The Tool Desk
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What the connection test can—and cannot—tell you
From the HOME Menu, open System Settings > Internet > Test Connection. Wait for the test to finish and write down four results:
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- Whether the Switch connected to Nintendo’s services
- NAT type
- Download speed
- Upload speed
Nintendo uses this test as a starting point for online-play diagnosis. If it fails completely, fix the saved Wi-Fi or wired connection before investigating matchmaking. If it succeeds but Switch Sports still cannot form or hold a match, the problem is usually the quality or compatibility of the path between players rather than basic internet access.
The test is a snapshot of the connection at that moment. Run it again after moving the console, restarting network equipment, disabling IPv6 for a test, changing networks, or connecting Ethernet. Comparing the results is more useful than relying on one speed number. A faster download result does not automatically mean lower latency or a better peer-to-peer path.
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Retest after each significant change. That gives you a before-and-after result instead of changing several router settings at once and losing track of what helped.
How to read your NAT type
NAT (Network Address Translation) controls how your home network handles connections between devices on the internet. Switch Sports uses peer-to-peer communication for some online play, so your NAT result can determine whether another player can connect to you. Nintendo’s A-to-F result is a compatibility diagnosis, not a rating of your internet provider’s overall quality.
| NAT result | What Nintendo’s guidance means | Practical implication |
|---|---|---|
| A | Best for peer-to-peer communication | Usually the most flexible result, although high latency can still cause a timeout. |
| B | Compatible with most other NAT types | Generally suitable for matchmaking; investigate delay or the other player’s network if matches still fail. |
| C | May have trouble with more restrictive peers | Matches can work with some players but fail with others. |
| D | Generally able to connect only to NAT type A | Many potential opponents will be unreachable. |
| F | Peer-to-peer communication could not be completed | Local network, router, or ISP restrictions need attention before expecting reliable matchmaking. |
A good NAT result does not eliminate latency as a cause. Nintendo notes that matchmaking can time out when NAT and raw speed look acceptable but the response between devices is too slow. Both players’ NAT types can matter, so a failure with one friend does not necessarily prove that your console is defective.
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Use the error code to choose the next check
Error 2618-0514
Nintendo associates 2618-0514 with multiple players having a suboptimal network during peer-to-peer matchmaking. Possible causes include restrictive NAT, high latency, or a connection type Nintendo does not recommend for this kind of play. Try a different suitable network—preferably cable, DSL, or fiber—and then repeat the connection test. If the error returns, follow the NAT and latency checks below rather than assuming that buying an accessory will solve it.
This code does not identify which player has the problem. If several people in the same home see it, start with the local router and ISP. If it appears only when joining one friend, ask that friend to run the same test and share the NAT result. Testing another network is especially informative: success elsewhere suggests that the original network is the limiting factor.
Error 2618-0513
Nintendo says 2618-0513 usually means the network is not optimal for peer-to-peer matchmaking. ISP conditions, internet speed, and NAT can all contribute. Retry once, test another suitable network if one is available, and check the NAT result. Nintendo specifically warns that mobile hotspots or 5G connections may prevent peer-to-peer communication, even when those services appear fast for web browsing or video.
Do not treat a strong phone signal or a high mobile speed test as proof that the connection is suitable for this game. A hotspot can have changing latency or a network arrangement that does not permit the required peer connection. Use cable, DSL, or fiber as the comparison connection when possible.
“Your online play has repeatedly ended unexpectedly…”
This Switch Sports message indicates a temporary online restriction after repeated disconnects. Nintendo says the restriction can apply whether the disconnects were intentional or accidental. Wait before trying online play again, and do not leave a match early while troubleshooting. If the dropouts were unintended, improve the network conditions first so the restriction is not triggered again.
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Nintendo describes the policy this way: “In order to provide a comfortable network play environment, the Nintendo Switch Sports game is designed to make it so it will not be possible to play online for a certain amount of time if the user disconnects multiple times during network play, regardless of whether it is intentional.”
Repeatedly starting another match to see whether the restriction has ended can create more failed sessions. Let the restriction pass, then make one network change at a time and test deliberately. Leaving matches early is not a harmless diagnostic method when the game is tracking unexpected endings.
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Reduce latency and wireless instability
Download speed is only one part of an online match. Nintendo identifies weak wireless signal, radio interference, slow network-device responses, and slow service as possible latency sources. Its published comparison figures are 3 Mbps download and 1 Mbps upload (Nintendo Support; publication year not stated). These are troubleshooting reference points, not a guarantee that a connection meeting them will always match successfully.
Latency is the responsiveness of the connection, not simply how much data it can download. A connection can exceed those figures and still time out if packets take too long to travel or if the response varies sharply. Conversely, the figures help identify a connection that is obviously below Nintendo’s comparison point. Use them as context alongside NAT and the behavior of an actual match.
