Fortnite Stats Organiser
Rank any number of Fortnite accounts by skill, split lifetime from current season, and see which gaps are real rather than sampling noise.
Lookup needs stats to be public on the account — Fortnite turns that on under Settings, Account and Privacy, “Show on Career Leaderboard”. Everything below also works if you type the numbers in from your own career screen. Names are looked up in batches, one account at a time, because the stats service refuses requests that arrive together.
The accounts
Lifetime totals are the ones on your career screen. Fill in the current season too and the page ranks the two separately; leave it blank and only the overall table appears.
| Account | Lifetime | Current season | |||||
|---|---|---|---|---|---|---|---|
| Matches | Wins | Elims | Matches | Wins | Elims | ||
This season, against the rest of the career
The season figures are the big ones. The career line beneath each is the rest of the career — everything except this season — because a lifetime total includes the season inside it, and comparing a season against a number it is already part of understates the difference.
Ranked — current season
| # | Account | Elims / match | Win rate | K/D | Skill score | Matches |
|---|---|---|---|---|---|---|
| Fill in current-season numbers for two or more accounts. | ||||||
Ranked — overall
| # | Account | Elims / match | Win rate | K/D | Skill score | Matches |
|---|---|---|---|---|---|---|
| Fill in lifetime numbers for two or more accounts. | ||||||
The skill score is the average of two standardised figures — elims per match and win rate — measured against the others in this list, so it says who is ahead of this group rather than putting a number on anybody in the abstract. Zero is the middle of the group. Why those two and not K/D is the panel below.
Which gaps are real
Ranking on “win rate plus K/D” counts winning twice
It is the obvious composite, and it double-counts, because K/D already contains the win rate. Deaths are matches minus wins, so
K/D = (elims per match) ÷ (1 − win rate)
exactly — not approximately, and checked across 200,000 random careers rather than asserted. K/D is therefore fully determined by elims per match and win rate. Adding win rate to it weighs winning twice and fighting once, which is a choice nobody makes deliberately. So the ranking uses the two figures that genuinely vary on their own, and shows K/D beside them as the combination of the pair that it is.
It changes the answer. Four players, ranked both ways:
| By skill score | Elims / match | Win rate | Skill | By K/D | K/D |
|---|---|---|---|---|---|
| 1. Closer | 2.00 | 30.0% | +0.534 | 1. Fighter | 4.17 |
| 2. Rounded | 2.50 | 20.0% | +0.260 | 2. Rounded | 3.13 |
| 3. Fighter | 4.00 | 4.0% | +0.144 | 3. Closer | 2.86 |
| 4. Passenger | 1.00 | 10.0% | -0.938 | 4. Passenger | 1.11 |
Fighter tops the K/D table on twice everyone else's elims per match, which carries the ratio even though their win rate is the second worst here. Note that this is not K/D flattering a low win rate — the denominator is matches minus wins, so winning more raises K/D, and Fighter leads in spite of that rather than because of it. The ranking puts them third because it weighs closing a game out equally with fighting, and on that half they are nearly last. Which table is right is a question about what you value, not about arithmetic, so both are here.
One consequence of standardising within the group: with exactly two accounts the two scores can only be equal and opposite, so two players with mirrored strengths tie at zero. That is reported as a tie rather than broken arbitrarily, because the numbers do not contain a winner.
Season history
Nowhere publishes a season-by-season history, so this builds one the only way anybody can: it keeps a dated snapshot of the lifetime totals each time you save, and the gap between two snapshots is exactly what happened in between. Saved in this browser only.
| Period | Matches | Wins | Elims | K/D | Win rate |
|---|---|---|---|---|---|
| No snapshots saved yet. | |||||
A death is a match you did not win
Battle royale reports matches, wins and eliminations, and never reports deaths — because it does not have to. You die once in every match you do not win. So deaths = matches − wins, and the two figures everyone quotes are K/D = elims ÷ (matches − wins) and win rate = wins ÷ matches.
That has a consequence worth sitting with: a win does not merely add to your win rate, it removes a death. The two headline numbers are not independent measurements of two different skills. Winning more raises your K/D even if you never land another elimination, which is why seeing both move together tells you far less than it appears to.
