rifle:

Having a slow fire rate, this semi-automatic rifle is best suited for hitting enemies at longer ranges.

Heavy Assault Rifle:

Although the bullets shoot out at a slower pace, those bullets deal greater damage overall.

Chapter 2

Makeshift Rifle:

A weak rifle with poor accuracy and power.

Sideways Rifle:

This otherworldly rifle fires energy blasts that get stronger the more it’s fired.

Combat Assault Rifle:

A high speed AR that has heavy recoil.

Pulse Rifle:

A rifle that shoots out pulses of energy. When Jones aims down sights with this gun, that damage output decreases for a faster firing rate.

Primal Rifle:

Helming from the wild lands of Season 7’s map, this full automatic rifle shoots fast but can miss its shots every once in a while.

Chapter 3

MK-Seven Assault Rifle:

An assault rifle that is fully automatic and has a fast firing rate, working best at those close to mid ranges. It can also be aimed using its built-in scope, allowing for greater accuracy in exchange for its poor hipfire spread and long reload time.

Ranger Assault Rifle:

This slow-firing fully automatic rifle is most effective at medium ranges due to its reliable damage output.

Striker Burst Rifle:

A two shot automatic burst weapon with a smaller magazine size with a red dot sight zoom. It has a tight accuracy, but a low recoil that might be annoying when aiming.

Hammer Assault Rifle:

A full-auto assault rifle that has a very fast fire rate and a recoil pattern that moves upwards and right. Controlling the recoil pattern seems to give a more accurate aim however.

Evo Chrome Burst Rifle:

Covered in the hungering goop material that is Evo Chrome, this assault rifle that usually just fires in bursts can now evolve to a new rarity every time it deals enough damage. There’s a seamless jump from Uncommon to Rare, and then to Epic, etc. when that threshold is met every time.

DMR:

When normal rifles aren’t cutting, a rifle with a scope may be your answer. This original DMR is a semi auto rifle that shoots fast and is best used when aiming down sights.

Cobra DMR:

A weaker version of the normal DMR due to less useful scope.

Chapter 4

Red-Eye Assault Rifle:

Despite having a slower firing rate, the custom red dot sight feature on the gun makes it easier to aim with. It also does some pretty good damage!

Havoc Suppressed Assault Rifle:

An especially accurate and fast firing assault rifle that has every one of its shots muffled.

Flapjack Rifle:

As the supposedly “WILD” rifle of the season, this rifle has a big damage output and even bigger magazine size, especially the former when it came to structures.

MK-Alpha Assault Rifle:

Technically a worse version of the MK-Seven version except for the fact that it has more power at farther ranges.

Twin Mag Assault Rifle:

A fully automatic assault rifle that has a low recoil so that Jones can have a better time aiming his shots.

Ex-Caliber Rifle:

Unlike most other guns on this list, the ex-caliber rifle shoots out blades that blow up seconds after they hit an enemy.

Thermal DMR:

A pretty fast marksman rifle with a toggable thermal scope.

Tactical DMR:

This marksman rifle is best for its damage output as well as its very adjustable zoom on its scope

Chapter 6

Holo Twister Assault Rifle:

Would you believe us if we said it’s a medium speed rifle with a holographic scope for long range accuracy…

Fury Assault Rifle:

A pretty standard fast firing AR. Great for putting in the pressure in a storm of bullets.

Collateral Damage Assault Rifle:

While its accuracy and range could use a little work, its firing rate is definitely not something to scoff at.

Spire Rifle:

A rifle that uses high damage, solid accuracy and a monstrous mag size to make up for its slow reload speed and fire rate.

O.X.R Rifle:

Being one of many of O.X.R’s guns, this fully automatic rifle has decent stats all around as well as low recoil. It’s especially effective at longer ranges, the perfect gun for a bug invasion!

Deadeye DMR:

Fully automatic marksman rifle that shoots slow but has a zoom that can adjust up to 2x.

Shotguns

Chapter 1

Pump Shotgun:

Now this is THE other Fortnite gun everyone remembers. It fires slowly, it hits hard, and in the very chapter it debuted in, Jones can use and shoot out two different pumps continuously to rack up damage.

Tactical Shotgun:

If you aren’t a pump kind of person, the tactical shotgun may be just right for you. With the push of a trigger, a wider spread of shotgun shells is shot out as Jones can now fire shotgun shots at a faster rate, albeit for significantly less damage than a pump.

Heavy Shotgun:

A shotgun that will deal good damage even with its slow firing rate.

Double Barrel Shotgun:

Out with the range, magazine, and reload time, in with the damage! This shotgun may lack all those qualities but it is guaranteed to pack a punch when a shot does land.

Combat Shotgun:

A longer ranged shotgun with a fast fire rate and a tight spread.

Drum Shotgun:

A fast firing, fully automatic shotgun that reloads all its shells at once.

Chapter 2

Charge Shotgun:

A shotgun that, in order to reach its full damage, needs to be charged for about 1 second. It has a bit more range than the average shotgun and fires 10 pellets, reloading 1 shell at a time.

Dragon’s Breath Shotgun:

A close range, large spread shotgun that deals high damage and sets targets on fire with its 4 dragon breath shells.

Lever Action Shotgun:

A shotgun with a medium spread and good fire rate at the cost of a long pullout time.

Primal Shotgun:

This custom made shotgun fires in quick two rounds bursts. Not bad for what is essentially a homemade shotgun.

Makeshift Shotgun:

A shotgun with 3 bullets and a solid fire rate. It can be used to make a regular or primal shotgun.

Chapter 3

Striker Pump Shotgun:

Although it has a slow firing rate, it deals a high amount of damage at closer ranges. It also has one of the smallest ammo capacities of any shotgun.

Auto Shotgun:

Deadliest at closer ranges, this shotgun fires at faster rates with the tradeoff of a slower reload speed.

Ranger Shotgun:

A single shot, longer ranged shotgun, with a tighter spread of 9 pellets.

Two-Shot Shotgun:

Unlike the many other shotguns in the loot pool, shooting this shotgun has Jones shoot two consecutive shotgun shots. This may result in longer shoot times between shots but it also deals double the damage.

Prime Shotgun:

Semi-automatic shotgun that has a very short range but deals about 50% more damage when that first shot in the magazine hits.

EvoChrome Shotgun:

This shotgun is covered in the hungering goop of EvoChrome, giving it some unique properties as a result. It is not only a fast firing shotgun that purely has a horizontal bullet spread, but when enough damage is dealt, the shotgun is able to evolve to the next rarity tier with a reload. For example, an uncommon version can jump to a rare version, and then to an epic version, etc. The bar is reset every time the shotgun evolves and more damage will be needed to evolve it.

Chapter 4

Maven Auto Shotgun:

Probably the best shotgun this chapter had lowkey. It wants to be the pump but it isn’t.

Thunder Shotgun:

Acting as the chapter’s pump substitute, it may lack range and firing speed but it hits like a truck.

Havoc Pump Shotgun:

Acting as the chapter’s OTHER pump substitute, this version is basically the exact same except for its different design and longer pullout time.

Sharp Tooth Shotgun:

Epic games got really lazy during Wilds and decided to reuse the legendary Pump Shotgun’s model for a medium range, hard hitting shotgun.

Infiltrator Pump Shotgun:

This chapter has had too many pump shotguns. It shares a lot of the pump’s properties but its range is just a little bit bigger.

Wood Stake Shotgun:

It’s similar to the Chapter 3 Heavy Shotgun but it fires wooden stakes to smoke any vampires that get close.

Chapter 6

Sentinel Pump Shotgun:

While this pump shotgun has a slow firing rate, it isn’t as bad compared to other shotguns like it. It also hits just as hard still.

Twinfire Auto Shotgun:

An automatic shotgun that fires two sets of bullets at a time.

Oni Shotgun:

A close to medium range shotgun with two shots in the chamber.

Outlaw Shotgun:

A close range double barrel shotgun made for those who like to bend the rules.

Pump & Dump:

A combination of a shotgun and an SMG.

Sweeper Shotgun:

It’s just like the EvoChrome shotgun with its fast firing rate and purely horizontal spread but without the evolution properties.

Pistols

Chapter 1

Pistol:

The OG pistol that’s been there ever since pre-release. Besides being a basic but reliable choice for a pistol, it can also deal consistent damage from afar.

Semi Automatic Pistol:

With a good trigger finger, Jones can deal worthwhile damage near-instantly. Otherwise it’s just like the normal pistol.

Hand Cannon:

A very satisfying gun to land hits with. It may have a slow firing rate but those bullets hit hard, especially against builds.

Suppressed Pistol:

A pistol that has the sound of its bullets muffled. It also gives John Wick vibes.

Six Shooter:

One of the worst guns ever released in Fortnite. A pistol with 6 shots that can either be quickly fanned or slowly aimed and fired.

Dual Pistols:

Held in both hands, one pistol is shot after the other upon use as they deal decent damage in close-to-medium ranged fights.

Revolver:

This revolver packs a powerful punch that needs to be aimed well to land.

Scoped Revolver:

A scoped version of the revolver. Literally.

Flint-Knock Pistol:

This baby holds one shot but can launch the user and whatever poor guy is in this cannon's way.

Chapter 2

Primal Pistol:

A homemade pistol with a kick.

Makeshift Revolver:

Made from the scraps of the Fortnite island, Jones can craft a revolver that’s slightly faster but also slightly weaker than a regular revolver.

Combat Pistol:

A worse pistol than the normal one why does it exist-

Chapter 3

Sidearm Pistol:

Was this really the only pistol in chapter 3? Dang. Nothing notable about it either.

Chapter 4

Tactical Pistol:

An automatic fast-firing pistol that surprisingly acts like a submachine gun.

Mammoth Pistol:

While it only has one shot, the Mammoth Pistol makes up for it with incredible damage.

Lock On Pistol:

Literally aimbot. Locks onto a target before sending a burst of 4 shots at them for rapid damage.

Chapter 6

Killswitch Revolvers:

Dual revolvers that allow the user to slow their descent and increase their accuracy while mid air.

Hyperburst Pistol:

A pistol that fires in a quick, two shot bursts.

Wrecker Revolver:

If a revolver and a shotgun had a baby you would get the Wrecker. Good for close and medium ranged encounters.

Machine Guns

Chapter 1

The Original Submachine Gun:

This game’s first ever submachine gun. It has a high firing rate but it consumes ammo especially fast.

The Iconic Submachine Gun:

Now this is the submachine gun everyone remembers. It’s an improved version of the original, both in looks and stats.

Suppressed Submachine Gun:

As a suppressed weapon, its bullets won’t be audible at longer ranges. Overall it can deal good damage at medium ranges but longer periods of fire can cause its range to become more inaccurate.

Tactical Submachine Gun:

A SMG that sacrifices damage and its firing rate for better control and range.

Compact Submachine Gun:

Compared to all the other SMG’s, this is the one most similar to a shotgun as it has high DPS at close ranges.

Light Machine Gun:

This gun is a fast firing bullet hose that shreds through its magazine to just as easily shred through its targets.

Burst SMG:

Oddly enough, this SMG fires 4 bullets per round until its magazine runs out. It’s best used at closer ranges with its high DPS.

Minigun:

Once Jones’ lets it rip, the minigun shoots a great amount of bullets and can continue shredding through his opponents until the gun burns out. He will then have to wait a bit for it to cool down.

Chapter 2

Rapid Fire SMG:

As the name suggests, this SMG has a big focus on bullets that fire especially fast, and as such, it’ll go through its magazine at twice the speed.

Primal SMG:

It acts exactly like the original SMG but its shots are often more inaccurate than not.

Makeshift SMG:

Yet another craftable gun, but this time it's the SMG version. It’s basically just a ripoff of the tactical SMG.

Sideways Minigun:

An otherworldly minigun that fires faster the longer its trigger is held.

Chapter 3

Stinger SMG:

A SMG with a high fire rate with lower damage output per bullet. How original.

Machine SMG:

This SMG is best used when running and gunning down enemies at the same time.

Charge SMG:

A SMG that can have its magazine charged up before releasing a swarm of bullets in a matter of seconds.

Combat SMG:

A SMG that is built with fast firing rates in mind but also a great amount of recoil with each shot. Jones needs good control of the gun in order for every bullet to hit.

Chapter 4

Twin Mag SMG:

With its double-sided magazine, this SMG can reload especially fast compared to other guns in its category.

Scoped Burst SMG:

A burst SMG with a scope. Well, it isn’t just a normal burst SMG as it fires in 4-round bursts and a dot sight on its scope for better aim.

Chapter 5

Dual Micro SMG:

A pair of dual wielding SMGs that have a high firing rate in exchange for low damage.

Chapter 6

Veiled Precision SMG:

A scoped, suppressed SMG with a focus on precision as it can drain through its magazine of bullets quickly.

Surgefire SMG:

On the opposite spectrum, this SMG’s got a big magazine to spray other players with. Its rate of fire also increases the longer that Jones continues to shoot.

Leadspitter 3000:

The newest edition to the minigun family (as of writing this blog). This huge minigun is perfect for spraying down alien bugs, especially when Jones can aim down sights with it and pre-spin it to make it start firing instantly.

Snipers

Chapter 1

Bolt Action Sniper Rifle:

It holds one bullet but has one powerful punch.

Semi Automatic Sniper Rifle:

This sniper surprisingly has a bigger magazine than most other snipers, although its damage output is lessened to compensate.

Zapatron:

This was accidently added into the pre season era and officially released in the OG Season 1. It has a slight charge up with a massive damage pay off.

Hunting Rifle:

A good weapon for hunting the greatest prey of all, humans. It holds one bullet so the shot has to count.

Heavy Sniper Rifle:

A long ranged rifle, it hits like a truck.

Suppressed Sniper Rifle:

It's silent and deadly. Though it is less deadly than your standard Bolt Action.

Storm Scout Sniper Rifle:

It can track the storm with a small monitor. Otherwise it’s a standard sniper with more than one shot in each mag.

Automatic Sniper Rifle:

Cuts down the damage of a traditional sniper in favor of a high fire rate.

Chapter 2

Lever Action Rifle:

A gun similar to that of the hunting rifle except for the fact that its firing rate is faster when not aiming down sights.

Rail Gun:

A long ranged gun that fires a high speed projectile that goes through walls but it takes a while to charge up.

Chapter 3

Hunter Bolt-Action Sniper:

Yet another powerful sniper with more than one bullet in its magazine. Impressive.

Chapter 4

Explosive Repeater Rifle:

Each bullet shot out of this sniper explodes on contact.

Chapter 6

Falcon Eye Sniper:
Having 3 bullets in its magazine, this semi automatic sniper comes with a custom scope that can adjust its zoom.

Explosive Weapons

(Fortnite loading screens are underrated af)

Chapter 1

Rocket Launcher:

It shoots out a rocket that some crazy people ride.

Grenade Launcher:

It fires 6 grenades that blow up a little bit after it has been shot out.

Proximity Grenade Launcher:

Unlike the regular grenade launcher, the grenades will automatically blow up if an opponent is nearby.

Pumpkin Launcher:

A rocket launcher but with a spooky halloween twist.

Snowball Launcher:

A gun that understands the holiday spirit. It’s essentially a grenade launcher but it launches explosive snowballs.

