How Match Play Works
Everything you need to know about matchmaking, challenges, ELO, reputation, and match outcomes.
Match Flow
Find an Opponent
Hit "Let's Play" to enter the matchmaking queue for a random opponent, or challenge a specific player from the leaderboard.
Check In
Once matched, both players must check in within the time limit to confirm they're ready to play.
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.
Direct Challenges
Instead of random matchmaking, you can challenge a specific player directly from the Match Play Leaderboard.
Send a Challenge
Click the "Challenge" button next to any player on the leaderboard. You can have up to 3 pending outgoing challenges at a time.
Accept or Decline
Incoming challenges appear on your Match Play page. Accept to start a match, or decline to pass.
5-Minute Expiry
Challenges automatically expire after 5 minutes if not accepted. You can also cancel an outgoing challenge at any time.
Real-Time Notifications
You'll receive a toast notification when your challenge is accepted, declined, or when someone challenges you — even if you're on a different page.
Opt Out
Don't want to receive challenges? Toggle them off in your profile settings. You can still use the matchmaking queue normally.
Auto-Cleanup
When a challenge is accepted, all other pending challenges for both players are automatically cancelled, and both are removed from the matchmaking queue if present.
Active Match Guard
A challenge can't be accepted if either player is currently in an active match. Finish your current match first.
Accepted challenges follow the same check-in, play, and report flow as queue matches.
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.
Challenge Matches (Anti-Farming)
Matches from direct challenges use a halved K-factor (50% of normal). This prevents friends from repeatedly challenging each other to inflate 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
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