Movement is a Gameplay Mechanic in Fortnite: Battle Royale. It dictates how the player is able to traverse the map, and the different states they can be in as they do so.
Player movement is tied to several states, and can be affected by various items and mechanics in game. Players have 11 states of motion:
- Tactical Sprint.
- Crouch Running.
- Crouch Sprinting.
- Jumping / Falling.
- Swim Sprinting
- Swim Jumping.
Each of these states of movement allow players to move at different speeds, and traverse different environments using them. Some items allow players to be in any state whilst using them, whilst others restrict some states and force players to be in one or two of them.
Standing is the default state in which players are put into for most situations. Players are standing when Emoting, using most consumable items and are not restricted to be in this state by any items. The only time a player cannot be standing, is when they are forced into a crouch state by an environmental factor, such as a low ceiling. Players can be standing to enable First Shot Accuracy on weapons. Players make no footstep noise when standing.
Crouching is the secondary state in the game, where most items that require the player stand can also be used in this state. Consumable items allow the player to crouch with no penalty, as well as other situations like reviving players, not being interrupted by entering a crouch state. Crouching is immobilised by some items, or has a different use, such as with the Sneaky Snowman or becoming a prop. Players can be crouching to enable First Shot Accuracy on weapons, and it will reset faster than standing. Players are also more accurate shooting weapons when they are crouched. Players make no footstep noise when crouching.
Running is the primary state of movement in the game. Running dictates any movement which is not sprinting, and includes a slow walk possible with the use of a controller. Most Consumable items do not allow the player to run whilst using them, but almost every weapon does. When firing with a weapon whilst moving, the player moves much more slowly, but is still considered running. First Shot Accuracy cannot reset whilst running. Players make some footstep noise when running.
Sprinting is the second fastest movement speed. Pressing the sprint button allows the player to move forwards at a much faster rate, but causes them to be much louder to other players. Sprinting also disables most items from being used, unless they are over time effects. Players cannot sprint backwards.
Tactical Sprinting (Unofficial Name) occurs when the player's energy bar has charge left. The player will put away their weapon and run much faster. Tactical Sprinting is the fastest movement speed possible without the use of items, and also allows players to bash through closed doors to open them.
Crouch Running + Sprinting
Crouch Running and Crouch Sprinting are both methods of movement whilst remaining crouched. The purpose of these methods of movement is to reduce player footstep audio, as well as allow for more accuracy when firing weapons. Players will move slower when Crouch running and sprinting than their non-crouched counterparts.
Sliding can be initiated by sprinting and holding down the crouch button. Doing so will cause the player to slide forwards at a high speed, causing the camera to shake and their field of view to increase slightly. Players can slide on any surface that is not uphill, but will slide for much longer on a decline. Players can shoot and build whilst sliding, as well as aim down sights. Attempting to use a healing item, or anything else that requires you be stationary is not possible, as the timer will start but be immediately interrupted. Players can slide into doors to open them.
Jumping + Falling
See main article: Gravity
Jumping is a movement ability that allows the player to gain vertical momentum. Jumping cannot be initiated from a crouch position and jumping multiple times in a row will eventually disable forward momentum. Jumping whilst firing a weapon will grant the least accuracy of any state. Falling grants the same negative effects, at the cost of potential fall damage,
If a surface is too high for the player to jump to, or a platform is too far when landing, the player will pull themselves up when reaching it. This enables players to reach higher elevations without building.
Swimming, Swim Sprinting and Swim Jumping
Swimming is the state a player is put into when entering water. Players can float stationary, can move in all directions by pressing the movement keys, can swim faster by pressing the sprint key whilst doing so, or jump whilst swim sprinting to constantly leap out of the water for high movement speeds. Players can still use weapons and items whilst swimming, but the same movement rules for when they can be used apply to swimming.
Gliding is when a player is moving through the air using a Glider. It is faster than moving normally but disables all function aside from moving in any direction.
As mentioned prior, different items will affect how the player is allowed to move. Not every item is included here as the list would be far too long to include all of them.
- Even though the following items have restrictions, for gameplay purposes being in a Vehicle is counted as being stationary, and as such all items can be used normally in them, even when the vehicle moves.
- If the item can be used in water, if the player is being pushed by a current, they can still use these items.
- Players with Frozen Feet can use items even when moving.
- Players can move very slightly with these items, but moving too much will cancel their use.
|Item Group||Icons||States Rescricted||Notes|
|Consumable Items||Any state where the player is moving.||Attempting to use a consumable item when sliding will not cancel the slide.|
|Weapons||Sprinting, Swim Sprinting, Swim Jumping||Players gain significant debuffs to accuracy when moving or jumping.|
|Aiming with a weapon||Sprinting, Swim Sprinting, Swim Jumping
Jumping and Falling
|Players will recieve significant debuffs to movement speed when aiming, unless they are Sliding.|
|Attacking with a weapon||Sprinting, Swim Sprinting, Swim Jumping||Players will recieve significant debuffs to movement speed when firing, unless they are Sliding.|
|Charging a Weapon||Sprinting, Swim Sprinting, Swim Jumping||Players will recieve significant debuffs to movement speed when charging, unless they are Sliding.|
|Throwable Items||Sprinting, Swim Sprinting, Swim Jumping||Players can throw items further when jumping and throwing them.|
|Gliding||All minus basic movement and falling.||Players will fall at a decreased rate whilst gliding.|
Buffing Movement Speed
Some items will change your movement speed, but potentially disable other features whilst doing so.
|Pepper||Buffs movement speed for a short time.||Players will move further when Jumping or Swim Jumping, but only because they have more momentum,|
|Chili Chug Splash|
|Shadow Stone||Base Movement Speed will be increased.||Players cannot attack, build or crouch when in the shadow form.|
|Any item which lowers gravity||Swim Jumping will continue to gain momentum.||Players may gain greater distance on land when they have lower gravity, but oftentimes they don't physically move faster.|
|Venom Symbiote||Players gain a basic movement speed buff||This buff is permanent, or until the item is removed.|
|Doctor Doom's Arcane Gauntlets|
|Groot's Bramble Shield||Players can move faster when they gain enough momentum from the environment.||Players cannot do anything but move and jump whilst the item is active.|
|Witch Broom||Players gain a movement buff before the item puts them into glider redeploy.||This movement speed is a burst of momentum, rather than an actual statistic buff.|
|Silver Surfer's Board|
- Update v1.6: Added Battle Royale Mode. The player can access the following states:
- Jumping / Falling
- Gliding (Added with BR)
- Crouching (Added with BR)
- Crouch Running (Added with BR)
- Crouch Sprinting (Added with BR)
- Update v11.00: Added Swimming, Swim Sprinting and Swim Jumping.
- Update v19.00: Added Sliding.
- Update v20.00: Added Mantling and Tactical Sprint. Players can also bash down doors when sprinting or sliding into them.