Egg Launcher:

Another holiday-based grenade launcher except it fires explosive eggs!

Guided Missile Launcher:

It fires a moving rocket that you can guide with the controller it came with. Now THIS is better for rocket riding.

Quad Launcher:
A rocket launcher that can shoot 4 rockets at the same time. This would of course lead to a longer reloading time.

Chapter 2

Flare Gun:

Fires a ball of flame that burns upon contact and marks the location of nearby enemies when shot into the sky.

Plasma Cannon:

Jones shoots a plasma ball that persists after it’s shot, destroying several structures and hurting opponents in the process.

Chapter 3

Anvil Rocket Launcher:

Shoots a rocket up into the sky before crashing down onto its target. Uniquely if the target happens to be a vehicle the rocket will home in on it.

Explosive Goo Gun:

Rather than fire normal projectiles, this gun launches a bunch of sticky goo that explodes after latching onto its targets.

Chapter 4

Sticky Grenade Launcher:

Acts like a normal grenade launcher except for the fact that the grenades it shoots out sticks to any surface it hits.

Chapter 6

Swarmstrike:

Firing 7 homing rockets all at once, each rocket doesn’t do much damage but together they have quite the power behind them, especially when used against vehicles. Aiming down sights with this weapon lets Jones lock onto a target, to which all the rockets will follow the target until they make contact with something.

Precision Air Strike:

When this item marks an area, it calls upon multiple powerful rockets that spread across a wide radius with explosion power strong enough to level entire buildings.

Bows

Chapter 1

Boom Bow:

A bow that shoots arrows which explode on contact.

Crossbow:

It's a crossbow. Hey it has infinite ammo though!

Cupid’s Crossbow:

Nothing says love like shooting your opponents in the chest!

Dual Fiend Crossbows:

A set of Dual crossbows to hunt down fiends that come his way.

Chapter 2

Primal Bow:

A custom-made bow made out of the bones of animals.

Primal Stink Bow:

A bow that makes a stink cloud, damaging health directly.

Primal Flame Bow:

A bow with the ability to set opponents and structures ablaze.

Mechanical Bow:

A custom-made bow made out of metal.

Mechanical Explosive Bow:

A bow that causes explosions. kaboom.

Mechanical Shockwave Bow:

A bow that causes a shockwave effect, good to be an annoying POS with and send loopers constantly back into the storm.

Makeshift Bow:

A combination of both primal and mechanical bows.

Dual Fiend Hunters:
The perfect dual crossbows for taking down invading zombies.

Modular Weapons

Exclusive to the controversial Chapter 5, Loopers were capable of using modular weapons. These weapons had the ability to be customized with attachments to change how the gun handled. Loopers could choose from a variety of attachments modifying the optics, underbarrel, magazine or barrel of the weapon.

Assault Rifles

Modular Enforcer Assault Rifle:

Even with a slow firing rate, this fully automatic assault rifle deals high damage at medium to long ranges.

Modular Striker Assault Rifle:

This assault rifle also has a high fire rate but it comes equipped with a suppressor and a Red Eye Sight scope.

Modular Striker Burst Assault Rifle:

A burst version of the normal striker rifle that shoots out two bullets per round.

Modular Nemesis Assault Rifle:

An assault rifle with a high fire rate and a Holo-13 Optic scope.

Modular Tactical Assault Rifle:

Fully automatic assault rifle with very little recoil and a tight bullet spread, although the DPS is low in comparison to other guns.

Modular Warforged Assault Rifle:

Befitting the blood-hungry nature of the gods, this assault rifle packs some big damage and a fast-firing rate along with great amounts of recoil.

Modular Combat Assault Rifle:

Out of all the modular assault rifles here, this one is the toughest to learn as it has high recoil behind its fast firing bullets.

Modular Huntress DMR:

This gun fills its role of being that gun in-between assault rifles and snipers.

Shotguns

Modular Hammer Pump Shotgun:

While this shotgun does fire at a slow rate and reloads 1 shell at a time, it deals high damage to its target.

Modular Frenzy Auto Shotgun:
An automatic shotgun with a fast firing rate and a tighter spread of pellets if you aim down sights with its equipped Red Eye Sight scope.

Modular Gatekeeper Shotgun:

This shotgun has a great damage output and fast firing rate in exchange for needing to be precise with every shot.

Modular Sovereign Shotgun:

This shotgun deals decent damage with yet another fast firing rate but it becomes way slower when aiming down sights in exchange for precision.

Modular Combat Shotgun:

Fully automatic at its core, it shares a lot of the properties of other modular shotguns but there’s a greater emphasis on range and a bigger magazine size.

Pistols

Modular Ranger Pistol:

This fully automatic pistol has a high fire rate and can be used at any range with little issue.

Modular Hand Cannon:

Although it has a slow firing rate, it can deal a great amount of damage to players and structures alike, even having a high headshot damage multiplier of 1.8.

Modular Monarch Pistol:

A fully automatic high-accuracy pistol that deals a lot more damage and greater accuracy when aiming down sights.

Submachine Guns

Modular Hyper SMG:

This high fire-rate SMG comes with a short range but in exchange, it has a great ‘aim down sights’ spread even when moving.

Modular Thunder Burst SMG:

Firing three bullets per round, this SMG can deal high damage with its fast firing rate but its range is something that is lacking.

Modular Drum Gun:

Now a moddable version of its former self, it is yet another fully automatic drum gun with a fast firing rate and a lack of range.

Modular Harbinger SMG:

Forged in the depths of the Underworld by Hades’ loyal followers, this SMG has some great accuracy but when its bullets are fired continuously, it starts to lose accuracy due to its great recoil.

Snipers & Crossbow

Heavy Impact Sniper Rifle:

A single shot from the sniper rifle can deal massive damage, and that damage and knockback stacks when used on vehicles.

Reaper Modular Sniper Rifle:

Dealing high damage and having multiple shots, this sniper is impressive for the fact that a headshot from one of its bullets deals the most amount of damage out of all weapons in the game.

Modular Boom Bolt:

Even crossbows can get the moddable treatment! This boom bolt can shoot out explosive arrows at a rapid pace.

Throwables

Chapter 1

Grenade:

Toss one and after a few seconds, it explodes.

Chiller Grenade:

A grenade that deals no damage but has a powerful knock and adds ice to the enemy.

Remote Explosives:

Set an explosive, get some poor fool to get in its range, AND NUKE THEM TO KINGDOM COME!

Clinger:

It clings to walls and people. You’ll never guess what it does next.

Dynamite:

A more civilized grenade that when lit, cannot be stopped and will automatically explode after a few seconds.

Bottle Rockets:

Fireworks used to light up the opponent like the 4th of July.

Air Strike:

This causes a rain of explosion and hellfire on wherever this is placed.

Smoke Grenade:

A grenade that produces smoke to mess with sight.

Stink Bomb:
A small pipebomb shaped object that releases a horrible gas.

Shockwave Grenade:
When thrown, any players caught in the blast radius will be sent flying, and if they happen to hit any structures, they’ll instantly destroy them. They will also take no fall damage.

Boogie Bomb:

A bomb that forces people to dance for 5 seconds.

Impulse Grenade:

A grenade that knocks people back, this doesn’t stop fall damage.

Junk Rift:

This opens a rift that sends down junk.

Boom Box:

It uses soundwaves to deal damage to an area.

Present:

Merry Christmas! It has random loot in it from epic to legendary rarity. Sometimes with mythic and exotic weapons.

Storm Flip:

A throwable bottle that causes the area of effect to be a storm if it was once normal and normal if it was once the storm.

Shield Bubble:

This creates a bubble that blocks all incoming attacks. However, it doesn’t stop players from running in and hitting 200 pump

Chapter 2

Decoy:

This creates a decoy that acts less like a bot than Tru does.

Shockwave Launcher:

A grenade launcher built to launch shockwave grenades, launching fools into the storm.

Proximity Mine:

A mine. It explodes when a player gets near it.

Recycler:

This sucks in the nearby environment and launches it out as a ball of junk.

Cuddle Fish:

This little guy gives opponents and walls big hugs until the target pops or they do.

Firefly Jar:

A jar of fireflies that cause structures, the ground, and loopers to catch on fire.

Chapter 3

Chrome Splash:

Splashes anything hit by it with the chrome effect. Loopers can use this to turn into little blobs that move around at high speeds along. These blobs can also phase through solid matter with a dash. A similar phasing effect can be performed by loopers if a solid object such as a wall is hit by the Chrome Splash.

Chapter 4

Business Turret:

By throwing it to the ground, this briefcase transforms into a turret that will lock onto nearby enemies and continuously shoot lasers at them until it’s either destroyed or the enemy gets out of its 60-meter range, which by that point it will self-destruct.

Shield Breaker EMP:

An EMP capable of disrupting technology and shields applied to enemy loopers.

Chapter 6

Thermite:

When thrown, it’ll create a small circle of fire around it that will deal damage to opponents/structures before it then goes boom.

Melee Weapons

Chapter 2

Sideways Scythe:

A scythe that uses sideways energy to heal the user when they eliminate someone.

Chapter 4

Kinetic Blade:

A powerful blade that can knockback enemies and allow the wielder to dash forward at high speeds.

Shockwave Hammer:

This giant hammer can either be slammed forward to send enemies flying back or it can be used by the user to bounce into the air and continuously chain multiple bounces to cover plenty of ground.

Chapter 5

Grapple Blade:

A grappling hook that can be used offensively with its attached blade.

Chains of Hades:

These deadly chains can attack from afar while also having the ability to drag in enemies and items in. They have also been able to suppress magic powers such as Midas’ touch.

Nitro Fists:

These mechanical gauntlets let Jones’ punch away at his foes, propel himself in the air while punching in midair, and even land an uppercut to anyone above him.

Chainsaw:

Jones’ can slash away at enemies, slam from above, and plunge the chainsaw into the ground to rush forward, damaging any enemies in his path.

Chapter 6

The Kneecapper:

An energized baseball bat that can unleash powerful swings to combo with or a smash attack that can be charged to deal extra damage and knockback. It will also increase Jones’s speed and decrease Jones’s stamina depletion when equipped.

Typhoon Blade:

Imbued with mystical winds, this blade can speed up Jones’ movement when equipped, slash away at enemies, and it also lets Jones perform a cyclone slash in front of himself to send enemies flying.

Healing Items

Chapter 1

Bandage:

A common healing item capable of reversing any damage Jones takes until he reaches 75 HP.

Medkit:

A bigger bandage that heals all of Jones’ HP.

Small Shield Potion:

Gives shield to Jones up to 50. It has the consistency of jelly.

Shield Potion:

This drink gives Jonesy 50 shields. It's also said to have insulating properties.

Slurp Juice:

The Slurp Juice has been changed and altered MANY TIMES over its life. Slurp Juice can heal health and shield at the same time, overtime. Other versions are capable of healing either health or shield over time depending on if your health is full. Slurp Juice can even increase your strength like it did for Peter Griffin (though it may need to be expired). It contains 1% juice.

Chug Jug:

Makes Jonsey a pro fortnite gamer by healing all of his shield and health.

Hop Rocks:

Some kind of strange mineral that gives Jones 30 seconds of low gravity.

Shadow Stone:

Upon consumption, Jones turns into a shadowy form of himself that makes him invisible and allows him to phase through structures. He also just has better stats overall.

Chapter 2

Chug Splash:

A throwable healing item capable of healing you, your allies and/or your enemies if caught in its splash radius.

Bandage Bazooka:

This bazooka goes against its destructive brothers to shoot bandages, healing 15 hp and getting one bandage every 20 seconds with a max of 5.

Healing Foragables:

Consumables can be found across the map and heal a varying amount of health. These include the likes of apples, bananas, corn, coconuts, cabbages, Small Frys, and Floppers.

Shield-Gaining Foragables:

On the other spectrum, different consumables can heal shield instantly or heal it over time. These consumables include mushrooms, Shield Fish, and Slurp Fish.

Zero Point Flopper/Zero Pretzel:

Heals a small amount of health along with giving Jones the ability to do 3 small teleports forward.

Rift Fish:

Grants a small amount of health before rifting the consumer into the sky.

Vendetta Flopper:

Heals a good chunk of health along with scanning any enemies nearby.

Thermal Fish/Thermal Taffy:

On consumption, gives the user thermal vision along with some health.

Snowy Flopper/Frozen Icecream Cone:

Eating one of these items heals Jones a good amount while also putting ice on his feet. This causes him to slide around with classic gaming ice physics.

Midas Flopper:

Upgrades the rarity of all guns in Jones’ inventory while also healing him.

Hop Flopper/Hop Drop/Hop Egg:

Gives the user a low gravity effect and health/shield.

Stink Flopper:

Heals a small chunk of health or it can be thrown to create a stinky area that deals damage to whoever is caught in the stench.

Shadow Flopper:

Turns the user into a shadowy figure capable of higher jumps and dashing forward, going straight through solid matter.

Pepper/Peppermint/Spicy Icecream Cone:

In the lawbook of Fortnite it is stated that all spicy things give you a speed boost.

Chapter 3

Guzzle Juice/Guzzling Icecream:

This slowly regenerates health overtime after guzzling this down.

Med-Mist:

This spray can heal the user, teammates, or even enemies if you’re sick enough.

Shield Keg:

When he really needs to party, he can keep his team going with this keg that sprays slurp healing anyone in its radius.

Klomberry:

A berry that is loved by the beast, Klombo. It heals some health.

Party Pizza/Pizza Slice:

Made by Uncle Pete's Pizza Pit, this is a pizza that can heal the user and allies.

Chapter 4

Slap Juice/Slap Berry:

A delicious refresher that will grant health on consumption and also regenerate any lost stamina energy Jones used up while running.

Slap Splash:

A splash version of slap juice that can apply its effects to a whole group of players all at once.

Chapter 5

Flowberry:

A fruit native to the island that grants shield and a temporary anti-gravity effect.

Flowberry Fizz:

A big bottle of flowberry juice that can be popped and sprayed in a wider area so that everyone can get a taste.

Chapter 6

Gold Splash:

Unlike other splashes, this gold splash grants Jones a special effect known as the “Gold Rush Effect”. When someone has this effect, their running speed, pickaxe swinging speed, and pickaxe damage output against structures are significantly increased for a short time. The splashes can also heal health or shield.

Med-Mist Smoke Grenade:

A throwable Med Mist that can obscure a Jones’ location while healing him at the same time.

Traps

Chapter 1

Damage Trap:

A trap that can be placed on the walls, floor, and ceiling, sending spikes into the opponent. Perfect for death-run like maps or getting streamers pissed.

Ceiling Zapper:

A trap on the ceiling that shocks people… with electricity. Shocking!

Wall Dynamo:

A trap on a wall or any neutral space, entering its space, sends a shock to the opponent.

Zap Trap:

This trap sends electricity through a wall to attack loppers through them.

Jump Pad (Directional):

A pad that launches people in whatever direction they’re facing.

Jump Pad (Up):
A pad that launches people up.

Bouncer:
When placed on the ground, on a wall, or on a ramp, it’ll bounce players in whatever direction
its placed.

Launch Pad:

A pad that launches Jonsey up and allows him to use his glider again.

Poison Dart Trap:

A set of darts that directly hurts the opponents HP.

