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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 OFF before 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.
  • /hide is normally disabled while the fight is active, so players cannot freely reveal themselves mid-fight.
  • If staff temporarily re-enable /hide during an active fight, your usual /hide on, /hide off, /hide toggle, and /hide status options 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

  • /spectate enables an automatic cinematic camera while you are spectating the Final Fight.
  • /spectate random or just /spectate follows a random surviving fighter and swaps targets roughly every 1-2 minutes.
  • /spectate autocircle or /autocircle flies a wider orbit around the arena and keeps the camera pointed toward the closest active fighter.
  • /spectate off disables it and /spectate status shows 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

  • /hide for masking control
  • /spectate for cinematic spectator camera modes
  • /season for 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.