A season is a difference, not a reading
The commonest mistake in reading these numbers is subtracting two K/Ds. K/D is a ratio, and the difference of two ratios is not the ratio of the differences. Take a career sitting on 1.20 after 4,400 matches, then a season of 220 matches played genuinely well:
| Matches | Wins | Elims | Deaths | K/D | |
|---|---|---|---|---|---|
| Career before | 4400 | 400 | 4800 | 4000 | 1.20 |
| The season itself | 220 | 40 | 540 | 180 | 3.00 |
| Career after | 4620 | 440 | 5340 | 4180 | 1.28 |
The career figure moved by 0.0775. The season was played at 3.00 — nearly 39 times the movement it caused. Nothing is wrong with either number. A lifetime K/D is a death-weighted average, and this season is only 4.3% of the deaths in that career, so it moves the headline by about that share of the distance. Read the movement and you will conclude nothing happened.
Where a change actually came from
Since K/D is elims over deaths, a change in it has exactly two sources: the elims moved, or the deaths did. Splitting a change between two causes normally depends on which you credit first, so this credits each with the average of both orders — and the two parts still add up to the whole change exactly. Here are two seasons of the same length:
| Matches | Wins | Elims | Deaths | K/D | |
|---|---|---|---|---|---|
| Season one | 300 | 15 | 450 | 285 | 1.58 |
| Season two | 300 | 60 | 430 | 240 | 1.79 |
The second season has fewer eliminations than the first — 430 against 450 — and a higher K/D. That is not a contradiction, and the split says exactly where it came from:
| Source | Contribution to K/D |
|---|---|
| Eliminations — there were fewer of them | -0.0768 |
| Deaths — 45 more wins meant 45 fewer of them | +0.2895 |
| Total change | +0.2127 |
One part negative, one positive, and the whole gain came from winning rather than from shooting. A single K/D figure cannot tell those apart, because it is one number holding two stories — and the story it usually gets told as is the one about aim.
You can improve at every mode and get worse overall
This is the one that looks like an error and is not. Solo, duos and squads have different K/Ds, so your career number depends on the mix as well as the play. Here is a player who got better at both modes and moved most of their play from the softer one to the harder:
| Mode | Before | After | |
|---|---|---|---|
| Solo | 1.05 | 1.17 | improved |
| Squads | 3.00 | 3.16 | improved |
| Career overall | 2.63 | 1.45 | fell by 1.17 |
Every mode up, the total down by more than a point. This is Simpson's paradox, and it is not a trick of contrived numbers — it happens whenever the mix shifts towards a mode where the figure is lower. Before: 200 solo against 1000 squads. After: 1000 against 200. The practical consequence is blunt — a single career K/D cannot be compared between two players who play different mixes, and most people play different mixes.
The same number is not the same evidence
Two accounts, identical K/D to four decimal places, wildly different amounts known about them:
| Account | Matches | K/D | Give or take |
|---|---|---|---|
| Long career | 6,000 | 1.20 | ±0.015 |
| Short career | 200 | 1.20 | ±0.082 |
Same headline, and the shorter career's figure is 5.5 times less certain. Treating eliminations as arriving at some rate per death, a K/D over D deaths carries a standard error of about √(K/D ÷ D), so precision improves with the square root of how much you have played. Two accounts are called apart above only when the gap exceeds 2 standard errors of the difference — which for these two would need 0.17, and they differ by 0.00.
One honest caveat about that interval: it is a floor on the uncertainty, not the whole of it. Elims per match are streaky — ten in one game, none in the next — and that overdispersion widens the real interval beyond what this model allows. So where the page says a gap is noise, it is noise; where it says a gap is real, read that as the optimistic case.
How to use
- Enter as many Epic names as you like, or type the numbers from your career screen.
- Fill in lifetime matches, wins and eliminations for each account.
- Add the current season separately to see it apart from the career figure.
- Read the two ranking tables — current season and overall.
- Check the verdict on which gaps are real rather than sampling noise.
- Save a snapshot to start building a season history from today.
Frequently asked questions
How is Fortnite K/D calculated?