Mounted Turret:

Set this down and feel like The Punisher. It fires 40 bullets a second.

Cozy Campfire:

A campfire to go with the bush and sniper rifle to be the perfect little camper. Its fire has a healing aura that heals the guy who started it.

Chiller Trap: 

This trap puts ice on the feet of anyone who walks through it.

Chapter 2

Fire Trap:

A trap that, you won’t believe this, sprays fire if someone were to activate it.

Armored Wall:
This wall can be placed onto preexisting wall builds to fortify it, making it especially durable as it increases its health.

Mythic Weapons and Items

Note: We’ll only be mentioning the unique mythic items in the game and not the numerous enhanced versions of guns that already exist. Not only would that be boring but you can essentially boil it down to “X” gun/item having increased stats.

Chapter 1

Infinity Blade:

The user drops all weapons but he gets a cool sword that deals a lot of damage. The sword can either attack in a wide area around it or with a super large leap that clears through anything in its path. The wielder also gets double their max HP and shield along with the passive health regeneration.

Chapter 2

Mythic Goldfish:

One of the rarest finds when fishing, this golden fish trophy can be thrown at enemies to deal 200 damage, essentially one-shotting most Fortnite loopers. It also does major structure damage.

Oceans Bottomless Chug Jug:

An endless Chug Jug. Jesus Christ.

Raz’s Explosive Bow:

A bow that sends out 3 grenades on contact.

Witch Broom:

Launches the user into the air and glides down, riding on the broom.

Spire Jump Boots:

When returning the Runestone to the Spire, Jones gained these boots. These allow the user to have a triple jump.

Chapter 3

Howler Claws:

A special mask that is given to Jones once they perform a ritual alongside some holograms. Once they have the mask in their inventory, they’ll automatically wear it and the gloves it came with, granting them the ability to slash at their foes, dash forward and slash, or howl to mark nearby enemies.

Chapter 4

Thorne's Vampiric Blade:

A custom kinetic blade that happened to be forged by Kado Thorne. Not only does it slash hard enough to knock enemies back but it also siphons health from Jones its hits land on.

Chapter 5

Thunderbolt of Zeus:

Crafted by the hands of Zeus himself, Jones can launch himself into the air and rain down 3 lightning bolts that spawn from his hands. These bolts deal massive damage to players and structures alike.

Exotic Weapons and Items

Chapter 2

Boom Sniper Rifle:

A sniper rifle that drops clingers on the target.

Night Hawk:

A pistol with thermal vision.

Shadow Tracker:

A pistol that marks opponents when hit.

Storm Scout:

A sniper rifle that can show where the storm is going to close in.

The Dub:

A shotgun that hits hard, knocking both the user and its targets back

Dragon’s Breath Sniper Rifle:

Armed with dragon’s breath rounds, it can set opponents and anything it hits on fire.

The Big Chill:

A grenade launcher that sends chiller grenades at foes.

Hop Rock Dualies:

A set of dual pistols that grant the hop rock’s low gravity effect.

Burst Quad Launcher:

A Quad launcher that fires 2 rapid shots in a burst.

Chug Cannon:

Similar to a bandage bazooka but it fires chug splashes that heal 15 hp with every shot.

Flight-Knock Pistol:

Similar to the Flint-Knock but to the extreme. More powerful and bigger knockback.

Marksman Six Shooter:

The range of a marksman rifle with the speed of a six shooter. Either a good aimed attack or a fast dump of ammo.

Grappler Bow:

A bow that can launch you into or away from danger.

Unstable Bow:

A bow that changes from the primal flame bow, primal stink bow, mechanical shockwave bow, and mechanical explosive bow.

Icy Grappler:

A grapple that gives the user icy feet to slide around.

Burst Pulse Rifle:

Depending on if aim down sights is being used with this weapon or not, the firing rate of its bullets shifts.

Chili Chug Splash:

A chug splash that uses spice to enhance the user's speed and heal them.

Chapter 4

Super Slap Splash:

A more effective version of the normal Slap Splash.

Heisted Breacher Shotgun:

Very similar to the Heavy Shotgun in function but it will do additional damage to structures.

Heisted Run ‘N’ Gun SMG:

This SMG will automatically give Jones the Slap effect while holding it as well as reloading the gun’s magazine while he sprints.

Heisted Accelerant Shotgun:

Its fire rate will become way faster alongside Jones’s general movement speed.

Heisted Blink Mag SMG:

After a few seconds of reloading this gun, Jones is given a Zero Point Dash.

Heisted Explosive Assault Rifle:

Each bullet from this gun comes with an explosion that will activate upon hitting the environment or other players.

Chapter 6

Lawless Slap Jug:

A Chug Jug that also has some Slap juice mixed in the drink.

Exotic SlapBerry Fizz:

A Slap version of the fan favorite FlowBerry Fizz.

Lawless Slap Cannon:

A Slap version of the forgotten Bandage Bazooka.

Lawless Trinity Assault Rifle:

With the tradeoff of a decreased fire rate, this AR can fire four shots at the same time.

Lawless Heavy Impact Tracking Rifle:

This sniper has bullets that can briefly mark enemies that happen to be within the bullet’s surrounding impact-point.

Lawless Blink Pump & Dump:

After this enhanced gun is reloaded, it’ll give Jones a few seconds of the Zero Point Dash effect.

Lawless Shockwave Rocket Launcher:

While the rockets aren’t as deadly as you’d hope, their shockwave properties make them good for keeping opponents away. They can also let you rocket jump in this game (finally).

Lawless Stink Rifle:

Each bullet that lands will leave a stink cloud that does bonus damage to players inside it.

Lawless Accelerant Holo Twister AR:

Another exotic that will increase your firing rate and movement while using it.

Lawless Explosive Mammoth Pistol:

Rather than fire normal heavy bullets, each bullet will be guaranteed to explode on contact with anything it hits. Otherwise it’s basically a hand cannon that only has one shot available in its magazine.

Lawless Twinfire Slap Shotgun:

This shotgun can reload while Jones sprints and slides. How convenient!

Lawless Rift Launcher:

Every shot is able to create a temporary rift that will let any player, including its user, teleport into the sky.

Lawless Final Mark Rifle:

Every bullet from this rifle will mark a target upon landing, with bonus damage from the sniper being dealt to those who are already marked.

Unstable Voltage Burst Pistol:

A pistol that can sometimes cause a knockback effect similar to a Shockwave Grenade with its bullets.

Unstable Yoink Shotgun:

On the first shot that hits an opponent, said opponent will be dragged closer to the user.

Unstable Frostfire Shotgun:

Every hit has a chance to either speed you up or slow your enemies down for 3 seconds.

Unstable Thunderclap DMR:

This DMR will shoot out exploding bullets with every first, fourth, seventh, and last shot.

Unstable Bounce Grenade:

A very unpredictable grenade due to it being especially bouncy. It being bouncy also lets it explode multiple times.

Eradicator O.X.R Rifle:

For every bullet that lands, the damage output slightly increases. That damage can quickly add up to deal some especially heavy blows against the opponent’s health.

Eradicator Marksman Wrecker Revolver:

Not only is the headshot damage greater but the weapon is much faster when Jones isn’t aiming down sights with it.

Double Trouble:

Two pump shotguns that can be swapped between without any delay. If a high damage output wasn’t enough, both shotguns siphon your opponent’s health.

Eradicator Shock N’ Slow Shockwave Launcher:

Your average shockwave launcher that decreases the falling speed of those hit to the point where  they are practically floating in mid-air.

Eradicator Hop Rock Fury Assault Rifle:

Embedded with the aforementioned hop rocks, firing this weapon will grant Jones those effects for a short amount of time.

Eradicator Shadow Precision SMG:

An automatic suppressed SMG that marks any and all targets hit with its built-in tracker.

Medallions

 

Chapter 5

Oscar’s Medallion, Peter Griffin’s Medallion, Montague’s Medallion, Nisha Medallion, Valeria’s Medallion:
All 5 of these medals serve the same purpose of allowing your shield to be replenished over time. The more medallions that are collected, the more shield Jones can heal over the time, with all 5 medallions healing 6
shield every few seconds. The cap for shields gained also increases with every medallion.

Aspect of Combat:
Ranged weapons now get buffed with greater damage.

Aspect of Speed:

With the vigor of Zeus, Jones can now run faster and jump higher while they’re sprinting.

Aspect of Agility:

Jones gains charges of Underworld Dash, allowing him to quickly burst forward while he’s in the air.

Aspect of Siphon/Doombot’s Siphon Medallion:

If an enemy is eliminated, a healing siphon effect is put onto Jones.

Ringmaster Scarr’s Medallion:
Not only does it provide infinite ammo but it gives a 5-6.5% damage buff to all weapons.

The Machinist's Medallion:

5 shield is regenerated every second, capping up to 75 shield.

Megalo Don’s Medallion:

Gives the holder a permanent nitro effect, allowing them to run at speeds quick enough to move over water. Nitro also gives the user infinite stamina and the ability to bash through enemies and builds.

Birthday Medallion:

Jones is given a balloon every 56 seconds with a max of 3 balloons.

Emma Frost’s Reveal Medallion/Megazord Medallion:

Occasionally sends out a wave that scans opponents allowing them to be seen through walls.

Mysterio’s Stealth Medallion:

When crouching, Jones turns invisible for 15 seconds.

Chapter 6

Godzilla Medallion:

Charges of dash are gained, letting Jones quickly burst forward for movement.

Night Rose Medallion:

A medallion that constantly reloads ammo.

Shogun X Medallion:

A medallion that grants the user infinite stamina and invisibility while sprinting.

Unstoppable Medallion:
Any enemy Jones sprints into gets knocked back. Sprint speed has increased too.

First Blood Medallion:

Every first hit of a firearm’s magazine explodes, with that effect refreshing with every reload.

Super Shield Medallion:

Healing or gaining shields will immediately spawn a Shield Bubble Jr around Jones.

Phasma’s Blaster Medallion:

All blaster weapons (aka all Star Wars weapons) will not only have less overheating but their cooldowns are significantly shorter.

Infernal Defenses Medallion:

Not only is reload speed improved but a passive shield regeneration of 1 shield per second is applied.

Shrouded Striker Medallion:

Every jump while spriting will turn Jones invisible and give them the effects of low gravity.

Springleg Medallion:

An immunity to fall damage and a double jump is gained.

Surge Medallion:

Overall movement speed is increased, especially when sliding.

Carapace Medallion:

With every enemy elimination, 50 health and/or 50 shield is given as well as extra shield that is given over time.

Saitama Medallion:

A single pickaxe swing can now do enough damage to oneshot any Looper or build. As a trade off, swinging the pickaxe is now 20% slower.

Boons

Chapter 6

Fire Boon:

All weapons now reload faster.

Void Boon:

When an enemy player is knocked, others will be pinged.

Water Boon:

Swimming will automatically grant health and shield to Jones and their teammates.

Wind Boon:

Jones runs faster when holding their pickaxe.

Vulture Boon:

Eliminated enemies are marked on the map for a short time.

Gold Rush Boon:

The opening of gold containers will now grant more gold.

Gold Ammo Boon:

Extra ammo is gained when picking up gold bars.

Adrenaline Rush Boon:

The Slap effect is given whenever Jones hurdles, mantles, or wall jumps.

Greed Boon:

Extra gold bars are gained from looting and killing.

Storm Caller Boon:

Shield is replenished in the storm and the storm forecast effect is given with the highest rank.

Speed Healer Boon:

Grants Jones the ability to sprint while healing as well as a bonus Slap effect.

Combat Acrobat Boon:

Doing parkour automatically partially reloads Jones’s equipped weapon and all weapons are reloaded with the highest rank

Surging Speed Boon:

The amount of stamina used when sprinting is decreased while the speed is increased.

Heightened Senses Boon:

When hit, the enemy who attacked Jones will be scanned.

Extended Magazine Boon:

This boon increases the magazine size of all guns in Jones’s inventory.

Agile Aiming Boon:

Not only is movement speed increased but aiming down sights now has reduced recoil and bullet spread.

Storm Forecast Boon:

Automatically grants the ability to see the next storm.

S+ OXR Boon:

The final form of the OXR’s tiered boons. Each tier gives buffs to Jones until it’s all stacked together giving him infinite stamina, reduced recoil and bloom, increased reload speed and an increased sprint speed.

Rita Repulsa’s Boon:

Light ammo, medium ammo, and shotgun shells are gained over time.

Collaboration Items

Marvel

Iron Man’s Repulsors (LTM):

These fire bursts of plasma that can slightly lock onto an opponent, allow the user to jump high, and glide down.

Captain America’s Shield:

When Jonsey throws his mighty shield, he can deal damage, run into people, toss it, and block damage. It has been able to block damage from a Pandora Amped Doctor Doom.

Hawkeye’s Bow:

A bow that can one shot a looper on contact, before zero builds an extra 50 shield.

Stark Jetpack:
A jetpack with Tony’s mark on it. Probably built in a cave with a bunch of scraps.

Iron Man’s Unibeam:

He charges up a unibeam and fires it at the opponent, easily destroying buildings and loopers alike.

Iron Man’s Combat Kit:

Not to be confused with either his normal repulsors or his repulsor gauntlets, Iron Man’s Combat Kit combines both the functions of Iron Man’s gauntlets and unibeam into one easy-to-use kit.

Iron Man’s Flight Kit:

Being the other half of his kit during the second Marvel season, this flight kit allows Jones to properly take to the skies like Iron Man would. He can not only ascend but he can barrel roll left and right to dodge attacks, ram himself through the air for a speed boost, and deal damage to anyone he happens to land on.

Stark Industries Energy Rifle:

An automatic fast firing medium ranged weapon that has two different firing modes. One firing mode uses ADS, making the rifle fire slower but with more damage per shot, while the rifle fires faster but with less damage per shot without using ADS.

Doctor Doom’s Arcane Gauntlets:

Jones can fire blasts of arcane energy or toss an explosive ball of arcane energy to jinx the opponents chances of winning.

Doctor Doom’s Mystical Bomb:

An explosive ball of arcane energy.

Thor’s Mjolnir Strike:

When aimed and unleashed, Thor’s hammer will fall from the sky and deal damage to all players and structures in its path until it hits the ground.

Wolverine’s Claws:

He becomes the best he is at what he does, and what he does isn’t pretty, using these claws to slash through builds and loopers.

Thor’s Stormbreaker:

A powerful axe that can deal a lot of damage with a slam attack.

Silver Surfer’s Board:

Launches Jones into the air and lets him glide down with Silver Surfer’s board as if he were riding the waves of the cosmos. The ability can be cancelled early to negate fall damage and get to the ground faster.

She-Hulk’s Fists:

These green fists have slow but powerful attacks behind each punch. They passively heal the user over time and each attack increases damage per hit up until a 4x combo is hit. It also lets the user jump high into the air and smash the ground when they land.

Storm’s Whirlwind Blast:

Jones will spin around, creating a strong gust of wind that pushes back any nearby players.

Black Panther’s Kinetic Armor:

Upon activation, any damage dealt within the next 5 seconds is reduced by 20%, and once time is up, it’ll release a giant shockwave that deals damage to opponents and structures.

Carnage Symbiote/Venom Symbiote:

With the power of Venom or Carnage (also Venom), Jones can grab opponents and deal damage. This also grants a speed boost to the user and the ability to deploy a Symbiote glider and a speed boost.