Move the Switch closer to the router
During its wireless diagnostic procedure, Nintendo suggests placing the console about 10 to 15 feet from the router (Nintendo Support; publication year not stated). This is a test location, not a requirement that you permanently play beside the router. If matchmaking improves at that distance, walls, floors, distance, or interference are likely affecting the normal location.
Remove likely interference
Temporarily move the router or console away from large obstructions and other electronics that could interfere with the wireless signal. Keep the console in the same place while testing one change at a time so you can identify whether the signal, rather than NAT, is the limiting factor.
Power-cycle the network equipment
Turn off the modem and router, wait briefly, turn them back on, and allow the connection to restore before retesting the Switch. This can clear a temporary device state; it does not change a fundamentally restrictive NAT arrangement.
Test with IPv6 disabled only as a diagnostic
Nintendo includes turning off IPv6 in some matchmaking troubleshooting branches. Treat this as a controlled test: change the setting only if your router provides the option, record the original value, and retest. Restore it if there is no improvement or if other devices lose connectivity. Router menus differ, so use the router maker’s documentation rather than guessing at an advanced setting.
Try a wired connection when Wi-Fi is suspect
A wired test removes wireless signal strength and radio interference from the equation. Nintendo’s wired setup calls for high-speed internet service, a router, an Ethernet cable, and a compatible Switch dock. If your dock does not have a built-in LAN port, Nintendo says you need a USB LAN adapter as well.
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- Place the Switch in a dock that supports wired networking, or connect a compatible USB LAN adapter to a dock without a built-in LAN port.
- Connect the adapter or dock to the router with an Ethernet cable.
- On the Switch, open System Settings > Internet > Internet Settings and select the wired network when it appears.
- Run Test Connection again and compare NAT, download, and upload results with the earlier wireless test.
- Try Switch Sports online play and note whether the error occurs with everyone or only a particular player.
A wired connection is a diagnostic path, not a guaranteed matchmaking cure. It cannot by itself remove an ISP restriction or make two incompatible NAT types compatible. Confirm your dock model and adapter compatibility before purchasing anything; Nintendo specifies the adapter for docks without an integrated LAN port.
The physical requirements are straightforward, but they are not universal purchase recommendations. You may need only an Ethernet cable if the dock already has a LAN port, or a compatible USB LAN adapter plus a cable if it does not. Prices and availability vary by model and seller, and Nintendo does not state that buying an adapter fixes NAT or ISP problems. Use the wired setup after the free connection test so you know what question the purchase is intended to answer.
Compare your available connection options
| Option | What it can reveal | Limitations and cautions |
|---|---|---|
| Current home Wi-Fi | Shows the everyday NAT, signal, interference, and latency conditions. | Distance and household wireless activity can obscure the underlying service quality. |
| Wired home connection | Removes Wi-Fi signal and radio interference from the test. | Still uses the same router, ISP, and NAT arrangement; an adapter is needed for a dock without LAN. |
| Another cable, DSL, or fiber network | Helps determine whether the original home network prevents peer-to-peer connections. | Not every alternate network has the same NAT or latency characteristics. |
| Mobile hotspot or 5G | Can show whether the game behaves differently on another service. | Nintendo warns that these connections may prevent peer-to-peer play, so a failure is not surprising. |
Compare options using five questions: Can each network form peer-to-peer connections? What NAT type does each produce? Is latency stable, not merely fast on download? Does a wired test improve the result? Does the problem affect every opponent or only one player? This prevents an apparently faster connection from being mistaken for a more compatible one.
Diagnose the pattern of the failure
Matches fail with every opponent
When no opponent can connect, start with your NAT result, router behavior, and ISP connection. A C, D, or F result gives you a stronger reason to investigate the local network. If a wired test and a different suitable network both work, the original home network is likely preventing peer-to-peer connections.
Only one friend cannot connect
If public matchmaking works but a particular friend cannot join, compare both players’ NAT results and connection stability. Nintendo notes that the two players’ NAT types can affect whether a peer-to-peer session forms. A restrictive NAT or high latency on either side can block that specific pairing.
The test succeeds, but the match times out
This pattern points away from a total internet outage. Check latency, wireless interference, and network-device response time. A successful service connection and acceptable speed do not prove that the round-trip response needed for a live match is fast enough.
The game disconnects after play begins
Record whether the drop happens in one location, at a predictable time, or after other devices start using the network. First test closer to the router, then test wired if possible. Avoid repeatedly entering and abandoning matches while diagnosing, because repeated disconnects can activate the temporary Switch Sports restriction.
Only a hotspot or 5G connection is available
Nintendo specifically warns that mobile hotspots or 5G may prevent peer-to-peer connections. A strong signal indicator or high speed test on a mobile service does not override that limitation. Use a suitable cable, DSL, or fiber network for the comparison test recommended for 2618-0514 when possible.
