Fortnite's v40.40 patch launches Showdown Act 3 on May 14, 2026, and it brings the largest set of Zero Build changes since the mode debuted four years ago. The Build button is gone in Zero Build, replaced by a new Pocket Item slot, and every player now drops with a weapon, a heal, and a utility ready to use. Lethal fall damage has also been removed across both Build and Zero Build for the duration of Act 3.
Quick answer: In Zero Build, you start each match with a Pistol, a Small Shield Potion, and one Pocket Item (Shockwave Grenade, Med Mist Grenade, or Shield Bubble) on the old Build keybind. Holding the pickaxe gives unlimited sprint, eliminations refill overshield, and a fatal fall now drops you to 1 HP with a Splat animation instead of killing you.

Zero Build update summary (v40.40, May 14, 2026)
The patch arrived at 4 AM ET on May 14, 2026, alongside the Overwatch crossover and Showdown Rivalries Act 3. The Zero Build-facing changes are gameplay-level, not just cosmetic, and they touch movement, loot, cover, and survival rules.
| Change | What it does in Zero Build |
|---|---|
| Pocket Items | Replace the old Build button. Unlimited-use utility with a cooldown, swapped at Vending Machines. |
| Starting loadout | Every player spawns with a Pistol, a Small Shield Potion, and one Pocket Item. |
| Free-fall from Battle Bus | You can cut the auto-Glider near the ground and drop the last stretch manually. |
| Glider Redeploy | Returns from elevated positions for cleaner rotations. |
| Pickaxe sprint | Holding the pickaxe grants unlimited stamina. |
| Overshield siphon | Eliminations restore Overshield. |
| Environmental cover | Trees, boulders, sheds, and similar objects take significantly less weapon damage. |
| Reboot Van | Timers reduced, so squads return to the fight faster. |
| Lethal fall damage | Removed for Act 3. Fatal falls trigger a Splat animation instead. |
Pocket Items: How the new utility slot works
Pocket Items live on the old Build keybind. On a PlayStation controller that is Circle, and on Xbox it is B. You always have one equipped, and it never runs out, but each use triggers a cooldown before you can fire it again.
Three Pocket Items are in the pool at launch:
- Shockwave Grenade for repositioning and breaking enemy momentum.
- Med Mist Grenade for area healing.
- Shield Bubble for instant cover in the open.
To switch which Pocket Item you carry, interact with a Vending Machine on the map and pick a different one. Floor loot and chests do not replace your Pocket Item slot, so your utility is independent from the rest of your inventory.

Starting loadout and the drop
The first contact phase of a match is now very different in Zero Build. Instead of landing empty-handed, you load in with a Pistol, a Small Shield Potion, and your Pocket Item already equipped. That means you can fight off a hot-drop opponent right out of spawn instead of running for the nearest gray gun.
From the Battle Bus, the Glider no longer has to auto-deploy near the ground. You can cancel it manually and free-fall the final stretch to land faster, which is useful for racing to a chest spawn or a Vending Machine. Glider Redeploy also returns at elevated points on the map, so dropping off cliffs and tall structures during rotations no longer commits you to fall damage.
Movement: Unlimited pickaxe sprint
Holding your pickaxe now gives infinite stamina. You can sprint across an entire zone without the sprint bar emptying, as long as the harvesting tool stays out. Switching to a weapon brings the normal stamina rules back, so this is specifically a rotation tool, not a permanent state.
Combined with Glider Redeploy and the free-fall drop, rotations in Zero Build are noticeably faster and less punishing in Act 3.

Combat: Overshield siphon and tougher cover
Every elimination now refills some of your Overshield. The pressure to rush the next fight after a knock is higher because aggressive play directly replenishes the protective layer that Zero Build relies on most.
Environmental cover has been hardened. Trees, rocks, sheds, and other world objects soak much more weapon damage before breaking. In a no-build mode, that turns natural terrain into reliable cover for the length of a fight, instead of something that vanishes after a few shots.
Splat: Lethal fall damage replacement
For Act 3, falls that would have eliminated you no longer kill. The system replaces the death with a Splat outcome:
- Your health drops to 1 HP.
- All shields and overshield are removed.
- You play a face-plant animation and there is a short delay before you can stand back up.
- During that delay, you are vulnerable and cannot fight.
The change applies to both Build and Zero Build, and it is tied to Showdown Act 3 rather than being a permanent rule. Non-lethal falls still apply regular fall damage as before. You can verify the new behavior the first time you jump from a height that previously killed you. Instead of the elimination screen, you'll see the Splat animation and recover at 1 HP with empty shields.

Reboot Van timer
Squad mode plays differently because Reboot Van timers have been cut. Reviving a teammate from a Reboot Card now resolves faster, which is meaningful in Zero Build where you cannot wall off a Van while it channels. Faster reboots reduce the window opponents have to clean up the rest of your squad mid-revive.
What did not change
Zero Build still has no building or editing. Mantling, sliding, sprinting (outside the pickaxe rule), and the standard Overshield layer remain. Ranked Zero Build is still part of the competitive ladder. The fall damage replacement is tied to Act 3, so the Splat rule may revert when the act ends. Epic has not confirmed whether the no-lethal-fall rule will move into Ranked or persist after Showdown concludes.
If you want to try the new pace, queue Zero Build after the v40.40 downtime ends. The first match makes the changes immediately obvious because the pistol, mini shield, and Pocket Item are visible in your inventory on the Battle Bus before you even jump.