Gwenpool's Dual Micro SMGs:

An enhanced mythic version of the dual micro SMGs that has Gwenpool’s signature colors layered on top.

Deadpool’s Dual Hand Cannons:

Rocking up to the island with his most prized guns, these are basically hand cannons that lend Jones siphoned health every time they land a shot.

Spider-Man’s/Spider-Verse Web Shooters:

By twipping his webs, he can swing through the air from structure to structure until he runs out of webs. A common accident.

Magneto Power:

With these gauntlets, Jones can create and throw metal clumps that deal significant damage to its targets. It can also be used defensively, as seen with its shield creation, and for mobility, as equipping the gauntlets gives Jones low gravity.

War Machine’s Arsenal:

A surprisingly versatile piece of War Machine’s suit, being able to shoot out light bullets from his wrists and multiple rockets from his back at the same time. It is the first out of three parts needed to have the full War Machine set.

War Machine’s Auto Turret:

For the final War Machine based item, the auto turret will stick to Jones’ back regardless of if he has it selected in his inventory. The turret will automatically detect any nearby enemies, lock onto them with a blue laser, and start firing lasers on its own.

War Machine’s Hover Jets:

Once activated, Jones will be able to hover in midair until the fuel runs out. While hovering, he can choose to ascend, descend, or stay hovering in the air and do other actions such as shoot enemies, heal themselves, or even dance! This is the second out of the three War Machine items.

Mysterio's Sovereign Shotgun:

A mythic version of the sovereign shotgun that Mysterio claims is his own personal gun. Yeah right.

Doctor Doom's Monarch Pistol:
Every Doombot comes equipped with a mythic monarch pistol that can be gained by looting their dead bodies.

DC

Explosive Batarang:

This Batarang flies at an opponent, sticks to walls, and when it's near an opponent, it blows up.

Batman Grapnel Gun/Wingshot Grappler:

Batman and Robin themed grapplers that have longer range and cause the user to pull out a gilder.

Superman Sprite:

This special sprite can shoot out continuous lasers from its eyes as if it were the laser baby from The Boys.

Krypto Treat:

Upon throwing down a treat, Jones can summon Krypto the dog himself to land on top of enemies and slam them with great damage and knockback.

Star Wars

E-11 Blaster Rifle:

Brought by the Galactic Empire, an energy blaster that shoots with a fast fire rate and quick cooldown. Given it’s powered by energy, it has infinite ammo.

Lightsabers:

A blade that comes in several different colors and styles from Kylo ren to Rey to Darth Vader and even Obi Wan.

First Order Blaster Rifle:
The exact blaster that first order Stormtroopers use. Although it comes with a quick firing rate and decent damage, it overheats quickly after a few shots.

The Mandalorian’s Amban Sniper Rifle:

A high powered sniper rifle with a melee attack.

The Mandalorian’s Jetpack:

A jetpack so Jones can get the high ground against his foes. Unlike the other jetpacks however, Jones can actually aim down sights while flying.

Bounty Puck:

“As long as they’re two people on the planet, someone is going to die.” This tracks people and their bounty.

Wookie Bowcaster:

The very weapon that Chewbacca uses on screen, this bow from the future can either shoot out rapid laser fire or be charged to shoot out explosive bolt

Thermal Imploder:

A Star Wars themed grenade that can also knock back players caught in its explosion.

DC-15 Blaster Rifle:

A rifle with high accuracy, especially while firing without aiming down sights, that also lacks far range

A280-CFE Blaster Rifle:

A rifle that fires at a slow rate, compensated for with a custom scope and decent damage.

DLT-19 Blaster Rifle:

This rifle bears the most resemblance to a tactical assault rifle, having a great hipfire spread compared to other guns.

ACP Scatter Blaster:

A pump-esque shotgun that deals high damage at closer ranges.

BARM-ST12 Scatter Blaster:

An intergalactic shotgun that has a fast firing rate and a bit of range in exchange for lower damage.

CR-2 Blaster:

A Star Wars themed submachine gun that can continuously fire bullets for 2 seconds until it overheats.

F-11D Blaster:

An improved version of the first order blaster rifle.

DL-44 Blaster Pistol:

An intergalactic pistol that is meant to hit hard with every shot. In exchange, the pistol also has a slow firing rate.

WESTAR-34 Blaster Pistols:

A pair of intergalactic pistols that fire energy blasts at a fast rate, working best in close range combat.

IQA-11 Marksman Blaster Rifle:

The closest thing we have to a sniper weapon in the Star Wars themed season. Not only does it have a custom scope but it has high accuracy and acts like a in-between of a DMR and a normal assault rifle.

Force Abilities: When a worthy enough player goes through a portal and becomes a newfound student disciple of the Jedi, they gain all sorts of force-based abilities to go along with their new lightsaber. Players can run faster, double jump, use Force Push to push opponents away, use Force Push to pull opponents closer, and Force Throw to toss objects at opponents.

Movies & TV

Kingsman Umbrella:

This umbrella can block bullets, swing like a sword, and glide.

Predator’s Cloaking Device:

It turns the looper mostly invisible during its duration. Attempting to swap weapons or going in water will disable the invisibility until cooldown is up.

Ship In A Bottle:
When activated, a ghostly ship is unleashed underneath Jones as it carries them forward and deals continuous damage to everything in its path. The ship is especially good at destroying structures, and after a little bit the ship will vanish back to wherever it came from.

Boom Billy:

As a part of Fortnitemares, Jones could throw down a Boom Billy and have it chase the nearest enemy until it makes contact and detonates. If it can’t detect an enemy, it’ll go around in circles until it does find one. They can also be shot down by enemies.

Bender's Shiny Metal Raygun:

A special raygun that shoots out a continuous energy beam until it needs to be put on cooldown.

Cybertron Cannon:

Charges a large blast of energy before firing it and destroying whatever it hits

Godzilla’s Fragment:

Upon consuming, a little bit of health is recovered over time and 3 dashes are also given to Jones, letting them dash forward in the air temporarily.

Blade Blaster:

GO GO POWER RANGERS!

This pistol fires lasers at a medium pace.

Nickelodeon

Leonardo’s Katanas:

Two katanas that can be used to slice at any enemy or perform an air dash and ground slam if the user is in the air. It also gives Jones a double jump.

Michelangelo’s Nunchaku:

A nunchaku that can be swung around to land many hits on an enemy or perform an air dash and ground slam if the user is in the air. It also gives Jones a double jump.

Raphael’s Sai:

Two sais that can be used to rapidly slice away at enemies or perform an air dash and ground slam if the user is in the air. It also gives Jones a double jump.

Donatello’s Staff:
A staff that can be used to land a string of hits on an enemy or perform an air dash and ground slam if the user is in the air. It also gives Jones a double jump.

Waterbending:

By freezing the water under your control, Jones can shoot out rapid ice projectiles that can hit opponents from very far away. Using waterbending also lets you naturally heal when standing in the water.

Airbending:

The power of airbending lets you summon a wheel of wind around you, letting you cover greater distances faster as well as launch yourself or other players into the air. It even lets you glide over water!

Earthbending:

With earthbending, Jones can shoot out rocks from the ground to hit far away foes or he can create a wall of rock to defend himself and others from enemy fire.

Firebending:
By taking control of the flames that release from your body, Jones can either launch arcs of fire at opponents or slam them with fiery kicks from above.

TMNT Driftboard:

A normal driftboard with some TMNT flair, half the health compared to its normal counterpart, and a limited battery charge.

Manga/Anime

Paper Bomb Kunai:

If you can BELIEVE IT this explosive can be thrown at loopers exploding on impact. If it misses the target, it sticks to a surface before exploding.

Kamehameha:

Hey, it's the funny anime move. Once activated, Jones will stand in place for 2-3 seconds (or float if they’re in the air) as they charge the Kamehameha in their hands, and once they charge it, they unleash a powerful blue beam that does continuous damage to any opponents caught in it. The item can only be used 3 times before it’s completely used up.

Nimbus Cloud:

Upon activation, Jones jumps into the air and then slowly glides down on a nimbus cloud, essentially acting like a glider. You can also cancel the glider in midair and take no fall damage once you land.

ODM Gear:

Hailing from Attack on Titan, this special gear allows Jonsey to swing from one spot to another, boost around in the air, and attack with swords.

Thunder Spears:

These arm launched rockets can harm opponents and were meant to destroy armored structures.

Deku’s Smash:

Charging a One For All: Full Cowl 100% Detroit Smash as he leaps into the air, Jones unleashes a strong punch that also sends a huge gust of wind flying forward, destroying all structures and hitting all targets in its path.

Todoroki’s Ice Wall:

Creates a barrier out of ice that blocks almost any attack thrown its way.

Hollow Purple:
By combining the negative forces of blue and the positive forces of red together into the hollow technique known as purple, Jones can unleash an imaginary mass that flies forward and deals massive damage to everything in its path.

Straw Doll:
Working like the Paper Bomb Kunai, Jones can launch nails laced with cursed energy at his targets, either causing it to explode when it hits a surface or sticking to an opponent and exploding right on top of them.

Video Games

Drake’s Map:

It's said that it hides treasure but I wouldn’t follow a map from Drake.

EMP Stealth Combo:

This device can temporarily cloak Jones to the point where they’re almost completely invisible, and once it runs out, an EMP pulse will be released from Jones.

Scorpion’s Kombat Kit:

With the power of Scorpion’s gloves, Jones can land strong melee strikes on his opponents, strong air kicks if he’s in midair, and uppercuts if Jones crouches while using the gloves. This kombat kit also lets him throw out spears to grab enemies or items from afar and pull them closer to the user.

Sub-Zero’s Kombat Kit:

Sub-Zero’s kit shares a lot of the same moves as Scorpion's kit except for two aspects. One aspect is that Jones can walk on water while having the gloves equipped, and the other one is an icy slide that lets Jones dash forward and collide with enemies in his path.

Tri-Beam Laser Rifle:

This rifle from Fallout has an infinite magazine size and a focus on precise laser shots.

Nuka Cola:

Hailing from the Fallout universe as well, this refreshing drink can heal a portion of Jones’s health instantly while also healing shields over time.

Duke of Flies:

My favourite emote. - Saul

Musicians/Influencers

Ride The Lightning:
On use, this guitar lets Jones fly into the air as a lightning bolt, dash in any direction he wishes to go two times, and then come crashing down with an electric shockwave, all while Metallica’s hit song Ride The Lightning plays in the background.

RG’s Minigun:

A mythic version of the minigun that’s based on Eminem. The fun thing about this minigun is that it can somehow play lyrics from Rap God as the bullets go flying.

Ice Spice’s Rifle:

Yet another mythic Scar assault rifle, but now it gives the user the pepper effect when they manage to tag an opponent.

Snoop Dogg's Drum Gun:

A mythic version of the drum gun that’s very similar to a certain other mythic drum…

Double G Bomb:
Essentially a boogie bomb but it’ll force Jones to do the Tidy dance rather than a random dance.

Ice Spice’s Grappler:

An everlasting version of the Icy Grappler.

Juice’s Chug Cannon:

A special version of the Chug Cannon that also grants a temporary low gravity effect per splash.

Lazar’s Flight-Knock:

An exotic version of the flint-knock pistol that has even more knockback behind each shot.

SypherPK Trap Tower:

A special kind of Port-A-Fort that has its usual roof opening replaced with a roof and surrounding spike traps that can accidentally be bounced into by an enemy player, leading to their death.

Blitz Boss Ninja’s Trash Launcher:

Fires Junk Rifts that rain trash onto any enemies below.

Blitz Boss Ninja’s Viper Assault Rifle:

A special silenced assault rifle that poisons enemies when they are hit by its bullets.

Blitz Boss Ninja’s More Moment Bomb:

Forces the opponent to dance while launching them upwards. It’s great to use at Times Square on a rainy New Years Eve.

Blitz Boss Ninja’s Blue Goo Gun:

Fires explosive goo that sticks to enemies for high amounts of damage.

Other Utility Weapons and Items

Chapter 1

Bush:

It’s a bush.

Port-A-Fort:

It's a portable metal fort.

Port-A-Fortress:

It's a portable metal fortress. Surely Jones doesn’t need all this space.

Sneaky Snowman:

A frankly inconsistent snowman that changes its function depending on the season. Sometimes it only comes in stacks of five, sometimes it infinitely recharges, sometimes it drops a giant snowball when destroyed while others it just explodes in a icy blast. All of this to say you can hide in it and it does other things.

Jetpack:

It’s a jetpack! Allows Jones to fly until its fuel runs out.

Rift-To-Go:

It creates a rift, sending the user and anyone nearby into the sky to land down. Hopefully away from an enemy team or out of storm.

Buried Treasure:

It is a map to treasure.

Balloons:

These attach to Jones, causing him to float. The more balloons, the higher Jones floats.

Shadow Bomb:

A shadow like mist appears and the user gets a speed boost for a quick escape.

Chapter 2

Harpoon Gun:

You can either catch fish or people, pulling your enemies closer.

Recon Scanner:

This fires a recon bolt that marks enemies and chests.

Kymera Ray Gun:

A laser beam that soft locks onto opponents until it overheats.

Grab-itron:

A special device that can grab stuff and push it somewhere else.

Upgrade Bench:

This summons a bench that allows the user to upgrade their weapons into better or different versions.

Fishing Rod:

This catches fish or is used for overly complicated videos. It can pull people too!

Rusty Can:

Literally trash. Does low damage.

Lump of Coal:
Literally coal. Does low damage.

Creepin Cardboard/Cardboard Box:

“Otacon, I'm not exaggerating when I say the success of my mission hinges on how I use this cardboard box. But in the end a cardboard box is only made of paper.”

Crash Pad:

Throwing one down creates a temporary bounce pad to gain extra height + no fall damage.

Gas Can:

A can filled with gas. It can fuel vehicles or explode when shot.

Pro Fishing Rod:

Found at a local bass pro shop.

Revive Grenade:

This can heal a downed player and get them back up with full health.

Hunters Cloak:

A foul smelling cloak that throws off animal’s scents.

Alien Nanites:

When thrown, it creates an area of anti-gravity.

Inflate-A-Bull:

He gets into an inflatable bull, stopping fall damage and allows him to move around the map quickly.

Prop-ifier:

Allows loopers to turn into several different props.

Chapter 3

Tent:

It holds several items and he can go inside to heal himself.

Repair Torch:

By putting a repair torch up to a vehicle, it’ll slowly repair any damage done to the vehicle.

Dial-A-Drop:

A single-use dial that lets Jones call upon one of three drops: a health drop that grants health and shield based items, a supply drop that grants weapons and building materials, and a vehicle drop that grants a modded truck.

Reality Seed:

These are used to spawn a reality sapling that can persist across matches, and given enough time, they can spawn fruit that grants a certain rarity of weapon. That rarity can be increased by weeding the plant every 24 hours (in real life), boosting the rarities from uncommon/rare to epic to legendary/mythic. Once said fruit is plucked, the process is restarted as the plant is destroyed and a new one needs to be planted.

Port-A-Bunker:

This version of the “port” items creates a mini bunker that lets Jones hide, and if he needs to escape, the tires on its side lets him make a faster escape.

