May 26, 2018  5th to 9th row is where the perk combination is shown. In the case of my example, the best perks are DMG/MAG(OR RLD)/HS/DMG/DMG. Do note that element isn't shown here (but i think I will slot it in later just to avoid confusion) 10th row is for the support slot. You need to exercise your own knowledge of the game and know what heroes give what. Grave jacko masamune lvl 130 fortnite save the world guns. 3x Grave Digger 82 Pl Max Perks Fortnite Save The World Pve 3x grave digger 82 pl max perks fortnite save the world pve gravedigger. Best 106 Grave Digger On Ebay Energy Maxed Perks All Dmg best 106 grave digger on ebay energy maxed perks all dmg reroll fortnite. Grave Digger Pl82 Check. Dec 02, 2017 New Weapon Perk Re-Roll System? Fortnite Information Killa Drone. Unsubscribe from Killa Drone? How To Get BEST LEGENDARY Weapons & Heroes!.EASY & FREE. Aug 16, 2018  My Fortnite Typewriter best perks are actually with a higher fire rate allowing me to get a faster fire rate on the Typewriter than the bobcat, with affliction damage on top of it but with a. Jun 01, 2018 Shout out to DeathXV for the heads up. Source 1 Source 2 http.

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v8.0 Save the World Hero Loadout
Hey Commander! Save the World made some major revamp on Hero classes, skills and perks. Some information may be inaccurate and outdated. You can help the wiki by making improvements on Patch 8.00 Stubs!
This article may need cleanup to meet quality standards.
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This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: 'Needs links to trap pages, grammar/capitalization editing, additional detail'
The Perk Recombobulator screen, found in the upgrade menu.

The Perk Recombobulator is a epic game mechanic that allows you to change and upgrade weapon or trap perks. It was added in Patch 4.2.[1] It is available to players after they complete Plankerton Storm Shield Defense 2.

  • 1Recombobulating a Weapon
  • 2Available Perks
    • 2.1Weapons
    • 2.2Traps

Recombobulating a Weapon[edit | edit source]

Conversion[edit | edit source]

The confirmation screen before a weapon is converted, which features a preview of what will be changed.

Weapon and Trap schematics acquired before Patch 4.2 will need conversion before they are able to be modified by the Perk Recombobulator. This is accomplished by choosing the Upgrade/Inspect option after selecting a Schematic, and selecting 'Modify Perks' from the Upgrade menu.

Take note that when converting legacy weapons to the Perk Recombobulator, it is possible that the weapon will lose some wanted perks. By selecting the preview screen before converting the weapon, an educated decision can be made about whether or not to proceed. Refer to Available Perks to see which perks might be replaced on the weapon following conversion.

Weapon schematics acquired after Patch 4.2 do not require conversion.

Recombobulation Resources[edit | edit source]

A number of resources are required to successfully use the Perk Recombobulator:

  • RE-PERK! - All perk adjustments require this resource.
  • FIRE-UP! - Used to change element to Fire.
  • AMP-UP! - Used to change element to Nature.
  • FROST-UP! - Used to change element to Water.
  • PERK-UP! (Uncommon) - Used to upgrade a perk slot to Tier 2.
  • PERK-UP! (Rare) - Used to upgrade a perk slot to Tier 3
  • PERK-UP! (Epic) - Used to upgrade a perk slot to Tier 4.
  • PERK-UP! (Legendary) - Used to upgrade a perk slot to Tier 5.

Replacing Perks[edit | edit source]

After a weapon is converted, players may select a perk and receive a list of potential replacements. The available perks are determined by the perk slot-- that is, not all perks will be available for each slot.

Upgrading Perks[edit | edit source]

Perks may be strengthened, or upgraded, by selecting the appropriate perk and choosing upgrade. Because of the nature of perk replacement in the Perk Recombobulator, upgrading a perk actually upgrades the Tier of the entire perk slot. This means that, if a player were to replace a perk in a slot that has already been upgraded to Tier 3, the replacement perk will also be Tier 3.

Recombobulation Costs[edit | edit source]

The following is a list of costs for performing Perk Recombobulations.

UpgradeCost
Tier 2 x45

x100

Tier 3 x65

x150

Tier 4 x95

x225

Tier 5 x140

x345

Physical Damage x1,500
Energy Damage x1,500
Fire Damage x1,500

x1,200

Nature Damage x1,500

x1,200

Water Damage x1,500

x1,200

Change Perk x600

Drop[edit | edit source]

The following zones can have Recombobulator resources for mission rewards.

ResourcesStonewoodPlankertonCanny ValleyTwine Peaks
RE-PERK!

FIRE-UP!

AMP-UP!

