How Match Play Works
Everything you need to know about matchmaking, ELO, reputation, and match outcomes.
Match Flow
Pick a Deck & Find an Opponent
Choose one of your decks, then hit "Let's Play" to enter the matchmaking queue for a random opponent. We snapshot your deck list when you queue, so editing it later won't change what your opponent sees.
Check In
Once matched, both players must check in within the time limit to confirm they're ready to play. As soon as both have checked in, each player's deck list is revealed to the other.
Play Your Match
Use the match code we generate to pair up with your opponent in Pokémon TCG Pocket.
Report Results
Once the game is over, report the outcome. Opponents have the opportunity to confirm or dispute the reported result.
If they don't respond in time, the result is auto-confirmed.
Deck Lists
Every match is played with a deck you've built in TopDex. Your selection is locked in when you queue and shared with your opponent at check-in.
Pick Before You Queue
Choose a deck from your library on the Match Play page. We remember your last-used deck so it's pre-selected next time. No deck? Build one in the deck builder first.
Snapshotted at Queue
The exact card list is captured the moment you queue. Editing the deck afterwards won't change what your opponent sees or what's stored on the match.
Revealed at Check-In
Once both players have checked in, each opponent's deck list becomes visible on the match page so you can scout before the first turn.
ELO Rating
Your ELO rating measures your skill level. Everyone starts at 1200. Winning raises it, losing lowers it. The amount depends on the relative skill of your opponent.
Beat a higher-rated player
Bigger ELO gain. The system rewards upsets.
Lose to a lower-rated player
Bigger ELO loss. Expected wins are worth less.
K-Factor
New players (under 30 matches) have a K-factor of 32 for faster calibration. After 30 matches it drops to 16 for more stable ratings.
Floor
Your ELO can never drop below 100.
Reputation
Reputation measures sportsmanship, not skill. It's shown as a percentage based on your last 30 events. Good conduct keeps it high; bad behavior brings it down.
Players with no events default to 100%.
Matchmaking Gate
Players with reputation below 40% cannot queue for matches. This prevents repeat offenders from disrupting the experience for others.
Hourly Regen
Reputation regenerates +1% every hour automatically. This ensures players who fall below the gate can eventually recover and play again.
New Player Protection
New players start with phantom padding that cushions their reputation. As you play more matches, this padding naturally fades and your real track record takes over.
Match Outcomes
Here's what happens in every possible match scenario.
Normal Win / Loss
Both players confirm the result
Auto-Confirmed Result
Opponent doesn't respond before the deadline
No-Show Reported
One player reports the other didn't show up
Disputed Result
Opponent disputes the reported result
Wrong Deck List
Opponent's in-game deck doesn't match what they queued with
Every flag is logged for moderator review.
Check-In Expired (One Player)
Only one player checks in before the deadline
Check-In Expired (Neither Player)
Neither player checks in before the deadline