Grapple Glove:

When Fortnite no longer had Spider-Man’s web shooters in the loot pool, they substituted it with their own version. Otherwise it’s essentially a 1 to 1 copy.

Chapter 4

Big Bush Bomb:

It’s a bomb… that deploys a big bush.

Crash Pad Jr:

A baby version of the crash pad.

Kinetic Boomerang:

When thrown, the boomerang will lock onto any nearby targets and hit them, and as expected of boomerangs, it will return back to its user. It can also be recalled earlier which causes a mini explosion at wherever its current location is.

Falcon Scout:

A controllable drone that can scan for enemies and loot and also pick up that loot/knocked players to bring it back to its user.

Rocket Ram:

At its core, the rocket ram is meant to send players flying once Jones has their sights on their desired location, even into the air. That initial thrust and landing will do damage with its AOE impact, especially against builds and vehicles.

Guardian Shield:

A mini shield that Jones can hold up to project a bigger energy shield in front of him, blocking any and all projectiles with no repercussions. It can also be thrown onto the ground to act as a temporary place to take cover. The only downside of the shield comes in the form of an energy depletion system that forces the shield to recharge after using it for a little bit.

Cloak Gauntlets:

These strange gauntlets allow Jones to cloak himself with invisibility for a short amount of time.

Chapter 5

Shield Bubble Jr:

A version of the Shield Bubble that creates a smaller dome-shaped shield, protecting Jones from projectiles for 12 seconds before disappearing.

Tow Hook Cannon:

A large extendable hook that lets you attach to vehicles and drag yourselves behind them. It can also just deal big damage against enemies.

Chapter 6

Port-A-Cover:

Throwing this item to the ground will create a barricade big enough to hide behind.

Pulse Scanner:

A high-tech scanner that can be used to scan for surrounding chests and hidden enemy players.

Surf Cube:

Created through Lightrider’s superpower, these cubes can form together to create a surfboard that lets Jones slide across the ground or take to the skies.

Tracking Visor:

This item lets Jones scan the area around them and ping any enemy that happens to be in the radius.

Rocket Drill:

A weapon that is very similar to the rocket ram, letting Jones shoot into the air and either hurt and knock back enemy players or drill through builds.

Fire Oni Mask:

Its user can send a bunch of exploding skulls flying towards a nearby target, homing in on them until they hit a surface or their target.

Void Oni Mask:

Creating orbs of void that cause tears in space, a player with this mask can throw those orbs a far distance in order to teleport themselves across great distances.

Plasma Burst Laser:

A weapon that fires out a continuous laser until it burns out. The laser can also cause an explosion after a few seconds of being used.

Shrub Bomb:

A weird kind of grenade that will give every player within its blast radius a bush.

Spy Games’ Special Gear

Ghost Gear

Trusty Pistol:

Despite all the death and killing, this pistol will always stay by your side. Several other perks can upgrade this pistol and only this pistol.

This gun also exists on both the Ghost and Shadow sides of the mode.

Decoy+:

The decoys now naturally come equipped with shields? Outrageous!

Jetpack+:

When it isn't being used, its fuel will automatically recharge at a slow pace.

Dynamite+:

When its explosion hits, every player in the vicinity gets launched into the air.

Heavy Sniper+:

The heavy sniper now has a chance to instantly reload after being used. Scary.

Chug Splash+:

Acting like the beloved Slurp Juice, these Chug Splashes will heal added shields over time.

Stink Bomb+:

The stink lasts even longer now!

Shadow Gear

Proximity Mines+:

Jones can now respawn with additional proximity mines in their inventory.

Shield Bubble+:

A shield bubble that also has the effects of low gravity contained within.

Crash Pad+:

Landing on this special crash pad will launch Jones even higher into the air!

Suppressed Sniper+:

They gave this sniper thermal vision now which is pretty cool.

Hand Cannon+:

An especially strong hand cannon that will send Jones flying back upon being shot.

Vehicles

Chapter 1

Shopping Cart:

Step aside cars! The og vehicle is a shopping cart, push yourself, your groceries, or your teammates to make a clip.

X-4 Stormwing:

It's a plane, it flies and has guns on the side.

Drift Board:
It's like Back to the Future!

Pirate Cannons:

It's a cannon that can fire cannonballs 'n loopers into objects or into the battlefield.

The Baller:

A devilish contraption, a durable ball and a grappler.

All Terrain Kart:

It's a kart, like from a park.

B.R.U.T.E:

A giant mech that uses missiles and a shotgun. It can hold two people in it.

Quad Crasher:

A four-wheel vehicle with the ability to boost, sending it rocketing forward at high speeds.

Chapter 2

Motorboat:

A boat that can go fast and shoot an infinite supply of missiles.

Choppa:

GET TO THE CHOPPA! It’s a helicopter.

Prevalent:

A standard 4 seater, good for the family.

Whiplash:

A pretty fast car with a sleek design to boot.

OG Bear:

A standard truck, get on the back to shoot at enemies.

Titano Mudflap:

A big truck, it can turn people into ROAD KILL!

Whiplash Mark 51:

A sleek car with unlimited fuel.

Super Circuit:

I love Mario Kart.

Ferrari 296 GTB:

A Ferrari. It looks cool.

Saucers:

These flying saucers come from the invading aliens, and they can not only grab objects with a tractor beam but they can also shoot out blasts of plasma.

Salvaged B.R.U.T.E:

As the name suggests, it’s a weaker version of the B.R.U.T.E that can always be seen on the map.

Chapter 3

Armored Battle Bus:

When the Resistance was ready to go to war with the Imagined Order,they would modify multiple abandoned/destroyed battle buses into machines that are ready to tear through everything in their path.

Each one comes equipped with a cow catcher, two turrets that passengers can control, an built in EMP and a boost that lets the bus charge through any builds in its way.

Titan Tank:

Alongside the armored battle bus, tanks would also pop up on the map. These originally belonged to the Imagined Order but anyone can steal one of these tanks, especially the Seven.

A driver can slowly move in any direction and fire explosives with the turret at the front of the tank, with a potential passenger being able to ride on the turret on top of the tank to spray bullets towards any incoming enemies. The tank can also boost and the main cannon has a thermal scope option.

Holiday Big Rig:

A big truck that can boost its speed. The only way it can be obtained is if it is stolen from Santa.

Octane:

Hmm… this vehicle seems a little familiar…

Once Jones hops into the driver's seat, he’ll be able to take advantage of its great speeds, powerful boost, great handling, double jumps, aerial rolls, flips, and great knockback and damage output when it runs into players. The power behind a full speed Octane can even one shot players at full health and shield.

Chapter 4

Trail Thrasher:

A slick dirt bike with a charge jump that affects how high it can jump into the air.

Victory Crown Rouge:

A futuristic and sleek bike made to drive players to victory.

Nitro Drifter:

This futuristic car has a good boost function behind it and potential sharp drifts that can be performed.

Nitro Fang:

A car that is basically the Nitro Drifter but if it had the lowest HP. No one wants this.

Chapter 5

Grandeur Trailsmasher:

A dark SUV that can easily carry 4 players at a time. The Society used these SUV’s for all their transportation needs which makes sense given that it’s all-terrain and durable.

Behemoth:

In any other season, this car would look crazy, but considering that this is an apocalyptic season, we’ll give it a pass. This is a four-wheeled car that has great speed, great health, a spiky front, and infinite fuel thanks to the power of Nitro.

Lockjaw:

Another apocalypse-themed car that shares a lot of the same properties as the Behemoth. This one’s got less health and quicker drifts however.

Chapter 6

Armored Transport:

While these vans are usually driven around by henchmen as a means to transport valuables, anyone who manages to get past the guards and loot the van can now also drive the van.

Hammerhead Choppa:
This modern version of the
choppa can swiftly carry multiple players from place to place.

Animals

Chickens:

By holding a chicken, Jones can jump higher and is immune to fall damage.

Boars:

A beast that can charge at opponents. Apparently it can be used to make a decent burger.

Wolves:

Man's best friend, it can be ridden and attacks enemies.

Raptors:

A vicious Dinosaur that can bite opponents and is fast.

Alien Parasite:

A parasite that takes 75 hp for an enhanced speed, jump, and resistance to headshot damage.

Water Sprite:

When thrown, it’ll create a splash of water that heals Jones as well as continuous healing rain for about 10 seconds.

Air Sprite:

Creates a burst of wind when thrown, which can be used by players to fly into the air and redeploy their glider.

Earth Sprite:

When a weapon of any kind is fed to this sprite, a random legendary weapon is given.

Dash Sprite:

Creates an orange-colored area that can grant 3 dash charges to anyone who happens to be standing there.

Roly Poly:

This giant bug can be ridden as it rolls up with Jones inside it, allowing them to roll and bounce along far distances. If the bug is damaged in any way however, Jones is forced out and they’ll need to soothe the bug to use it again.

Vehicle Mods

Off-Road Tires:

These enhance the speed of a vehicle on the ground and increase the health of fires.

Bulletproof Tires:

A player’s vehicle can now have tires that are immune to all kinds of bullets!

Cow Catcher:

A simple mod that adds a sturdy ram to the front of the vehicle.

Spiked Bumper:

This mod is similar to the cow catcher except that it trades off its defense for more destructive power.

Grenade Launcher Turret:

Deployed from the roof of the car, this turret can be controlled by a passenger and fire out grenades that explode on impact.

Machine Gun Turret:

Just like the grenade launcher turret, this passenger-controlled turret is deployed from the roof and fires a ton of bullets.

Stats

Booster Gold

Feats

  • Has saved the past, present, and future countless times
  • Became a member and leader of the Justice League International
  • Temporarily served as a guardian of Metropolis when Superman was out of commission
  • Defeated Hyperfly, Supernova, Mammoth, OMAC, Starro, and The 1000
  • Became the CEO of Goldstar Inc.
  • Stole Martian Manhunter’s cookies and lived
  • Hates St. Louis Cardinals fans
  • Tru (creator of this blog) is one :(

Attack Potency

Skeets:

Durability

With Forcefield:

Without Forcefield:

Skeets:

Speed

Skeets:

Agent Jones

Feats

  • Worked as a top agent and director of the IO
  • Managed to locate and recruit some of the best bounty hunters across all realities
  • Successfully betrayed the Imagined Order and worked together with the Seven to stop the IO’s control over the island
  • Went back in time and changed The End event in order to create a big bang that would allow for the creation of new realities
  • Saved Peely from the Society
  • Took up the mantle of Captain America and led both the Underground and multiple Marvel heroes in a war against Doctor Doom
  • Infilitrated and sabotaged the Death Star with the help of Hope and multiple loopers

Attack Potency

Durability

Speed

Scaling

Booster Gold

Heroes

Through his career as a hero, Booster has held his own against fellow heroes alike, such as the infamous Blue Beetle’s Ted Kord and Jaime Reyes. Along with matching Green Lanterns such as Guy Gardner, stalemating him at full power, Booster should be able to scale to the heroes he fights alongside with… mostly.

Into the Time Stream

 

With the many mishaps of Boosters time travelling chicanery. He’s had to face familiar futures and the marvellous maniacal minds across all of time. Such as himself, Supernova, the OMAC’s even Extant..! Be it alternated histories or the rightful tomorrow. Booster has shown his mantle to keep himself gold against these formidable foes…

Agent Jones

Loopers

Loopers are the Fortnite Island’s main inhabitants. Despite generally being depowered and weakened by the Zero Point, this group of survivors has plenty of crazy feats that Jones can keep up with. Loopers can…

Collaboration Loopers

We like Fortnite, the game is MASSIVE on the low. And because the game's success fails to taper or fade away, kings of pop culture end up collaborating with Epic Games when their franchises are kinda homeless. From Master Chief to Batman, Fortnite is always bringing in some of the strongest beings in the multiverse just for them to get boxed like a fish since they are dog water with zero earnings. Usually they get left in the Fortnite Battle Pass I just shit out my ass before chug jugging with me like pro Fortnite gamers. Take the L!!!

Ok did we fill up the quota? EHHHMAZING!  Being serious Fortnite has brought in some characters from other franchises and they have some feats in promotional material that Jones scales to.

Fortnite Factions

Agent Jones has been around for a long time. Thus, he has seen plenty of factions rise and fall during his journeys. These factions have some extremely powerful members. Jones should reasonably scale to all of the factions in the verse as he and the Loopers are capable of keeping up with their top enforcers (Mainly the Foundation, more on this Before the Verdict).

Marvel Characters (Debatable)

Fortnite’s biggest collaboration is easily with Marvel Comics. In this collaboration characters Jones should scale to such as the Imagined are capable of matching Marvel characters like Captain Marvel, the High Evolutionary and Dr. Doom. However, there’s a lot more to discuss scaling wise and we also have to talk about the canonicity of this collaboration. Because of that, we highly recommend you read the Before the Verdict section on Marvel scaling.

  • Thor has…
  • Oh mah god spidey!

Weaknesses

Booster Gold

Despite the facade, Booster Gold has lots of flaws. His cocky attitude and eagerness for fame make him often underestimate threats or showboat rather than fight seriously, which can lead to impulsive decisions or strategic errors. He is also entirely reliant on his future technology, and the loss of any or all of his equipment could leave him vulnerable in his human form. Prolonged use of his forcefield will remove all of his body's natural immunities, making him more susceptible to illness, and enough damage is able to short circuit the forcefield and flight ring. And despite being his best ability, the field’s mass dispersion field does deplete him of his regular forcefield. Even with his forcefield, his shield is still vulnerable to soul attacks that can phase through his shield. Booster’s energy reserves are also somewhat limited, and blasting someone too hard can drain his power cells and leave him virtually defenseless with no forcefield, and as a bonus, his energy can be drained. And if the 25th Century is destroyed he will be destroyed too. Another big disadvantage is Skeets. Despite his usefulness to Booster, Skeets has been vulnerable to hacking, which can be a major issue for Booster as he serves as his support. Skeets can also be electrocuted and be out for the count.

Agent Jones

“Jones, we need to talk”

While Jones is quite the survivor and warrior, he isn’t perfect. Jones cannot act serious for the life of him and lets his emotions control his actions. While this is usually one of his strengths it has caused him to make risky (reels) and rash decisions instead of thinking a situation through. It also means he can be quick to anger and lose his cool in tough situations. It also doesn’t help that when Jones does succeed it can leave him with a bit of an ego.

Jones is also very reliant on his arsenal. Without his items, weapons and materials Jones is vulnerable to attack. Jones (without medallions and other items) also has to manage his ammo and stamina so he isn’t caught tired and unable to use his weapons.

Before We Decide

Those Higher Arguments, Am I Right?

When it comes to Booster Gold’s forcefield, there are a lot of arguments about just how high its durability is and how much damage it can take from even heavier hitters than your average Lantern or Scarab. While many of them are perfectly within reason, some feats have a lot of context, misinformation, and things that we missed when discussing Cable vs Booster long long ago, and this section will highlight some instances where these feats aren’t usable.

