Challenges
Challenges let players bypass the matchmaking queue and fight a specific opponent directly. Same format rules, same clause validation, same arenas — just without the wait.
Challenge Flow
Section titled “Challenge Flow”Here’s what happens from challenge to battle:
- Send — Player A runs
/ranked challenge <player> <ladder>. - Invite GUI — Player B sees a 3-row GUI with the challenger’s info, plus Accept and Decline buttons.
- Accept or Decline — Player B clicks Accept (or runs
/ranked accept), or declines (click Decline or/ranked deny). - Arena assignment — An available arena is allocated. If none are free, the match enters the arena waiting queue.
- Team preview — If the format has
teamPreview = true, both players see each other’s teams and select leads. - Battle — Players teleport to the arena and the Cobblemon battle begins.
Commands
Section titled “Commands”| Command | What it does |
|---|---|
/ranked challenge <player> <ladder> | Send a challenge to another player on a specific ladder. |
/ranked accept | Accept an incoming challenge. |
/ranked deny | Decline an incoming challenge. |
/ranked togglechallenges | Toggle whether you receive challenges. |
All challenge commands require the frontier.user permission (default: all players).
The Invite GUI
Section titled “The Invite GUI”When a challenge arrives, the target player sees a 3-row chest GUI:
- Row 1 — Challenger info: player head, ladder name, format details.
- Row 2 — Action buttons: Accept (green) and Decline (red).
- Row 3 — Additional context or padding.
Players can also accept/decline via commands without opening the GUI.
Decline Cooldown
Section titled “Decline Cooldown”Declining a challenge applies a cooldown before the same challenger can send another one. This prevents spam.
The cooldown duration is controlled by declineCooldownSeconds in config.conf:
match { declineQueueCooldownSeconds = 30}Default is 30 seconds.
Toggling Challenges
Section titled “Toggling Challenges”Don’t want to receive challenges at all? Toggle them off:
/ranked togglechallengesWhen challenges are toggled off, other players trying to challenge you will see a message that you’re not accepting challenges. Run the command again to re-enable.
Challenge Sounds
Section titled “Challenge Sounds”Frontier plays sound cues at each stage of the challenge flow. These are configured in the sounds.challenge block of config.conf:
sounds { challenge { received = "minecraft:entity.experience_orb.pickup" accepted = "minecraft:block.note_block.chime" declined = "minecraft:block.note_block.bass" }}| Event | Default Sound | When it plays |
|---|---|---|
received | Experience orb pickup | Target player receives a challenge. |
accepted | Note block chime | Challenge is accepted (plays for both players). |
declined | Note block bass | Challenge is declined (plays for the challenger). |
Challenges vs. Queue Matches
Section titled “Challenges vs. Queue Matches”Challenges work almost identically to queue matches, with two differences:
- No rating expansion — you pick your opponent directly, so matchmaking logic doesn’t apply.
- No anti-boost tracking — repeated challenges against the same player won’t reduce your rating gains on the ladder. This keeps friendly rematches from penalizing either player.
Everything else — format validation, arena system, turn timers, replays, rating changes — is the same.