ZENKO
Closed beta

Data Usage · Fortnite

How Zenko analyzes Fortnite

What we read from your Fortnite account, how challenges settle, and how the per-queue split shapes your daily picks. This page is for players who want the methodology behind the numbers, the challenge hub itself stays focused on the picks.

What we read from Fortnite

Zenko reads career aggregate stats from fortnite-api.com, a community-operated API. We do not have access to per-match logs because Epic does not expose them publicly for Fortnite, what we get is the lifetime totals across each team mode (solo, duo, squad, LTM), broken down by input device (keyboard & mouse, controller, touch).

We persist these aggregates as career snapshots tied to your bound Fortnite account: one snapshot at a known point in time, then more at meaningful intervals and around any challenges you take. Each snapshot stores the full per-queue breakdown so settlement and analysis stay queue-scoped.

Required: Public Game Stats must be on

Fortnite hides career stats from third-party APIs by default. Zenko cannot read your data unless the Public Game Stats setting is turned on in your Epic account. About one in five players hits this gate during onboarding, including pro and streamer accounts. The bind flow detects it and walks you through the toggle, this section is the canonical reference if you want to turn it on ahead of time or troubleshoot.

Enable it in three steps

  1. In Fortnite, open the menu and go to Settings → Account and Privacy.
  2. Scroll to Gameplay Privacy.
  3. Turn Public Game Stats on, then save.

That is it. Re-run the Zenko bind flow and your account will verify on the next attempt. The setting is per-Epic-account, not per-platform, so flipping it on once covers PC, PSN, and Xbox.

Reference: Epic's official help article.

What you see if it is off:the bind flow stops at a "stats are private" screen with a retry button. Nothing is saved on Zenko's side until the toggle is on and verification succeeds.

How challenges settle

Without per-match logs we use career-delta inference. When you accept a Fortnite challenge, Zenko captures a pre-snapshot of your career stats. After your matches, Zenko captures a post-snapshot and diffs the two. The difference is your performance during the challenge window.

Three ways a challenge can settle:

  • You click "Check results"when you're done playing. Zenko takes the post-snapshot, settles immediately, flips the card to win or loss.
  • Auto-settle at 12 hours.If you forget to click, the challenge auto-settles at the 12-hour mark using whatever you've played by then. Same window as League of Legends and TFT.
  • "Refresh progress" button (optional). Tap mid-session to see updated kill and match counters. Has a 60-second cooldown per challenge so the button can't hammer the API.

Targets are rate-based, not volume.A challenge that says "Get 22 kills in 5 solo matches" settles on your kill rate (4.4 kills per match), not the absolute total. Play 5 matches with 22 kills, you pass. Play 20 matches with 22 kills, you fail, because the rate dropped to 1.1 per match. You can keep playing past the suggested match count if you want; you just have to maintain the rate.

Zenko does not poll the Fortnite API in the background. Snapshots happen only when you accept, click "Check results", hit refresh, or the 12-hour timer ticks. This keeps Zenko a polite client of fortnite-api.com (the community service we depend on) and avoids opaque background traffic on your account.

Per-queue split, Solo, Duo, Squad

Each Fortnite challenge is scoped to one team mode, and settlement reads only that mode's career bucket:

  • Solo, placement counters: top 10 / top 25 finishes (10% / 25% of a 100-player lobby).
  • Duo, placement counters: top 5 / top 12 finishes (10% / 25% of 50 duos).
  • Squad, placement counters: top 3 / top 6 finishes (~10% / 25% of 25 squads).

If you take a Solo challenge and play 3 solo matches plus 2 duo matches in the same window, only the solo deltas count toward the challenge, the duo activity is invisible to it. Each team mode also has its own MMR and skill rating that drift independently as you play.

On the challenge hub, daily picks are mixed across team modes, the picker chooses which queue to surface based on which modes you play most. Cards carry a queue tag (Solo / Duo / Squad) similar to how League of Legends cards carry a lane tag. If a card's mode doesn't suit you, reroll it.

We deliberately do not generate challenges from the LTM (limited-time mode) bucket because LTM mechanics rotate weekly and challenge balancing across rotating modes is unreliable. LTM matches still flow into the cross-mode lifetime totals shown on your profile.

Build vs Zero Build

The Fortnite stats API does not separate Build from Zero Build, both variants of the same team mode fold into a single bucket. So at the data layer we cannot tell whether your kills came from Build or Zero Build matches.

What this means for you: a Solo challenge is satisfied by either Build Solo or Zero Build Solo matches. Play whichever variant you prefer; the challenge measures only the kills, wins and placements that flow into the solo bucket.

Anti-exploit floors

Career-delta settlement opens specific exploit vectors that the per-match settlement in Riot games does not. Zenko applies three floors to keep challenges fair:

  • Lifetime BR matches floor, your bound account must have at least 50 lifetime BR matches across all queues. This blocks kill-farming in fresh-account bot lobbies, which Epic uses to ease new players into matchmaking.
  • Average match duration floor, the average duration of the matches you play during a kill challenge must exceed 10 minutes. This blocks the bus-drop pattern where a player suicides off the bus to hot-drop a high-loot point of interest, grabs a few quick kills, dies, and re-queues.
  • Combat floor on placement challenges, for any placement-based challenge, your kills in the matches must be at least 50% of your queue average. This blocks the AFK-in-ring pattern where a player avoids combat and survives by hiding to a placement bracket.

How difficulty adapts to your performance

Targets are not fixed numbers, they re-tune to your recent per-queue performance. If you average 5 kills per solo match, a Combat-Solo challenge might call for 19 kills across 3 matches (≈ 1.2× your mean × 3). If you go on a hot streak averaging 8 kills per match, the next Combat-Solo challenge stretches its target to match. Cold streaks relax it.

What does not change with your performance is the shape of the challenge, the conditions and the anti-exploit floors stay the same. Difficulty adapts via the target number, not by stacking or removing conditions.

Each team mode has its own performance baselines. Your duo mean and your solo mean are tracked separately, so a Combat-Duo target reflects your duo skill, not your solo skill , even though they share the same vertical definition.

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