Booster Gold vs The Flash(s): During Heroes in Crisis, Booster comes into conflict with both Barry and Wally, blasting the former and knocking him out with his energy blasts, as well as taking punches from him, and presumably “killing” the latter. Unfortunately, there is a bit of misinformation when discussing the death of Wally West. First off, Booster didn’t kill Wally. It was a fabrication involving a plan for Wally to run to the future, kill his future self, leave his corpse in the past so that he takes himself out in a time loop, and frame Booster/Harley and make them think that each other killed Wally. At no point did Booster actually kill Wally West. Now while knocking out Barry Allen and taking hits from him is impressive, within the context of who is writing these terrible stories, you see that Tom King is the primary writer. Why is that important you may ask? Because this is the same Tom King that had Catwoman knock out three Flashes running at her. He’s already making Flashes glass canons to an extreme degree, so it isn’t super reliable to use this as evidence for Booster’s firepower being above most paygrades.

Even when Booster and Barry fight in a comic not written by Tom King, Booster is still heavily implied to be below the Flash. In Action Comics #993 Booster takes a hit from the Flash. Sounds pretty impressive but there is no reason to assume Flash was trying to hurt Booster. All Flash was doing was trying to stop Booster from using his treadmill. Even after this punch Booster is unable to land a hit and can only defeat Flash using the Watchtowers defense systems. For more evidence on this, when Booster almost went into the speedforce, he specifically used energy from the Flash, meaning he couldn’t reach those kinds of speeds. Another instance was when Reverse Flash attacked him in a group, he was one of the 2 not able to react to him, unlike Superman and Hal. So in conclusion, saying that Booster is able to hold his own against Flash isn't legit when context is fully looked into

Booster Gold vs Doomsday: Booster Gold and Doomsday have surprisingly crossed paths on many occasions, and similar to Flash, taking hits from Doomsday is a prime example of Booster’s forcefield scaling being as powerful as it is, given even Doomsday’s earliest depictions had him as strong as or stronger than Superman. But retreading the old grounds, it’s not really all it is cracked up to be either. To be fair, there are a couple of times where Booster’s forcefield could tank at least a punch from Doomsday, but even then, Booster notices that one punch along could rupture his legion flight ring. For the most part though, Doomsday’s punches often take out the forcefield completely, such as when he slammed Booster into a tree and immediately disabled the forcefield, and other times just throttles him hard enough to knock Booster out anyways. As for his energy blasts, at no time have they ever harmed Doomsday. They set Doomsday on fire sure, but that didn’t appear to harm him, as he was still talking and appeared fine later in the issue when restrained, and trying to pour a maximum energy blast into Doomsday, even when being helped by multiple heroes such as Superman, didn’t harm him at all, and even short-circuited his power cells and left him powerless. Doomsday isn’t a reliable scaling chain for Booster Gold overall.

Booster Gold vs Trigon: Booster does tank a blast from Trigon’s eyebeams, this being a version of Trigon from the year 2020 (which is considered the future from when this comic came out), one powerful enough that he took over the planet and killed major heroes of earth such as the Justice League and Dr. Fate. To his credit, Booster does tank the first blast but like Doomsday, the second blast takes him out of commission, getting knocked out and waking up a few pages later under the care of Black Beetle.

Booster Gold vs O.M.A.C: a major one you might’ve noticed in the scaling section, Booster’s major fight with the OMAC units is just him dodging blasts from them early on during his 2000s run, and only damaging one arm from them in JL Lost Generations. While this may seem to be usable, it’s safe to say this could potentially be an outlier, for destroying It's arm, considering that Omacs are consistently depicted as Team Busters and are even able to beat Superman level tiers like Wonder Woman. It's also worth noting that when Booster fought an Omac with Ted in Booster Gold number 7, the one we previously brought up for dodging blasts, he gets physically outmatched and choked out by one. So overall, destroying the arm is likely an outlier.

Booster Gold vs Extant: Another one in the scaling section, Booster fights Extant during his 2000s run while it was before the Zero Hour Event. They fight offscreen and then we see Booster kick him and then Extant punches him away and is about to kill him. Booster’s kick only moved him and didn’t get a reaction from them, while Extant’s hit directly gave Booster a reaction. This scaling is likely not that reliable.

Booster Gold vs Captain Atom: this one is a bit more interesting, since there's some fair arguments for this, but we think it isn't reliable regardless. Booster Gold was able to expand his forcefield and destroy a monster that took out Captain Atom. A problem with this was that in order to destroy it, Atom had to burn a hole into the monster to destroy it, which can refer to that the monster is weaker on the inside, along with it being considered jello-like, meaning it’s likely not durable overall based on its physiology. Another instance was when a future version of Booster fought Captain Atom, and took down Maxima. However the problem with this is simple, it’s not Michael. The heroes in the comic are specifically humans genetically modified to have the powers of the past heroes, but they aren’t considered to be as strong, such as when Captain Atom straight up beat down Dr Fate and Shazam. When this Booster fought Atom, Atom was getting hit but wasn’t giving much of a reaction to his hits and one shotted him. So Captain Atom scaling is likely inapplicable.

Fortnite Cosmology

While Fortnite tends to keep itself on the sillier side, its story is pretty serious. Within said story is the Zero Point, a giant blue orb that created the cosmology of Fortnite. I know we all get scared when we hear the C word but fear not, we will help you understand how Fortnite cosmology works and how people scale to it. Starting with…

The Cosmology Break Down

The first step in explaining Fortnite cosmology is discussing Realities. Realities are the different universes and multiverses that the Zero Point connects to and created from nothing. Some examples would include Reality Zero (where Chapters 1-4 takes place) and Reality 783 (where the Chapter 6 island is located). But these are only 2 of the countless realities created by the Zero Point. The Foundation (who has studied the Zero Point for a LONG time) even claims that there are infinite realities. These realities are also likely infinite in size as well. This is because of what Artemis said about the Greek Gods, who fled to the infinite corners of reality after their defeat.

When you combine all the realities together, you get the Omniverse. If realities are the collection of multiverses/universes, the Omniverse is the collection of all realities. The Omniverse is what the entire Fortnite cosmology consists of and runs off. Seeing as the Fortnite cosmology at minimum is a collection of infinite realities containing an infinitely sized multiverse, it should likely be Multi+.

But there is something that potential goes above the Omniverse. The Zero Point itself, as the origin of creation, might act as a form of “bulk space”. This bulk space would encompass the entire Fortnite Omniverse and potentially make the Zero Point a 5D entity. But is there any evidence backing this up?

Well, in Fortnite there is an unnamed realm that only shows up in two events. This realm is pretty mysterious but we may be able to make some important inferences about it. Our strange realm is a place inside the Zero Point with tubes and many glowing light-blue orbs. While on its own doesn’t prove much, the design theme implies some sort of connection. Seeing as the Zero Point connects the Omniverse together, it would make sense that the design would be about connecting and encompassing the realities. But we can go a step further. Look at the blue orbs inside the area. While these may not look like much they could very well be an earlier concept version of the universe portals seen in the Big Bang event, which appeared after the Loopers were sucked into the Zero Point in a very similar manner to the Galactus event.

Of course this is very heavy speculation, but even just using the fact that the Zero Point started creation from nothing, it would likely transcend the cosmology a little and be 5D.

Speaking of the Big Bang, let’s talk about how Jones scales to any of this.

How People Scale to the Zero Point

There are two main routes to get Jones to scale to the Zero Point, which would scale him to the full cosmology.

The first involves the Foundation, who both contained and survived a blast from the Zero Point. The Foundation holding the Zero Point together is an incredible feat for him and Jones survived an encounter with the Foundation. While it is important to note that Jones was very clearly getting whooped by the Foundation during that fight, Jones also wasn’t fighting back and was already damaged through the chaos around the Zero Point. This would also line up with Loopers being able to defeat him as a boss during gameplay, taking him out through his armor and surviving his attacks.

But if you know Fortnite your brain may already be going to some counter arguments that need to be discussed. The first of these being that the Loop in Fortnite disables memories and metahuman abilities. Being inside the Loop would make Foundation scaling invalid because he would be exposed to the loop's effects right? Well no. The Foundation in particular is a special case of an NPC/Boss because he uses a special suit that is unaffected by the loop. So harming him as a Looper would still work as a method of scaling.

But what about the Foundation’s shields? Not the Fortnite kind, but the special defenses provided by his armor. We brought it up for Booster so we also have to bring it up for the Foundation. In the Batman/Fortnite: Foundation comic we learn he can divert power from his shield to his suit‘s offensive potential. Could the Foundation have used more shield power with his suit against the Zero Point than he does in the average? Again, probably not. When you fight Foundation as a Looper he uses his MK7 Assault Rifle and boulders to fight. There would be no reason to have his power diverted into anything but his shields. He also doesn’t show any difference in his suit when he is inside the Zero Point. This is important because when the Foundation diverts his power to his arms, his hands glows blue. So this also doesn’t work as a counterpoint.

But even for some reason you didn’t buy the scaling through this logic, there is a much easier scaling chain that Jones can use to scale to the Zero Point. During Season: OG the Loopers survive the Big Bang Event. In this event the Zero Point gets hit by a rocket and sucks in all the nearby Loopers before creating a bunch of new realities. Not much else to say just… damn.

To give this section a TLDR: The Fortnite cosmology consists of an Omniverse containing an infinite amount of infinite sized multiverses making it at minimum Multi+. There is also potentially an argument to say that the cosmology is 5D by arguing for the Zero Point transcending the Fortnite Omniverse with bulk spaces potentially shown in the Butterfly Event, Galactus Event and even the Big Bang Event. The Zero Point created and holds this cosmology together meaning anyone who scales to it should scale to the cosmology. Jones scales to the Zero Point via two scaling chains including the Loopers and the Foundation, who survived the Zero Point imploding on them.

Does Fortnite Scale to Marvel?

(credit to this Redditor for the Marvel cosmology image)

Fortnite and Marvel have a pretty well known history with collaborations. The first and biggest one being with Marvel. Ever since Thanos dropped into the island Fortnite and Marvel have found mutual benefit from each other. This became so big that Disney bought 10% of Epic Games. But the question is does this partnership lead to any scaling for Fortnite. We will break this down into a few sections starting with…

Is Marvel X Fortnite canon?

This section will be used to determine if even discussing the scaling chains between Marvel and Fortnite can be canon to the 616 Marvel Continuity. As to which there is a surprising amount of evidence.

First up is the Marvel X Fortnite - Nexus War: Thor comic one shot. In this comic Galactus and Thor land into the world of Fortnite through a rift after consuming a planet. The first and most important piece of evidence is that writer Donny Cates stated on Twitter that the Thor and Galactus in the tie-in comic are the 616 characters. Immediately this gives us the author's intention about the comics canonicity to 616 Marvel but Twitter statements aren’t always the best thing to go by. You could also say that Donny Cates’ own personal opinion on if its canon may not reflect Marvel or Epic's opinion on the crossover without more evidence.

Luckily for us, we have a few more pieces of evidence that back up Cates’ claim. Marvel.com says that the comic is “set within Marvel’s main comic universe”. Then the official Marvel Twitter account references the comic as the inbetween Thor #4 and Galactus consuming the second planet needed to defeat The Black Winter. This makes sense as Marvel Editor Mark Basso said…

“One of the most exciting things about the crossover is how naturally it keeps a foot both in Fortnite and the Marvel Universe. We had a lot of great creative discussions between Marvel and Epic Games about where our storylines could cross over naturally, and seeing how prime a target the Fortnite Island would be for Galactus, who Donny Cates had already been exploring in his THOR series, set the whole thing into motion. If you’ve been playing Fortnite, you’ll have an inkling at how the Marvel characters will work on the Island?” - Mark Basso on Marvel.com

(This lines up with Mark’s statements on the Marvel’s Pull List podcast, an official Marvel podcast. In this podcast Mark Basso recalls his conversations with Donny Cates (writer of Thor 2020) and Donald Mustard (Chief Creative Officer at Epic Games at the time). The statement is at about 35:15)

And he isn’t joking about both franchises working naturally. In the lead up to Chapter 2 Season 4: Nexus War, we see a crater left by Thor upon his arrival. By all accounts this crossover is both stated to be canon by various sources, and works with the timeline of both storylines.

But let’s say creator statements aren’t enough. Don’t worry, Marvel and Fortnite did another collaboration during Chapter 3 Season 2 with a whole comic series titled Fortnite X Marvel: Zero War. In this book there is not one, but two in-book mentions of Earth/Reality 616 Marvel. Along with the evidence from the book there is also another statement on Marvel’s website calling the comic an “in-continuity saga”. But to seal the deal further, The comic makes direct reference to the Nexus War storyline and is a direct continuation of its plot.

There is also one more major collaboration between Marvel and Fortnite, being Chapter 5 Season 4: ABSOLUTE DOOM. However, there actually isn’t much backing it up as another canon crossover minus Iron Man being pretty heavily implied to be the same one from Nexus War and Zero War. ABSOLUTE DOOM also has the major disqualifier in Dr. Doom eliminating every Marvel character possible which wouldn’t line up with 616 at any point. So minus Tony, this season is likely a what if story.

There is also one more point that needs to be discussed on the wise of canonicity. This is that Fortnite literally requires these collabs to happen for its story. The most important being Nexus War, where Galactus sets in motion the entire plot of the Zero Point being exposed for groups like the Last Reality. You cannot have the Fortnite storyline without Galactus’ visit to the island. As such, it’s hard to say these encounters are not canon. So in conclusion, yes, the Marvel X Fortnite collaborations should be considered canon. But we need to discuss…

How Agent Jones Scales to Marvel

Now on to the trickier bit. How do characters from Fortnite stack up against the ones from Marvel? First, let’s break down all the potential moments of scaling shown off within the crossover comics.

With all the feats laid out, let’s break this down one by one.

Loopers taking Thor’s Blast: A pretty direct feat of Loopers withstanding attacks from Thor. However, you can definitely scrutinize the fact that Thor isn’t trying to hurt the Loopers before his memory is wiped and the fact he is having a good amount of his energy drained (maybe, that part’s weird). Even if everything worked out for the feat the Loopers were getting beat pretty bad by Thor so they likely don’t scale.

The Imagined fighting Captain Marvel and the High Evolutionary: Neither of these fights last very long so it’s a little hard to gauge everything but the Imagined does seem to be keeping up well with Carol. Same with the High Evolutionary, who she directly physically locks arms with and matches. The High Evolutionary also gives her plenty of complements on her power so this is likely a fine set of scaling to use.

The Imagined blocking a blast from Dr. Doom: Another very direct feat. Dr. Doom is extremely mad and is clearly putting in a lot of energy into the blast which the Imagination holds back. This would act as a solid high end for durability and potentially scale the Imagined to the speed of Doom’s magic.

Geno being “Thanos level”: Based on this being a random statement from Iron Man after only getting hit once, there is a high chance Tony is being slightly hyperbolic here. Along with that, everyone else in the comic struggles against Geno to the point where all they could do was throw him into the Zero Point. Ergo you probably can’t use this feat.

Galactus’ belief in the Zero Point: During the arc the Fortnite: Nexus War event takes place, Galactus is consuming planets to amp himself and defeat the Black Winter. The Black Winter being a universe-consuming force that was responsible for the destruction of the Sixth Cosmos. While traveling with Thor as his herald, they stumble across a rift into Reality Zero. Galactus states that the power he senses is “infinite”, and that nothing would be able to stop him if he consumes it. This is a ton of power, given the Sixth Cosmos is a massive cosmological structure containing the entire fundamentals of magic, science, and even conceptual archetypes within themselves. While the speed at which the Black Winter consumes things is vague, the place is so vast that destruction would at least have to be Outerversal to work.

