TopDex

How Match Play Works

Everything you need to know about matchmaking, challenges, ELO, reputation, and match outcomes.

Match Flow

1

Find an Opponent

Hit "Let's Play" to enter the matchmaking queue for a random opponent, or challenge a specific player from the leaderboard.

2

Check In

Once matched, both players must check in within the time limit to confirm they're ready to play.

3

Play Your Match

Use the match code we generate to pair up with your opponent in Pokémon TCG Pocket.

4

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.

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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.

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Accept or Decline

Incoming challenges appear on your Match Play page. Accept to start a match, or decline to pass.

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5-Minute Expiry

Challenges automatically expire after 5 minutes if not accepted. You can also cancel an outgoing challenge at any time.

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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.

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.

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Beat a higher-rated player

Bigger ELO gain. The system rewards upsets.

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Lose to a lower-rated player

Bigger ELO loss. Expected wins are worth less.

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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.

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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.

+1 Match completed (win or loss)
-3 Disputed a result
-3 Failed to check in
-5 No-show

Players with no events default to 100%.

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Matchmaking Gate

Players with reputation below 40% cannot queue for matches. This prevents repeat offenders from disrupting the experience for others.

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Hourly Regen

Reputation regenerates +1% every hour automatically. This ensures players who fall below the gate can eventually recover and play again.

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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

ELO Standard ELO change for both players
Rep +1 for both (good sportsmanship)

Auto-Confirmed Result

Opponent doesn't respond before the deadline

ELO Standard ELO change (same as normal)
Rep +1 for both

No-Show Reported

One player reports the other didn't show up

ELO No change (no game was played)
Rep +1 to present player
Rep -5 to the no-show player

Disputed Result

Opponent disputes the reported result

ELO No change (match voided)
Rep -3 for both players

Check-In Expired (One Player)

Only one player checks in before the deadline

ELO No change (no game was played)
Rep +1 to present player
Rep -3 to absent player

Check-In Expired (Neither Player)

Neither player checks in before the deadline

ELO No change
Rep -3 for both players