The faction war between the Foundation and the Ice King is getting seriously intense in Fortnite Chapter 7 Season 2. Both sides have been grinding through the Showdown Rivalries Milestones, and after Team Ice King hit their first milestone, Team Foundation finally caught up and answered back. Their reward? The Seven Power Gloves got unvaulted, and honestly, they are worth getting your hands on (pun intended).
If you want to know exactly where to find them and how to use them properly, here is everything you need.
Where to Get Seven Power Gloves in Fortnite

The good news is that getting Seven Power Gloves in Fortnite does not require any fancy steps. You can find them through regular loot sources like chests, floor loot, and supply drops. Sure, they are Epic rarity, but they show up often enough that you should not have too much trouble tracking a pair down during a normal match.
That said, if you want a more reliable way to grab them, head over to the Rivalry Gear Machines scattered around the map. Think of these as special vending machines built specifically for the faction war. Depending on which team you are on (Team Foundation or Team Ice King), the available items will differ. Simply walk up, spend your Rivalry Credits, and you can buy the Seven Power Gloves directly without leaving it up to RNG.
How to Use Seven Power Gloves in Fortnite Showdown

If you have ever used the Nitro Fists from Chapter 5 Season 3, you will feel right at home here. The Seven Power Gloves follow a similar idea but feel tighter and faster, which makes them really satisfying to use in aggressive, close-range fights.
Here is a breakdown of what they can do:
- Directional Dash (R2/RT on controller, Left Click on PC): This is your main attack. You lunge forward with a burst of kinetic energy that does solid damage on impact. It is perfect for closing the gap on enemies who are trying to back away from you.
- Ground Pound (R2/RT or Left Click while airborne): If you are already up in the air, press the same button to slam downward onto enemies below. Great for catching people off guard or finishing a fight from above.
- Uppercut Dash (L2/LT on controller, Right Click on PC): This one launches your fist upward and deals heavy damage with a knockback effect. It is incredibly useful for busting open a 1×1 box or knocking someone off their high ground perch before they can react.
One thing to keep in mind: the Seven Power Gloves only carry 20 total charges, with 4 charges available at a time. They are not infinite, so do not just spam them the moment you put them on. Think about when you really need them and make those charges count.
Pro Tip: Here is a neat combo worth trying. Use the Uppercut Dash to send yourself high into the sky, then immediately pull out the new Fortnite Skyline Deployer. It gives you one of the fastest rotations available in Chapter 7 Season 2 right now.
Signing off
Have you jumped into a match and tried out the Seven Power Gloves yet? Drop your experience in the comments, whether they carried you to a win or got you into trouble!
Are the Seven Power Gloves permanent in Fortnite Chapter 7 Season 2, or are they limited?
The Seven Power Gloves were unvaulted as part of the Showdown Rivalries Milestones event after Team Foundation hit their first milestone. Whether they stay in the loot pool long-term or get vaulted again will depend on how the faction war progresses, so enjoy them while they are available.
Do the Seven Power Gloves work differently depending on which faction you are on?
The gloves themselves function the same regardless of your team. The faction you belong to only affects which items are available at the Rivalry Gear Machines. Both Team Foundation and Team Ice King players can use the Seven Power Gloves with the same moveset and charge system.
What is the best way to use the Seven Power Gloves in Fortnite without wasting charges?
Save the Directional Dash for when you need to close distance on a retreating enemy, and hold the Uppercut Dash for breaking out of box fights or repositioning vertically. Avoid using charges for movement when regular sprinting works just fine. With only 20 charges total, being a little selective goes a long way.
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