But there are blatant problems with this and it leads into an even bigger discussion. The two big problems include…

  • Loopers could not do much to Odin Force Thor and Galactus, meaning Black Winter scaling would be even more out of the questions.

  • By scaling Fortnite characters to the Zero Point and subsequently the Black Winter, you have to argue that characters like Captain Marvel, Dr. Doom and the High Evolutionary scale which… doesn’t work.

But you also can’t ignore the Zero Point being capable of powering Galactus fighting the Black Winter. It’s the entire reason why he goes to the Fortnite Island. So how do you make the scaling make sense? Well the only thing that could even attempt to make sense for this is that the Zero Point’s connection to an infinite amount of realities would give Galactus more energy to feast upon than the amount of energy needed to create the cosmology. The Zero Point is connected to an infinite amount of worlds, each with their own sources of energy and power. Perhaps by consuming the Zero Point would also be consuming the energies of every reality the Zero Point connects to. If our theory about the butterfly realm being where reality connects within the Zero Point holds up, it would make even more sense as to why we showed up there during Galactus’ feast. To put it simply, the amount of energy the Zero Point links to is more than its own energy that it uses to create those worlds and connect them. While energy should not be able to be created or destroyed, this is fiction and the laws of physics are broken all the time with stuff like magic. It’s also completely possible the Zero Point connects to realities that it didn’t create, which would put more energy into the system. So it should be theoretically possible that there is more energy connected to the Zero Point that Galactus could consume without affecting the energy of Zero Point, which only would scale to the cosmology it made. This is the only explanation that even gets close to satisfactory for this problem.

But there is still a new problem that could sprout from Marvel scaling. With Fortnite cosmology being 5D, that actually would put its power above the likes of characters such as Captain Marvel, the High Evolutionary and Dr. Doom. However, this would be an outlier for Captain Marvel and the High Evolutionary. So the question becomes should the Imagined be allowed to scale to these characters even if it would be an outlier for Carol and the High Evo to scale to her. The answer we came up with is yes, while this would be an outlier for Captain Marvel and the High Evolutionary, that’s due to the constraints of their verse and the feats imposed upon them by that. In this crossover and for our scaling purposes the Imagined was capable of going even with them. Since the crossover is canon, it should be possible for the Imagined (and thus Jones) to scale to these Marvel characters even if it would have issues in their verse.

So…

Where does this Place Jones?

While we could talk about Marvel AP feats and the likes for a couple of lines that wouldn’t matter as Fortnite likely gets higher than any reasonable scaling to Marvel. However, speed is a much more interesting discussion. The main speed scaling of interest is related to Dr. Doom. In Marvel Dr. Doom was capable of enchanting a beetle to fly from Niffleheim to Earth. Seeing as Niffleheim is infinite in size and the beetle did not use any sort of teleportation this feat should be infinite speed. So the question is can Fortnite characters scale to the speed of Dr. Doom’s magic?

The answer, actually yes! There are three main instances of Fortnite characters who Jones’ scales to scaling to Doom’s magic.

The Dr. Doom Boss: In Fortnite Chapter 2 Season 4, Dr. Doom is a boss fight on the map. Since Dr. Doom’s projectiles are not frame one, Loopers can react to the attacks by building walls or moving out of the way (Though we have no footage unfortunately). These blasts are also specifically Dr. Doom’s Arcane Gauntlets which are “mystical energy projectiles.” Based on the fact that Doom is using magic and also the fact that he’s speaking, he also shouldn’t be under the Loop’s influence.

Dr. Doom vs The Imagined: In the Marvel X Fortnite: Zero War comic, it’s heavily implied that the Imagined reacted to Dr. Doom’s beam. While this is easily the weakest of the evidence as it’s hard to say if the Imagined extended her arms before the blast. And, seeing as Dr. Doom had ample charge time before firing with an obvious visual tell, she likely put her arms up first. Still a notable example.

Absolute DOOM’s Blast and Hope: In a sneaky turn of events DOOM (the Dr. Doom present in Chapter 5 Season 4: ABSOLUTE DOOM) comes in as the best argument for magic scaling. While Looper’s ABSOLUTELY cannot match DOOM’s strength after he’s been boosted by Pandora’s box, there is a blatant thing for speed. In the live event cutscene for Doom’s invasion, Hope was capable of raising Jones’ shield in time to block Doom firing a magic blast (DOOM should be using magic as he’s been strengthened by the box and it keeps the visual themes of Doom’s other magic attacks present in Fortnite). While DOOM being the canon 616 Dr. Doom is questionable, he should still be on par with him. While characters such as the Imagined and Loopers are only likely downscaling base Dr. Doom, DOOM is much stronger than them and is amped by Pandora’s box. Yet despite this Hope was capable of grabbing the shield and lifting it in time to block DOOM’s blast meaning she should scale to the speed of his magic.

Before we wrap up everything in this section, we need to address one more point…

The Zero Point and Marvel Cosmology

A common thing used to get Fortnite into higher tiers of power is using the Zero Point to scale to Marvel (and DC’s) higher cosmology. However, this doesn’t work for multiple reasons. The first being that Marvel and Fortnite are not different in the fact that their Big Bang’s are not the same thing.

In Fortnite the Zero Point is the Big Bang that created every reality. But in Marvel it’s the Alpha/Omega as outlined by the Silver Surfer. Fortnite’s Big Bang is also treated as one big burst, a flash of creation while Marvel’s was an ever expanding spread of matter. The Big Bang’s are simply not the same event.

Even if they were, the Zero Point only created realities and none of Marvel’s higher dimensional planes. So it wouldn’t work to scale the Zero Point to the full Marvel cosmology.

Seeing that Fortnite and Marvel have two different cosmological explanations. You may be wondering how this doesn’t mess up them being canon to each other. However, the only statement that implies Marvel’s world came from the Zero Point is Spider-Man, who isn’t knowledgeable on the Zero Point outside of what he’s heard from the Seven. It is completely possible that the Marvel Cosmology was made by its own means but is still connected to Zero Point’s Omniverse. This is actually backed up in the Batman/Fortnite: Foundation comic (which shares Zero War’s lead writer, Christos Gage). In this comic the Foundation claims the Zero Point made “countless realities” which doesn’t directly translate to every reality. This is even proven by the Batman Who Laughs, who claims the World Forge created multiple realities.

So while it may seem like a heavy disqualification that Marvel and Fortnite don’t share a Big Bang, it’s more likely Spider-Man isn’t correct and misunderstood how the Zero Point’s Big Bang worked or that it was even different from Marvels. It’s also one very small issue with the comic compared to the mountain of statements that have the Marvel and Fortnite crossovers canon to each other.

Final Conclusion

Marvel X Fortnite is one hell of a crossover to discuss. There are so many moving parts and different ways to interpret everything that it becomes a genuine nightmare to put together. However, we believe…

  • Marvel X Fortnite is a canonical crossover between 616 Marvel and Fortnite (At least for Nexus and Zero War).
  • Using the Imagined, Jones can scale to Marvel characters such as Captain Marvel, The High Evolutionary and potentially Dr. Doom.
  • Fortnite characters scale to the speed of Dr. Doom’s magic, which is infinite speed.
  • The Zero Point does not scale to the higher cosmology of Marvel

Now lets PLEASE MOVE ON FROM COM-

Is DC Canon to Fortnite?

You may have noticed throughout reading the blog that DC hasn’t gotten much spotlight compared to its red rival. That’s actually because of what this section is going to quickly discuss. See, unlike Marvel, DC simply doesn’t have much backing it up as a canon crossover. At least on the DC end of things.

When Christos Gage (writer of Batman/Fortnite: Zero Point) was questioned on the canonicity of Batman/Fortnite by Newsweek he said “I do know that what is happening in the comic is canon for the game's story.” This likely means that while the comic is canon to the game, it isn’t directly canon to DC. This would make sense as the following solo comic, Batman/Fortnite: Foundation uses the Zero Point as the explanation for the existence of reality. This doesn’t work as in DC canon, Perpetua is the creator of the multiverse, not the Zero Point.

Even with the implication that the Death Metal storyline and the cosmological structures required to make it take place within the elseworld, the Zero Point only encompasses the Omniverse and not the other structures in the cosmology. This is even the comic that gives us the main scope of the Zero Point’s reach so it would be weird for it go past the established range of realities.

But What About Fortnite’s R>F Scaling?

To put it simply, it’s complicated. To over complicate it, let’s look at every potential instance of R>F transcendence for Fortnite. Out of every Fortnite trailer, ad, and crossover that has come out of Epic Games over the past 7 years, there are five major instances that could be pointed towards as evidence for the existence of a cosmology that exists on a R>F level (or otherwise reality over Fortnite fiction if you will). To start off, we need to talk about…

The Durr Burger Incident: In Chapter 1 Season 5, Fortnite would go and promote their new season by making various Fortnite objects appear throughout our real world. These objects would include the likes of golf carts, moai heads, viking ships, and most prominently, a giant Durr Burger head that was sitting in a random California desert. Where did these items come from? Well, they were meant to be items that were canonically sent from the Fortnite island to our world through the power of rifts, and likewise those same items would be sent from our real world back to the Fortnite island. This is important as those rifts would also bring in a person in the real world known as Drift into the game, permanently entrapping him in the Loop with no way of escaping. In terms of R>F arguments, this is one of the more famous ones out there, but given the nature of the Zero Point, it’s hard to say that we can give it R>F scaling through just teleportation. All the Zero Point does is teleport targets in and out of the real world but this can purely be a hax thing and not something associated with, say, the overall strength of the Zero Point. Normal rifts have no evidence of using physical power to create portals between realities, and while bigger rifts or special kinds of rifts have destabilized the Fortnite universe in the past, these are always portrayed as special exceptions and not something that any old rift could do. Given all that, the rifts that brought Drift into Fortnite could simply have entered our real world through its usual space-time breaking properties rather than something greater.

The Social Media Incident: While the Black Hole event in Chapter 1 Season X doesn’t showcase anything fiction-shattering, the events that unfold soon after could possibly suggest something R>F going on. It’s nothing in-game that matters but rather the fact that all of Fortnite’s official social media accounts went offline after the event, being completely wiped out and replaced by the black hole. Given that the black hole occurred in the world of Fortnite and the fact that our real world sees the Fortnite world as a fictional game, R>F isn’t technically impossible through these means. However, this not only sounds very silly in concept but we don’t have any proper evidence that the black hole did in fact leak into our real world and affected the very social media accounts that represent Fortnite specifically. It could all simply be a dressup that’s done for the sake of promotion, especially since there is no other lore tied to this specific occasion.

The MCU Incident: For a funnier instance, let’s now look at that one scene from Avengers: Endgame. Thor and his friends are simply playing Fortnite during the Chapter 1 days, what could possibly go wrong? Well, four years later, the item shop would feature MCU characters such as Jane Foster and Thor Odinson as purchasable skins, but since Avengers: Endgame implies that Fortnite is fictional in their universe, this means that the Zero Point was able to drag those MCU characters from the, quote on quote, “real world” and into the Loop like all the other collab skins. It’s not a bad example of R>F for the cosmology but in the grand scheme of things, this moment is likely just a case of connecting a bunch of random dots and trying to make something out what is clearly meant to be a joke. Fortnite being fictional in the MCU was a quick gag that barely had any screen time and there hasn’t been any lore connection between the Fortnite and MCU besides the skins that happen to release alongside their respective movies. All in all, you could argue it but we wouldn’t rely on it personally.

The Fox Dads Incident: Just like the MCU, the Fox Dads trailer implies that Fortnite is a fictional game in the Family Guy, Bob’s Burgers, and the King of the Hill universe, and given how Cleveland Brown, Bob Belcher, and Hank Hill are skins in the game, do these universe support the R>F agenda? Well, it does so to an even lesser degree than the MCU. The Fox Dads are clearly still in their respective universe while also being skins in the game, directly contradicting the idea that the Zero Point dragged them in like how it did with other collab characters. Without any other evidence of the Zero Point directly invading the worlds of the Fox dads, there isn’t really much ground for this argument to stand on.

The Snoop Dogg Incident: Our final potential instance of R>F ties back to the real life concert that Snoop Dogg and Ice Spice held back before Chapter 2: Remix. In the middle of playing for the crowds in Times Square, Snoop Dogg and Ice Spice are dragged inside of one of the Times Square panels and are transported to the Fortnite world on screen through the rift butterfly that flies onto the scene. The butterfly was also responsible for creating physical gateways between the Fortnite world and the real world, allowing the player to see into the real world and watch the concert in real time. Since this is the very prelude that directly ties into the events of Chapter 2: Remix, it could be seen as directly canon to the events of the game. HOWEVER, do we know for a fact that Chapter 2: Remix is canon to the Fortnite lore? Well, it’s left extremely unclear if it’s canon at all. It’s not only a weird filler season between the event-filled chapters of 5 and 6 but it doesn’t tie into the previous events of the last season (Absolute Doom) or meaningfully transition into the next chapter (the damage done to Chapter 5’s island thanks to Juice Wrld and other artists forced the rift butterflies to help evacuate the Looper, Hope, and Jones to a new island, kicking off a series of events completely unrelated to Chapter 2: Remix). The season isn’t even mentioned again in the lore after it was completed, so everything about this season’s canonicity is too up in the air to say that it can give us proper R>F scaling. You can also look to the rift explanation in the first case for further doubt on this one.

All in all, there are some very weird arguments you could make for R>F in the greater Fortnite’s cosmology. While those perspectives do exist and surprisingly have some weight to them, this doesn’t exactly solidify the idea enough to make it work. It’s not only an outlier given everything else that the lore has officially solidified about Fortnite’s greater cosmology but there also isn’t enough proof of transcendence or any real logic behind the idea. It’d be weird to argue that the Zero Point created the very Donald Mustard that wrote the Zero Point into existence to begin with, creating an endless loop that just has no other supporting evidence in the actual story.

Music!

The goated French made an awesome track for the match up!

Verdicts

Strength/Durability

Booster

Booster is surprisingly powerful and durable for a hero you’ve never heard of. With his Forcefield, Booster is capable of scaling to Lanterns such as Guy. With a couple of Lantern Rings, the Time Trapper was capable of destroying all possible futures. Guy is stronger than the average Lantern so it would only make sense that he is scaling to or downscaling this feat.

What’s interesting for Booster is that he likely isn’t always scaling to Multi+ in power with every attack. His Forcefield and Booster Shots share an energy source and to strengthen one of them, you have to remove energy from the other. However, at max power Booster’s Booster Shot was capable of matching Guy’s Ring firing an unrestricted blast. Booster was also capable of containing Guy in a forcefield so at high-max power, Booster should scale to Multi+. Without his forcefield, Booster should be much lower in durability, likely only scaling to members of the Bat Family.

Agent Jones

Agent Jones is a lot simpler to scale than Booster when it comes to strength and durability. Jones scales to those who can survive the Zero Point exploding on top of them such as the Foundation and the Loopers. At minimum this is Multi+ but because the Zero Point likely exists in a bulkspace which connects all the realities together on Fortnite it should be 5th Dimensional.

