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Limits & plans
One monthly quota per key, shared by the three games, plus a per-minute limit on each game so no single integration can slow a tracker down.
Plans
| Plan | Monthly calls all games | THE FINALS / Endfield monthly cap | Per minute THE FINALS / Endfield | Automations | Webhook endpoints |
|---|---|---|---|---|---|
| Free | 2,000 | 1,000 / game | 30 | 1 | 1 |
| Pro · Pro Yearly | 50,000 | — | 120 | 5 | 3 |
| Ultra · Ultra Yearly | 100,000 | — | 240 | 10 | 5 |
| Mega · Mega Yearly | 200,000 | — | 480 | 20 | 10 |
| Lifetime | 300,000 | — | 240 | 10 | 5 |
| Enterprise | 500,000 | — | 600 | 30 | 20 |
Rainbow Six keeps its own per-minute, per-hour and per-day windows by endpoint (see Usage); its limits are unchanged. Compare prices on arenyze.com/premium.
Rate-limit headers
| Header | Meaning |
|---|---|
X-RateLimit-Limit | Requests allowed per minute on this game. |
X-RateLimit-Remaining | Requests left in the current minute. |
X-Quota-Limit | Monthly calls of your plan (all games). |
X-Quota-Used | Calls used this month (all games). |
Retry-After | Seconds to wait, on a 429. |
Staying inside the limits
- Cache responses: leaderboards refresh every few minutes, item and game data far less often.
- Back off on
429usingRetry-After. - Prefer webhooks to polling a player every minute.