Final Fight
Final Fight is the season-ending elimination event that decides the winner.
Timing
- Trigger:
SeasonStart + 28 days(server-time noon schedule). - The fight starts with a 60-second pre-live countdown.
- Live timeline is designed around a 120-minute (2h) escalation.
Entry and Eligibility
- Minimum playtime to stay eligible: 3 hours.
- Late-join cutoff: 30 minutes after event start.
- Joining after cutoff without prior eligibility disqualifies you.
Disconnect / Rejoin Rules
- Per-disconnect grace: 3 minutes.
- Total offline budget during fight: 6 minutes.
- Budget resets after 10 minutes back online.
- Exceeding budget disqualifies you.
Core Arena Rules
- Initial arena radius is 125 blocks from center.
- Random start and late-join spawns stay within about 50 blocks of center.
- Players are spread across safer surface spawn points when the fight begins or late-join into the arena instead of being stacked tightly at one start location.
- Spawn selection now favors clearer surface areas so players are less likely to appear on awkward or unsafe terrain.
- Border shrink pace: 1 block per minute.
- Rising floor timing:
- Starts at Y=0 when live phase begins.
- Then rises 1 Y-level per minute through the full live phase, up to Y=120 at sudden death.
- Target sudden-death radius: 5.
- Portals and End gateways are blocked.
- Elytra use is blocked and elytra can be stripped.
- Teleports are clamped to valid arena space during the event so players are less likely to end up outside intended fight bounds.
- Border correction now gives you about a 1-block horizontal buffer past the visible edge before pulling you back, so edge movement still feels less jarring without letting players drift as far outside the arena.
- If you get too close to the horizontal arena edge, the fight now nudges you inward and shows a short action-bar warning before using stronger correction outside the buffer.
- Players who end up outside the Final Fight world while the fight is active are returned to the fight world. Eliminated players return to spectator flow.
- The center End portal is continuously sealed so it cannot be used during the fight.
Damage Scaling
- Damage scaling applies through the live phase.
- Formula target is +1% damage per live minute (capped at +150%).
- Effective multiplier is
1.00 + bonusPercent / 100. - The Final Fight boss bar shows the current live damage bonus so you can track how hard the arena is scaling without running any command.
- The boss bar/action bar now show floor status directly:
Y OFFbefore the live phase starts.Y <value>during live phase as the floor rises.
Sudden Death
At 2h live time:
- Arena collapses to radius 5.
- Barrier floor continues rising toward the final platform.
- Players are invulnerable while the barrier is lifting.
- When rise completes:
- invulnerability is removed
- final-stage platform combat begins
- blocks in the final-stage box instant-break (bedrock excluded)
- damage scaling continues
Identity Masking and /hide
During active Final Fight in the fight world:
- Anonymous mode is enforced by default for fairness.
- When anonymous mode is enforced, other players only see masked equipment details instead of your real item names or cosmetic glint.
/hideis normally disabled while the fight is active, so players cannot freely reveal themselves mid-fight.- If staff temporarily re-enable
/hideduring an active fight, your usual/hide on,/hide off,/hide toggle, and/hide statusoptions work again until it is locked back down.
Spectator Lockdown
Spectators in the Final Fight world are blocked from inventory/drop/interact actions to prevent interference.
- Eliminated players and other spectators should stay in spectator mode reliably instead of dying again in the arena.
- Spectators who fall into the void or otherwise end up out of position are returned to the spectator area instead of being treated like active fighters.
- Spectator mode handoff is now more consistent, so eliminated players are less likely to briefly lose spectator protections during mode transitions.
Spectator Camera
/spectateenables an automatic cinematic camera while you are spectating the Final Fight./spectate randomor just/spectatefollows a random surviving fighter and swaps targets roughly every 1-2 minutes./spectate autocircleor/autocircleflies a wider orbit around the arena and keeps the camera pointed toward the closest active fighter./spectate offdisables it and/spectate statusshows your current mode.- Auto spectate turns off automatically if the fight ends, you leave spectator mode, or you disconnect.
Elimination and Win Condition
- Death eliminates participants from winner eligibility.
- Eliminated players move to spectator flow.
- Last eligible survivor wins.
- If no eligible participants remain, the event ends without a winner.
Useful Commands
/hidefor masking control/spectatefor cinematic spectator camera modes/seasonfor timeline and next-season timing
Spectator Nametags
- During active Final Fight, vanilla nametags are hidden by default for spectators in the fight world to preserve anonymity.
- Players with godvision can still see nametags while godvision is active.