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If Switch Sports works on another suitable network but not on your usual one, Nintendo says the original network may be preventing peer-to-peer connections. Contact your internet service provider and describe the NAT result, the error code, and the fact that another network worked. Ask the router maker about firmware updates and network troubleshooting if the problem appears confined to the router.
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When contacting support, provide the exact error code, whether the console’s test succeeded, the NAT letter, the download and upload results, whether wired networking changed anything, and whether the failure affects every opponent. These details let the ISP or router maker distinguish a service or configuration issue from a game-specific problem.
Do not make random port-forwarding, firewall, or advanced NAT changes without a recovery plan. Router interfaces and terminology vary, and an incorrect change can affect every device in the home. Save the existing configuration or note each original value before testing an advanced option, and involve the ISP or router maker when you are unsure.
Common troubleshooting mistakes
- Assuming a successful test guarantees a match: the test proves service access, not peer compatibility or low latency.
- Chasing download speed alone: Nintendo identifies latency, weak signal, interference, and slow device responses as separate concerns.
- Buying an adapter before checking the dock: only a dock without a built-in LAN port requires the USB LAN adapter in Nintendo’s wired setup.
- Treating one failed friend connection as a console failure: both players’ NAT types and latency can affect a peer-to-peer session.
- Changing several router settings at once: you lose the ability to tell which change mattered and may disrupt other devices.
- Using a hotspot as the definitive comparison: Nintendo warns that mobile hotspots and 5G may not support peer-to-peer connections.
- Repeatedly abandoning matches: intentional and accidental repeated disconnects can both lead to a temporary restriction.
A repeatable troubleshooting checklist
- Run System Settings > Internet > Test Connection.
- Record service-connectivity status, NAT type, download speed, and upload speed.
- Separate a total connection failure from a matchmaking or disconnect problem.
- Use the exact error code to select the next branch.
- Move the console to within 10–15 feet of the router for a controlled wireless test.
- Remove likely interference and power-cycle modem/router equipment.
- Retest after each change instead of changing several settings together.
- Try a compatible wired dock or USB LAN adapter if Wi-Fi remains suspect.
- Test another suitable network, preferably cable, DSL, or fiber, for 2618-0514 or 2618-0513.
- If only one friend is affected, have that player check their NAT and stability too.
- Wait out a temporary Switch Sports restriction and stop leaving matches early.
- Give the ISP or router maker your recorded NAT result and error code if the issue persists.
When to stop troubleshooting the console
The console is unlikely to be the main problem when its connection test succeeds, a wired or alternate network works reliably, and failures occur only on one home network or with one peer. At that point, preserve your test results and escalate to the ISP or router maker. Conversely, if every network produces the same failure and the test cannot complete, Nintendo Support is the appropriate next source of game- and console-specific assistance.
Keep the diagnosis evidence-based: Nintendo’s published guidance does not establish a universal router setting, a guaranteed accessory fix, a current outage, or a particular Switch Sports software-version bug. The useful result is identifying whether the failure is basic access, NAT compatibility, latency, wireless stability, or the other player’s network.
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Why does Switch Sports fail to find opponents even though the internet test succeeds?
A successful test confirms that the Switch reached Nintendo’s services, but matchmaking also depends on NAT compatibility and latency between players. Check the NAT letter, test closer to the router, and compare with a wired or different suitable network.
Which NAT type is best for Nintendo Switch Sports?
Nintendo describes type A as best for peer-to-peer communication and type B as compatible with most other NAT types. C can struggle with restrictive peers, D generally connects only to A, and F indicates that peer-to-peer communication could not be completed.
What does error 2618-0514 mean?
Nintendo links it to multiple players having a suboptimal peer-to-peer network. Restrictive NAT, high latency, or an unsuitable connection type can contribute. Try cable, DSL, or fiber if available and repeat the NAT and latency checks.
Can a USB LAN adapter fix Switch Sports matchmaking?
It can remove Wi-Fi signal and interference from the test when used with a dock that lacks a built-in LAN port. It is not a guaranteed cure for restrictive NAT, an ISP limitation, or incompatible peer networks.
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Why did Switch Sports temporarily block my online play?
Nintendo says repeated unexpected match endings can trigger a temporary restriction, whether disconnects were intentional or accidental. Wait before trying again, avoid leaving matches early, and improve the connection causing the dropouts.
Are mobile hotspots or 5G good enough for Switch Sports?
Nintendo specifically warns that mobile hotspots or 5G may prevent peer-to-peer connections. A strong mobile signal or fast download result does not guarantee that the connection can form a match.
The Bottom Line
Start with System Settings > Internet > Test Connection, record NAT and speed results, and then isolate the cause: NAT compatibility, latency, Wi-Fi conditions, or the other player’s network. Test within 10–15 feet of the router, try wired networking when compatible, and use another cable, DSL, or fiber connection as a comparison. Do not repeatedly abandon matches, and contact your ISP or router maker with the recorded error and NAT details when the home network remains the likely cause.
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