Comparison

Despite Booster being incredibly powerful, his feats pale in comparison to Jones’. While Booster scales to Multi+, that’s Agent Jones’ low end for Zero Point scaling. It’s very hard to argue that Booster is capable of defending or harming Jones with much. It’s also incredibly notable that when Booster’s shield falls, his durability becomes even weaker.

Speed

Booster Gold

When you're someone that tends to hop around time, you would have to be pretty fast to compensate. Booster shows this off well by keeping up with Green Lantern Corps members during combat. Green Lantern members like Guy can travel across a couple yottaparsecs in only 10 hours. This gets a whopping 127 Octillions times the speed of light. This is pretty fast but…

Agent Jones may be even faster. Though it’s not without help from DC’s rival. Fortnite on its own is actually quite slow, which makes sense for a game where you are trapped on an island 99% of the time. However, due to Marvel scaling and Fortnite characters reacting to Dr. Doom’s magic, Jones should scale to Dr. Doom enchanting a beetle to fly across the infinitely sized Neffielheim. This means Dr. Doom’s magic should be infinite speed.

Comparison

It should be noted that Booster does have a pretty sizable advantage in terms of travel speed given that it’d be an estimated gap of 127 Octillion times if we were to compare Booster’s scaling to a Looper’s own regular travel speed. Shockingly however, despite being a time hopping hero, Booster doesn't have any speed feats that constitute infinite speeds. Jones however has scaling to Dr. Doom’s magic which is capable of enhancing beings to the point which they move at infinite speeds. Booster’s finite speeds are nothing to scoff at but being infinitely faster is well… infinitely faster. Those higher travel speeds may be a bit of a hassle for Jones to overcome but given the infinite reaction speed scaling, Jones should take this category rather easily.

Arsenal

Booster Gold

Booster Gold has a multitude of gear, like his forcefield that allows him to block things from explosions, viruses and gases. His most useful aspect about the forcefield is its mass dispersion field, which absorbs mass and molds it at a molecular level, launching it back at his opponents.  His forcefield isn’t the only thing in his arsenal, as his wrist bands can fire beams that can break through concrete or even charge Booster with energy, though the method is seen as dangerous by his support. Speaking of which, Skeets is a major asset to Booster, with the ability to rust machinery in seconds, scanning, alter one’s molecular density, send out an EMP to scramble energy machines and even be able to heal Booster. And last but not least,  Booster is also able to call upon the Timesphere to time travel or use his own built in time travel gear, along with being able to stop time. Michael may not have much on his own, but his gear and 2nd best friend Skeets more than make up for it.

Agent Jones

Let’s not sugarcoat it, Jones’ arsenal is MAS- I’ll stop. To make this section quick we will quickly run through everything of note in bullet points.

  • Guns: Jones has a lot of firearms that are great at a lot of different ranges.
  • Lock-On Pistol: A pistol that automatically locks on to targets
  • Unstable Yoink Shotgun: A shotgun that can drag targets closer
  • Frostfire Sentinel Pump: This shotgun can either speed Jones up or slow down Booster with each shot
  • Among other guns that deal plenty of damage…
  • The Portal Device: Capable of sabotaging different technologies and can turn people into fragments.
  • Healing Items: Allows Jones to regenerate his health and shields along with other passive buffs.
  • Shield Breaker EMP: Explodes with an electromagnetic pulse that shuts down technology.
  • Smoke Grenades: Creates a thick fog of smoke to shroud himself from enemies.
  • Shadow Flopper: Causes Jones to turn into a shadowy figure capable of phasing through walls.
  • Shield Bubbles/Guardian Shield: Creates a barrier that blocks enemies attacks from afar.
  • Force Powers: These powers can push and pull foes around along with Force Lighting which can shut down technology.
  • Medallions: Grants Jones passive buffs such as shield regeneration, infinite stamina, infinite ammo, invisibility, a 360 degree scan and extra moment.
  • Boons: Similar to Medallions but far more limited, still grant infinite stamina and passive ammo.

Comparison

Both Booster and Jones have a good amount of gear to play with. Booster’s forcefield can give Jones some difficulty in terms of dealing damage, especially when it comes to the Mass Dispersal Field, a field that should be able to handle most of Jones weapons. Along with that, Booster’s goggles allow him to counter Smoke Bombs and general invisibility. Booster can even sort of match Jones’ range with Booster Shots. And while we get to Booster’s time travel in the next segment, Booster can always recall himself to the Time Sphere if he gets in trouble.

You also cannot undersell Skeets in this debate. Scanning Jones’ technology such as the Portal Device, rusting his weapons, healing Booster and countering Jones’ shadow form with molecular manipulation are a huge help to Booster. Skeets can even give Jones a stun to buy Booster time.

However, Jones also has plenty of his own advantages. While the forcefields’ ability to block subatomic attacks should defend Booster from the Portal Devices’ fragmentation, it can only last so long when Jones has EMP’s, something we know Booster is weak to (Please do not be annoying about this like Ghost Rider soul hax). Jones also has his own forcefields which, along with shield regenerating Medallions and an insane amount of healing items, makes him very difficult to kill. Another helpful set of items are weapons such as the Yoink Shotgun and Frostfire Shotgun, which can impede Booster’s ability to move. The Lock-On Pistol even completely removes Jones’ need to aim. Most importantly though, Jones isn’t short on time unlike Booster, who has a limited supply of energy. Meanwhile Medallions and Boons give Jones both infinite stamina and infinite ammunition.

Of course, Jones has so many more items but very few of them actually matter to the final debate. What does matter is that Booster’s arsenal is far more useful as a whole. Skeets stands out here as being able to quickly assess your opponent and their arsenal is very useful. Skeets can also strategize with Booster and give him support which is far more useful than anything of Jones’ individually. Booster can also retreat to the Time Sphere if things get dicey which could allow him to outplay Jones. These are simply options Jones doesn’t have in the same way Booster does. While stuff like his EMP and Guns are obviously very impressive, Booster holds quality. Yet simply due to how much Jones has along with him not being bound by any energy restrictions, Jones still ends up getting enough in his favor to call this section a draw.

Now you may notice plenty of mobility items for Jones were not mentioned in this section. Along with that neither Booster’s Time Travel nor Jones’ dimension hopping was brought up. This is because we were saving these points for…

Battlefield Control

Booster Gold

Booster Gold is a master at controlling the playing field. Mainly because Booster’s whole thing is about manipulating time. Traveling to the past and future is the main thing Booster does. Usually this ability is just meant to fight whatever villain of the week he’s up against, but in a fight Booster can use it to serious effect. One thing Booster can do is send his opponent into a different time period, removing them from the fight. Booster Gold can even stop time, though he has only ever used this once. Still it’s great for helping Booster control the pace of battle.

The other main way Booster controls the fight is through his Legion Flight Ring. By flying around, Booster can make himself a hard to hit target while keeping plenty of distance from his foes. Skeets also can take advantage of this with his lasers and flight.

Combining these two advantages is actually Booster’s Time Sphere. This bad boy lets Booster fly around the area or travel through time, giving him more ways to control the field.

Agent Jones

Where Booster focuses on time, Jones takes his focus towards space. Jones’ main weapon of choice is the Portal Device. This special weapon lets Jones transport himself between realities at a moment's notice. Based on it using a Zero Point rift as its power source, it should also be able to travel through time similar to Kado Thorne. At minimum allowing him to go into the past.

But if Jones isn’t trying to hop dimensions, Jones still has plenty of ways to move across the battlefield. Shockwave Grenades, Zero Point Dashes, Launch Pads, Jetpacks the list goes on. These all give Jones a pretty substantial ability to get around a field of battle. However nothing quite beats rifts in terms of movement. Being able to teleport far into the sky through the Riftjector Seat augment or a Rift To Go give Jones a hand when it comes to slipping out of combat and resetting the fight.

But it’s not just movement Jones has for battlefield control. Building is a key part of Jones’ moveset and creating structures for cover and position are incredibly helpful in almost any fight.

Comparison

Both Booster and Jones have their own unique specialty when it comes to battlefield control. However, it is much easier for Booster to manipulate time in a way that affects Jones than it is for Jones to use dimensional travel in a way that affects him. While acausality defends Jones from being killed in the past, Booster can still move to the past to keep himself safe if things get too dicey. And while Jones can use the Rift Device to follow Booster, that likely only applies to time travel into the past and Jones has no way to know what Booster is doing. Jones’ time travel also saves him from being removed from the fight… unless the gun is disabled in any way which would render Jones helpless to being sent to the past. It's just a lot easier for Booster to disable Jones’ time travel method (which Jones is also not very experienced in) compared to Jones trying to disable Boosters.

But battlefield control is not just time and space manipulation. The ability to move across the battlefield quickly is very important. Jones having ways to teleport and fly high into the sky are great for this, but Booster's flight ring is way more reliable than Jones’ options for flight. Whereas in the Arsenal section Booster struggled with energy, in this section it’s Jones. Almost all of his best methods for movement are limited by energy restrictions or not being great for aerial combat where Booster thrives. Booster also can just stop Jones from moving with this time stop. It’s not shown how long the time stop lasts, how much energy it uses or if it has any restrictions but no matter what it gives Booster an opportunity to reposition and counter whatever Jones may have planned. Not even building gives Jones an advantage against that Booster can’t reasonably out maneuver.

Tertiary Factors

For our last category, there’s no doubt that both Booster and Jones are very experienced in the fields they work in as they’ve proven themselves to be quite the heroes when they’re needed most. Booster’s been fighting the good fight for an unquantifiable number of years but given that he’s fought alongside other experienced DC heroes as well as fought against them and DC’s evil forces, Booster is more than capable of holding his own. By accounting for his debut year of 1986 and counting the years up to the present day, we can estimate Booster Gold’s been a hero for almost 4 decades. However, given that Jones has been working with the IO for centuries and has done a variety of tasks in order to keep the Zero Point stable, Jones arguably has been on the battlefield for way, way longer. Jones is also very crafty and resourceful in and out of battle given the events of Chapter 2 Season 7, and given how he’s managed to recruit/intercept multiple heroes across different realities in a short time period, it’s safe to say that his experience time with the IO has been used efficiently.

This isn’t to say that Booster isn’t just as resourceful in a fight but given how regular Loopers know how to loot, instantly know how to use guns, and create complex builds each and every game despite losing their memories by the end of every game, Jones not only being on their level but surpassing it entirely should get some spotlight. His training with the IO only took him further in fights and Jones is generally just the better leader given how he could lead entire organizations in war against foes way more powerful than him. With that said, Booster does shine brighter in other areas, mainly when it comes to hacking and general technology knowhow. Jones is certainly familiar with the kind of tech the IO has used in the past but given that Booster can not only take advantage of his technology instantly but also has superior hacking skills overall through his numerous adventures as a time traveller. Jones may have been able to tap into the Death Star’s technology but Booster’s previous statements of his computer skills eclipsing any tech in the modern day is a lot more impressive by comparison.

Despite Booster’s considerable technological knowhow, it’s safe to say that Jones’ longer period of time as an IO worker/the amount of experience he actually gained from working at the IO would give Jones the greater advantage here.

Conclusion

Looking at just who takes the most categories does not paint the full picture for this matchup. Jones takes an extreme edge in both power and speed but Booster still has a very solid win condition. With Skeets ability to deal with technology and scan it for details Booster can quickly learn of Jones’ Portal Device and shit it down, leaving him open to time displacement as a win condition. This becomes even easier when Booster can stop time at will. However, when looking at who wins you have to think about what’s most likely to happen. And in this match ups case it’s far easier to say that Jones with his higher firepower and reaction speed wins a quick draw, defeating Booster and Skeets before they can put a plan into motion using their hax and travel speed.

It’s also important to take into account how both characters fight. While Skeets scanning and planning might help Booster find a way to win, Booster will almost always start the fight by attacking his opponent using Booster Shots and physical attacks. Usually this isn’t a big deal but when his opponent is stronger and he’s going in head first it’s very likely that Booster gets overwhelmed. Booster just isn’t used to having to fight someone who can easily rip through his forcefield. Jones, being from a shooter, is almost always going to start out by firing upon his opponent. Booster wouldn’t even have the time to react with the Mass Dispersal Field or a timestop. It’s also important to note that for Booster to pull off this plan he will very likely need to use his time stop, which he has only used once in canon.

Jones’ better firepower, reaction speed and varied arsenal just boosted passed Michael. Wouldn’t want to watch this loss on loop, there would be zero point. The winner is Agent John Jones.

Advantages and Disadvantages

Booster Gold

“Boosterrific!”

Advantages:

  • Has faster travel speed
  • More competent in terms of hacking/technological knowhow
  • Generally has the better battlefield control
  • Skeets is a very useful ally…
  • Has the best bromance with Ted Kord
  • Always believes in his soul

Equal:

  • Their arsenals give them plenty of unique advantages that make the fight a lot harder on the other
  • Both have shown to be pretty skilled in their fights

Disadvantages:

  • Weaker
  • Infinitely slower
  • His tech can easily be shut down through EMPs/lightning
  • Not only has a smaller arsenal but he can get overwhelmed by Jones’ own arsenal
  • Has less experience overall
  • …but he can easily get shot down by Jones
  • He absolutely should’ve gotten stomped by Cable… (though the episode is better with Booster winning)

Agent Jones

“Nuh uh, you're wrong. That fire inside you is special. You just have to believe it is.”

Advantages:

  • Way stronger
  • Infinitely faster
  • EMPs are able to shut down Booster’s kit
  • Insanely hard to kill due to his healing items
  • Generally is better at fighting from a distance
  • His wider arsenal makes it harder for Booster to keep up
  • Has access to plenty of hax that Booster has no answer to
  • The majority of his weaknesses are automatically covered by items in his arsenal
  • Is the guy from Fortnite

Equal (If necessary):

  • Their arsenals give them plenty of unique advantages that make the fight a lot harder on the other
  • Both have shown to be pretty skilled in their fights

Disadvantages: 

  • Lacks the kind of battlefield control that Booster can easily access
  • Is less experienced with technology by comparison
  • Lacks in travel speed
  • Has no counter to time stop
  • They gotta bring back the Travis Scott skin man!

Votes

Team Booster Gold [1]: (Yuix)

Team Agent Jones [6]: (Bang, Garf, Saul, TheAwfulKnight, Toxin, Tru, Yultehdoof)

The number 1 victory royale of this blog shall go to Agent Jones.

Thank You/Next Time

6 Months… that’s how long this took. The amount of ups and downs we had during production are too plentiful to count. It was stressful but we have made it through. I want to give the biggest shoutouts possible to Toxin, Garf, Yuix, Bang and Spirit along with everyone else who worked on the blog. This was a daunting task but we made it through. There isn’t enough I can really say in this section with how much this blog took out of me but the MU slaps and hopefully it will alll be worth it. Now enjoy this next time!!

Booker DeWitt VS Corvo Attano (Bioshock VS Dishonored)

If you want on the blog DM me on Discord at Tru#2678 or find me on your local VS server. This next time will not be helmed by me, but instead the new Co-Owner of Media Mania, Yerm (he made Hulkzilla and is awesome!)

See you next time!

Comments

  1. the absolute dedication to make all of booster gold's links blue and yellow individually is alone such a great attention to detail. godspeed, Media Mania

    ReplyDelete

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