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RED GREEN ARENA 1v1

Green means fight. Red means hold your fire. A 1v1 duel with themed weapon rounds, Build or Zero Build and a race to five points. Practise against a bot while waiting for an opponent.

2 playersFirst to 5Build / Zero BuildBot training
RED GREEN ARENA 1v1

Timing wins duels.

Choose Build or Zero Build, aim and read the signals. Each weapon theme changes the fight, but the key decision stays the same: when to attack and when to stop.

PLAY NOW1106-8111-4380PLAY IN FORTNITE ↗
GREEN

Fight · 4–8 seconds

RED

Hold fire · 2–4 seconds

Your first duel

This is a duel for two players. While waiting for a human opponent, you can practise against a bot. The two-player duel begins its preparation once the second player joins. You each have a private weapon vault. Cyan and purple identify the two players; your colour also appears on the arena scoreboard.

Weapons are ready when you arrive in the vault. Once the second player joins, you have 15 seconds to choose. The first five show CHOOSE YOUR WEAPONS; the final ten count down on the floor and screen. Check the round’s weapon theme and choose from the available weapons. Both players receive the same starting weapon and category.

When preparation ends, both players move to the arena automatically. Wait for 3–2–1–GO before fighting. There is no need to find an entrance or a ready button.

Bot training while you wait

Joining on your own? You can play against a bot to warm up while waiting for an opponent. Bot training gives you something to play before another player joins the 1v1 duel.

Green: fight. Red: hold fire.

During GREEN, attack your opponent. When the warning appears, release the fire button and prepare for RED. During RED, hold your fire: breaking the red-phase rule can cost you the round and give your opponent a point. Keep watching the phase text and arena lighting, not just your crosshair.

Green lasts a random 4–8 seconds; red lasts 2–4 seconds. There is a short warning before red. Do not try to memorise a fixed rhythm or squeeze a last shot into the change: react to the current signal. Use the pause to reposition and prepare your next attack.

Four weapon themes

Rounds cycle through SHOTGUN SHOWDOWN, PISTOL DUEL, SNIPER STANDOFF and ASSAULT CLASH. Their order is shuffled, with no repeated category until all four have been used. The vault announces the current theme and offers weapons from that category only.

Shotguns favour close encounters; pistols reward controlled shots; sniper rounds use longer sightlines; assault rifles suit mid-range exchanges. Cover and distances adapt to the theme. Your previous loadout is replaced between rounds, so check the new theme every time you return to the vault.

Build or Zero Build

Choose Build or Zero Build using CHANGE MODE on the ARENA MODE panel in either vault. Only the first player registered by the map controls the mode for both players; this is not necessarily the party leader. If that player leaves, control passes to the remaining player. The mode cannot change during combat. Check BUILD ON / ZERO BUILD on the panel and the mode below the arena timer.

In Build, materials are unlimited. Use walls and ramps to protect yourself and change your angle of attack. In Zero Build, rely on movement and arena cover. Player-built structures are cleared after each round. Building or switching between a weapon and build mode does not itself count as firing during RED.

Check the cover layout after each transfer into the arena. It changes between rounds, while the arena’s cover stays in place during the fight. Keep a route to safety rather than standing in an exposed firing lane as red approaches.

Points, draws and victory

Win a round by eliminating your opponent or when your opponent breaks the red-phase rule. A round win gives one point. The first player to reach five points wins the match; it is not simply five rounds played. Your cyan or purple score stays visible on the central board.

Each combat round has a 60-second limit. If neither player wins in time, the round is a draw and neither receives a point. Remaining health or damage dealt does not decide the timeout result. The result shows win, loss or draw and its reason: RED LIGHT VIOLATION, ELIMINATION or TIME LIMIT.

Play Again: another match

The first player to five points wins the match. To play another match, choose Play Again after the result. The new match starts at 0:0.

The scoreboard belongs to the current match. Long-term wins are not currently saved. A fresh 0:0 after victory is the start of the rematch, not lost progress.

Common questions

Why am I waiting in the vault?

The human-versus-human duel needs two players. While waiting for an opponent, you can train against a bot. Once both players are present, preparation and the countdown can begin.

Why are some weapons missing?

Only the current round’s category is available. Both players have the same category and starting weapon.

I had more health. Why was it a draw?

Reaching the 60-second limit gives neither player a point. Health does not break a tie.

RED GREEN ARENA 1v1
PLAY NOW1106-8111-4380PLAY IN FORTNITE ↗

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