FROST-UP!

PERK-UP! (Uncommon)

PERK-UP! (Rare)

PERK-UP! (Epic)

PERK-UP! (Legendary)

Available Perks[edit | edit source]

Each slot has specific available perks, excluding weapons with fixed perks.

Main article: Weapon Perks

Weapons[edit | edit source]

Slot 1[edit | edit source]

  • Fire Rate
  • Critical Rating
  • Crit Damage
  • Damage

Slot 2[edit | edit source]

  • Magazine Size
  • Durability
  • Reload Speed
  • Weapon Stability

Slot 3[edit | edit source]

  • Element Energy & Damage
  • Element Physical & Damage
  • Element Fire & Damage
  • Element Nature & Damage
  • Element Water & Damage

Slot 4[edit | edit source]

  • Headshot Damage
  • Critical Rating
  • Crit Damage
  • Damage
  • Magazine Size

Slot 5[edit | edit source]

  • Damage to Afflicted Targets
  • Damage to Mist Monsters and Bosses
  • Damage to Slowed and Snared Targets
  • Damage to Stunned, Staggered, and Knocked down targets

Slot 6[edit | edit source]

The perk in this slot is not changable or upgradable.

  • Causes Affliction Damage for 6 Seconds
  • Damage dealt with this weapon snares the target by 30% for 6 seconds
  • Getting 5 headshots in a row increases ranged weapon damage +30% for 10 seconds
  • Headshot eliminations cause an explosion, damaging enemies within 0.5 tiles for 30% weapon damage
  • Bullets chain to one nearby target (Only for founders revolt)

Traps[edit | edit source]

Damage Slot Type (slot 1):

This Slot is set to match the type of trap that in the 4.1 or older version of the game was inferred by the trap type but not actual set in stone.

Flame Grill Floor Traps now have Element: Fire and the damage % can be upgraded per the new Recombobulator rules. ??%/??%/+10%/+15%/+??%

Slot 2[edit | edit source]

  • Impact and Knockback (Floor Launcher, Wall Launcher and Wall Lights)
  • Damage
  • Durability
  • Crit Rating

Slot 3[edit | edit source]

  • Reload Speed
  • Durability
  • Impact and Knockback (Floor Launcher, Wall Launcher and Wall Lights)
  • Trap Damage
  • Crit Damage

Slot 4[edit | edit source]

  • Impact and Knockback (Floor Launcher, Wall Launcher and Wall Lights)
  • Trap Damage
  • Durability
  • Crit Rating

Slot 5[edit | edit source]

  • Durability
  • Impact and Knockback (Floor Launcher, Wall Launcher and Wall Lights)
  • Trap Damage
  • Crit Damage
  • Reload Speed

Slot 6[edit | edit source]

  • Heals attached building X% of its max health every 10 seconds
  • Durability
  • Building Health
  • Effect Duration (Flame Grill Floor Trap, Floor Freeze Trap and Ceiling Gas Trap)

References[edit | edit source]

Retrieved from 'https://fortnite.gamepedia.com/index.php?title=Perk_Recombobulator&oldid=126308'

With the introduction of patch 4.2, Fortnite Save the World gained the ability to re-roll perks on weapons via the perk recombobulator. This finally made all those almost-good legendary weapons that you didn’t quite want to throw away finally possibly viable. However, while the perk recombobulator made it possible to re-roll almost any perk, if you are looking to get maximum damage, some perks are better than others.

The Perk Recombobulator – Explained

In order to unlock the perk recombobulator, you must first complete Plankerton Storm Shield Defense 2. Afterwards, you will unlock the ability to modify perks and the ability to gain the resources to do that. These resources include:

  • Re-Perk – Required to change perks on weapons
  • Uncommon Perk Up – For leveling up common (grey) perks to uncommon (green) perks
  • Rare Perk Up – For leveling up uncommon (green) perks to rare (blue) perks
  • Epic Perk Up – For leveling up rare (blue) perks to epic (purple) perks
  • Legendary Perk Up – For leveling up epic (purple) perks to legendary (orange) perks
  • Fire Up – For changing the perk to the fire element
  • Frost Up – For changing the perk to the water element
  • Amp Up – For changing the perk to the nature element

Within, you will use these resources to not only change perks out of the five different slots, but you can also level those perks up. On legendary weapons, you will also unlock a random six perk slot. You cannot re-roll the perks in this sixth slot, which allows a slight aspect of random luck when you get new weapons.

Ranged Weapons

For ranged weapons, you can re-roll and level perks in five different slots maximum. It is important to remember that one of these slots will always be elemental (though you can choose to pick just non-elemental physical damage) and one slot will be non-damage perks. The slots that are elemental and non-damage can be random slots, but they will always be there.