Eliminations divided by deaths, where deaths are matches minus wins. Battle royale never reports deaths directly because it does not need to — you die once in every match you do not win. So a career of 1,000 matches with 100 wins and 1,800 elims has 900 deaths and a K/D of 2.00. Win rate is simply wins divided by matches.
Why does winning improve my K/D even without extra elims?
Because a win removes a death rather than merely adding to your win rate. Deaths are matches minus wins, so every win shrinks the denominator. That means K/D and win rate are not independent measurements of two separate skills, and seeing both rise together tells you much less than it appears to — some of the K/D movement is just the win rate arriving twice.
Can I see my stats for each past season?
Not from anywhere, and this is worth being straight about. Epic publishes lifetime totals and the current season, and nothing else. Trackers that display a season-by-season history built it by snapshotting players while each season was running, so it only exists where they happened to be watching that account. Nothing can reconstruct a past season after the fact. This tool builds a real history going forward instead: save a snapshot now, save another later, and the difference between them is exactly what happened in between.
Why should I not just subtract two K/D numbers to get my season?
Because K/D is a ratio, and the difference of two ratios is not the ratio of the differences. A career of 4,400 matches sitting on 1.20 that plays a 220-match season at 3.00 finishes on 1.2775 — the headline moved by 0.0775, about a thirty-eighth of how the season was actually played. A lifetime K/D is a death-weighted average, so a short season moves it by roughly its share of your total deaths however well it went. Subtract the counts, not the ratios.
Can I improve at every mode and still get worse overall?
Yes, and it is not an error. Solo, duos and squads have different K/Ds, so your career figure depends on the mix as well as the play. A player who improves in both modes while moving most of their play from the softer mode to the harder one can watch their overall K/D fall by more than a point. This is Simpson’s paradox, and its practical consequence is that a single career K/D cannot be compared between two players who play different mixes.
Is the difference between two players’ K/D actually meaningful?
Often not, and the tool says which. Treating eliminations as arriving at some rate per death, a K/D measured over D deaths carries a standard error of about the square root of (K/D divided by D), so precision improves only with the square root of how much someone has played. Two accounts are called genuinely apart only when the gap exceeds two standard errors of the difference. Between players of roughly similar standard on a few hundred matches, most gaps are noise.
Does this need my account details?
No. There is no login, no Epic authorisation and no password. Lookup passes only a public display name, and the account has to have chosen to show stats on the career leaderboard. Everything else works from numbers you type in yourself, and snapshots are stored in your own browser rather than on a server.
Why does lookup say it is not switched on?
Live lookup depends on a stats service key that this site may not have configured. When it is absent the page says so plainly rather than failing, and every other part still works — type the matches, wins and eliminations from your career screen and the comparison, the season differencing and the significance checks all run exactly the same way.
How are players ranked by skill?
On two figures that vary independently: eliminations per match, and win rate. Each is standardised against the others in the list and the two are averaged, so the score says who is ahead of this group rather than putting an absolute number on anybody. Zero is the middle of the group. Both component ranks are shown beside the score, so if you weigh fighting and winning differently you can see exactly where that would change the order.
Why not rank on win rate plus K/D?
Because that counts winning twice. Deaths are matches minus wins, which makes K/D exactly equal to eliminations-per-match divided by one minus the win rate — not approximately, exactly, and checked across 200,000 random careers rather than assumed. K/D therefore already contains the win rate, so adding win rate on top weights winning twice and fighting once. It changes the answer: on the worked example on the page, the player who tops the K/D table comes third once the two independent figures are weighed evenly.
How many accounts can I compare at once?
As many as you like. Names are looked up in batches of ten, one account at a time within each batch, because the stats service refuses requests that arrive together — measured, eight simultaneous requests came back with five refusals and three answers, while the same eight in sequence came back with none. A long list simply takes a few more seconds and reports progress as it goes.
🌐 Only the Look up button uses the network. Pressing it sends the Epic display names you typed to this site, which passes them to a public Fortnite stats service and returns the totals — nothing else about you goes with them, and there is no login or Epic authorisation at any point. Everything else on the page is arithmetic done in your browser: numbers you type stay in the page, and saved snapshots are kept in this browser rather than on a server.