Fortnite tournament scoring, explained
Every competitive Fortnite session turns each game into points: points for where your team finished, points for the eliminations it made, added up over the games you play. The table is published in each event's rules, and it decides what a cutoff looks like long before anyone queues.
Two kinds of points
Placement points reward surviving. The winner of a game takes the biggest share, and the points fall with each place until they stop – after 25th place in the FNCS table below, after 50th in the Solo Victory Cup's. A team eliminated early in a game scores nothing for its placement.
Elimination points reward fighting: a fixed number per elimination, usually one or two, sometimes capped per game. In team modes every elimination the team makes counts for the team.
A team's score in a session is the sum over its games. Where a cup allows a maximum number of games in its window, only those games can be played; in some events only the best few count. The rules of each event say which.
The common tables
The FNCS Division tables on file share one placement table and differ only in the elimination points: two per elimination in Division 1, one in Division 2, none in the Division 3 table. Keeping the placement table and removing the eliminations is how an event makes itself about surviving rather than fighting.
| Placement | Points |
|---|---|
| 1 | 65 |
| 2 | 56 |
| 3 | 52 |
| 4 | 48 |
| 5 | 44 |
| 6 | 40 |
| 7 | 38 |
| 8 | 36 |
| 9 | 34 |
| 10 | 32 |
| 11 | 30 |
| 12 | 28 |
| 13 | 26 |
| 14 | 24 |
| 15 | 22 |
| 16 | 20 |
| 17 | 18 |
| 18 | 16 |
| 19 | 14 |
| 20 | 12 |
| 21 | 10 |
| 22 | 8 |
| 23 | 6 |
| 24 | 4 |
| 25 | 2 |
Victory Cups use a longer table, which pays down to 50th place in solo, and two points per elimination. That is the "60 for a win, 2 per kill" table many players know by heart.
| Placement | Points |
|---|---|
| 1 | 60 |
| 2 | 53 |
| 3 | 49 |
| 4 | 47 |
| 5 | 46 |
| 6 | 45 |
| 7 | 44 |
| 8 | 43 |
| 9 | 42 |
| 10 | 41 |
| 11 | 40 |
| 12 | 39 |
| 13 | 38 |
| 14 | 37 |
| 15 | 36 |
| 16 | 35 |
| 17 | 34 |
| 18 | 33 |
| 19 | 32 |
| 20 | 31 |
| 21 | 30 |
| 22 | 29 |
| 23 | 28 |
| 24 | 27 |
| 25 | 26 |
| 26 | 25 |
| 27 | 24 |
| 28 | 23 |
| 29 | 22 |
| 30 | 21 |
| 31 | 20 |
| 32 | 19 |
| 33 | 18 |
| 34 | 17 |
| 35 | 16 |
| 36 | 15 |
| 37 | 14 |
| 38 | 13 |
| 39 | 12 |
| 40 | 11 |
| 41 | 10 |
| 42 | 9 |
| 43 | 8 |
| 44 | 7 |
| 45 | 6 |
| 46 | 5 |
| 47 | 4 |
| 48 | 3 |
| 49 | 2 |
| 50 | 1 |
Reload cups are shorter games in smaller lobbies, and their tables are shorter too: in the Reload Duo Victory Cup, the win is worth 60, 15th place still scores 3, and eliminations count 2 each up to ten a game.
The most a team can score
A useful way to compare tables is the most a team could score in one game: the winner's placement points plus a very good game of eliminations. Under the FNCS Division 1 table that is 65 for the win plus, say, eight eliminations at two points, 81 in all; under the Solo Victory Cup table, 60 plus 16, 76. Multiply by the number of games and you have the ceiling of the session.
Nobody reaches the ceiling, but the cutoff sits at a remarkably steady share of it. This share is the forecast's last resort for a cup it has never seen and has no recent leaderboard to replay: the rank-20 threshold as a share of the maximum, measured on cups of the same format.
| Format | Rank 20 scores, as a share of the most a team could | Cups measured |
|---|---|---|
| Battle Royale · Solo | 47% | 1,591 |
| Battle Royale · Duo | 44% | 2,162 |
| Battle Royale · Trio | 44% | 737 |
| Battle Royale · Squad | 81% | 263 |
| Blitz Royale · Solo | 45% | 258 |
| Reload · Solo | 43% | 225 |
| Reload · Duo | 56% | 740 |
| Zero Build · Solo | 44% | 350 |
| Zero Build · Duo | 47% | 329 |
| Zero Build · Squad | 89% | 202 |
Rank 20's final score divided by the session's maximum (the winner's placement points plus eight eliminations, or the elimination cap, per game, times the games played), the median over the cups measured. Squad formats run far higher, most likely because the ceiling counts eight eliminations a game whatever the team size, and a squad of four makes more than that.
Caps: eliminations and games
An elimination cap limits the points one game can give for eliminations – ten per game in the Reload tables above. It takes the extreme games out of the board, which pulls the top scores down and should matter little for a cutoff hundreds of places deeper.
A game cap limits how many games count in an open window: a three-hour session with a cap of ten games cannot be won by playing fifteen. Where a cup has no cap, the number of games you can play depends on how long each lasts – around 30 minutes in Battle Royale and Zero Build, under 20 in Reload, about 12 in Blitz – and the forecast counts the games a full window allows.
What the table does to the cutoff
Three things follow from the tables, and they are worth knowing before a session:
- Consistency beats one big game at deep cuts. Placement points keep coming as long as you survive; a cutoff at rank 500 or 1,000 is mostly made of mid-table placements over every game. One twelve-elimination game rarely makes up for three early exits.
- Eliminations matter most near the top. The teams that finish in the top few places usually combined wins with many eliminations; under a table with no elimination points the top of the board tends to bunch much closer together.
- Compare shares, not raw points. 250 points is a strong score over six games and an ordinary one over twelve. The forecast works from the table and the number of games for that reason, and the guide to cutoffs shows what that means in practice.
Entering a table in the forecast
For the week's cups the forecast reads the table from the event's published rules by itself.
For a cup typed by hand, paste the table one line per place, 1 = 65, 2 = 56,
and so on (a range such as 11-15 = 20 works too), then the points per elimination and the
cap if there is one. The forecast says how many places it recognised, so a table pasted wrongly shows
at once.
Updated 23 October 2026