It is also worth noting that with the perk recombobulator, EPIC buffed the base crit hit chance on most weapons to offset the slight nerf that came with changing the crit hit perk to critical rating. However, there are still lower crit weapons which makes critical rating more preferable to critical damage in some cases still.

Slot One Perks

  • Fire Rate
  • Critical Rating
  • Critical damage
  • Damage

Typically the damage perk is the best bet for this slot. However, if you play a crit-based hero that gets buffs to crit chance or damage, it will likely be better to choose one of the crit perks. Yet, even if you don’t use a crit hero, choosing critical rating can still be a big help.

Slot Two Perks

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  • Magazine size
  • Durability
  • Reload speed
  • Weapon stability

As none of these are damage perks, it doesn’t particularly matter what you pick here. For weapons with sway like an LMG, you may want stability. However, usually you will want to choose between magazine size and reload speed. For weapons with small magazines, like many shotguns, you will probably want reload speed.

Slot Three Perks

  • Energy element + damage
  • Fire element + damage
  • Nature element + damage
  • Water element + damage
  • Physical element + damage (will have a higher damage percentage since it has no element)

As for what’s best here, that is completely up to your preference. At Canny Valley and beyond, an element on your weapon becomes a must. If you just want a decent all-around weapon, energy is a better pick then just straight physical.

Slot Four Perks

  • Headshot damage
  • Critical Rating
  • Critical Damage
  • Damage

All of these perks are great! Picking one depends on your hero (crit heroes or headshot heroes) or your play style. Headshot damage is generally really good, but only if you consistently aim for the head.

Slot Five Perks

  • Increased damage to afflicted targets
  • Increased damage to bosses and mist monsters
  • Increased damage to slowed or snared targets
  • Increased damage to stunned, staggered, and knocked down targets
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This often compliments the sixth perk you rolled below. If you got affliction, then take increased damage to afflicted targets. If you got snare, then take increased damage to snared. If you got either headshot perk, then damage to mist monsters might be better.

Slot Six Perks (Random and non-re-roll-able)

  • Causes Affliction for 6 seconds
  • Damage snares the target for 30% for 6 seconds
  • 5 headshots in a row increases weapon damage for 30% for 10 seconds
  • Headshot kills cause an explosion in a .5 tile radius for 30% weapon damage

The general consensus here is you want affliction all the time. That ticking damage is wonderful. Otherwise, the snare isn’t bad and the headshot perks are okay if you get a lot of head shots.

Melee Weapons

Melee weapons are very, very similar to ranged weapon rolls. To a point that it is actually kind of sad. However, you will note a few differences.

Slot One Perks

  • Attack speed
  • Critical Rating
  • Critical damage
  • Damage

All of these perks are great! You really need to decide what you need most. Attack speed can be useful for non-crit heroes, but crit heroes will still want to pick a crit perk.

Slot Two Perks

  • Life Leech
  • Damage resistance
  • Durability
  • Movement speed

This is the only slot where melee weapons are even remotely interesting. All of the perks, except maybe durability are useful to some degree. You could be a faster ninja or outlander. You could take more hits if you are always in the thick of it, or even leech health. The amount of life leech is rather negligible, so it may be better to pick movement or damage resistance. Life leech can be decent if you have a higher attack speed, though.

Slot Three Perks

  • Energy element + damage
  • Fire element + damage
  • Nature element + damage
  • Water element + damage
  • Physical element + damage (will have a higher damage percentage since it has no element)

Again, this is up to pure preference and necessity. You will want to pick at least some element though, physical just won’t cut it at later levels.

Slot Four Perks

  • Heavy Attack stamina efficiency
  • Critical Rating
  • Critical Damage
  • Damage

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For most melee weapon users, generally it will be making the decision between the two crit perks here, though damage still isn’t awful.

Slot Five Perks

  • Increased damage to afflicted targets
  • Increased damage to bosses and mist monsters
  • Increased damage to slowed or snared targets
  • Increased damage to stunned, staggered, and knocked down targets

Again, what you pick here depends on your sixth perk and your play style. If your hero has slow and snare abilities, obviously you want increased damage for that.

Slot Six Perks (Random and non-re-roll-able)

  • Causes Affliction for 6 seconds
  • Damage snares the target for 30% for 6 seconds

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I can only assume there are two more perks here, but I have never seen any other than these two. For melee weapons, snares become slightly more viable, particularly if you are just dragon slashing through stuff.

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Seriously, though. If you know what the other two are, leave a comment so I can update this. I checked like 15 legendary melee weapons and perhaps I just have bad luck.