Saturday, September 30, 2017

CIL RU Minor League

Hey yall. Just thought I'd get this thing going. The goal of the CIL RU Minor League is to get some fun competitive practice in before the Season 4 RU draft.

I'm gonna keep it real simple and paste the normal rules below the post but I'll explain a few changes to save you time and highlight the differences.

-No conferences; everyone is going to play everyone.
-You'll essentially have 3 months to complete all of your games instead of scheduled 2-week increments.  I will still put a "weekly" schedule on the spreadsheet for organizational purposes.
-Regular season will end December 24th, 2017 to allow time for playoffs.  Any games not played by then will count as 0-3 losses for both teams.
-Specific Pokemon are banned; please review the list below.
-Specific Pokemon from higher tiers are unbanned; please review the list below.
-Specific moves and abilities are also banned; please review the list below.
-Coaches draft 14 Pokemon instead of 11, with one Z-Captain designated after the draft.
-Only 3 roster moves instead of 5, still processed over the course of a week to be fair to upcoming opponents.

Bans 

I.  Only Pokemon in the Smogon RU tier or below will be allowed in the draft with some exceptions listed below.  As this document is coming out much earlier than the season's start, make sure to check back before the draft and view the draft board carefully to ensure you're up-to-date with bans.  If there are any questions as to why certain Pokemon are banned, ask your local Kevmissioner for an explanation.

  • Necrozma
  • Cresselia
  • Hoopa
  • Feraligatr
  • Cloyster
  • Tornadus
  • Nidoqueen

II. Mega Stones will be banned. Due to the lack of Megas in the tier, it isn't possible for each team to be balanced with a mega.


III. All moves and mechanics banned from the RU tier will not be permitted in the league, such as Baton Pass, Drizzle, and all Smogon-wide Clauses.  For more information, see www.smogon.com/dex/sm/formats/ru

IV. Banned Moves:
  • Aurora Veil: already banned from RU.
  • Baton Pass: already banned from RU.
  • Omni-boosting Z-Moves: They are often banned from leagues and will continue to be banned from the CIL due to an unfair advantage this very powerful form of set-up can impose.  Often the defensive boosts make it difficult or impossible to revenge KO set up mons and is very restrictive on team building. 
  • Belly Drum: This might be controversial to some but I feel that because many BD users can adjust their coverage really well that there would be almost no room for counter play once the user has set up.  For instance, Slurpuff's best counter, Doublade is only available to one person and it can run Thief to reliably 2HKO at +6.  Another example: 252/252+ Chesnaught, one of the best counters to Linoone, is OHKO'd by Gunk Shot as a coverage option.  
    • While there is obviously still ways for these Pokemon to be dealt with (such as Kebia berry Chesnaught in the above example), the alternatives for dealing with the opponent's Belly Drum user would be extremely limited and predictable, making it unfairly advantageous for the Belly Drum user in preparing for the match.  
    • With screens, Memento, Parting Shot, Z-Belly Drum etc, to support and/or provide multiple opportunities to utilize it, I feel it would be too easy to set up Belly Drums and diminish the competitive value of this format.
    • While it may invalidate something like Linoone in the format, who really can't complete many other roles well, I feel the expense of one Pokemon drastically improves balance and counter play.  Additionally, every other viable Belly Drum user in the format is capable of running multiple other sets effectively.
V. UN-Bans: There are some Pokemon I feel exist in higher tiers that could be in an RU draft and not only not disturb the balance, but improve balance within the draft.  The Pokemon from higher tiers that will be allowed in the RU draft are: 
  • Forretress
    • Forretress is being allowed in because of limited access to both reliable hazard removal and viable Steel types within the draft.  
    • It lacks reliable recovery and strong offensive potential making it manageable from both offensive and defensive angles, and has an exploitable 4x weakness.
  • Klefki
    • Klefki is being allowed in because of limited access to viable steel types within the draft.
    • While having a very useful support movepool, good typing, and reasonable bulk, it poses little to no threat offensively.  It also lacks reliable recovery making it susceptible to being worn down.
  • Tentacruel
    • Tentacruel is being allowed in because of limited access to reliable hazard removal.
    • It's good speed, ability to spin, access to hazards, and good bulk make it a strong choice in the draft, but it requires Z-Haze for reliable recovery which would limit teambuilding options or accept being worn down more easily.  Offensively, it's fairly weak and possesses an exploitable low defense stat if not heavily invested in making even resisted hits do respectable damage.
  • Pelipper
    • Pelipper is being allowed because of limited access to reliable hazard removal.
    • Pelipper is only OU on rain teams for its access to Drizzle.  Prior to getting Drizzle, it was PU by usage in Gen VI.
    • Drizzle is banned from UU and below so Pelipper is not overpowered for the RU draft meta with only Rain Dish and Keen Eye, and if used as a defogger, it is forced to run Keen Eye.

VI. If banned tech is brought, the match will still be played to completion to assess how to effectively penalize the breach in rules. 
  • If the team bringing the banned tech loses, no additional penalty will be administered. 
    • Differential will be applied as normal.
  • If the team bringing the banned tech wins, this will be reversed and they will be dealt a loss for the game, while the team playing against banned tech will be awarded a win.
    • In this scenario where the outcome is reversed, both teams will have the differential altered to 0, win or lose.

Team Rosters


I. Pokemon on each team's roster of 14 Pokemon must be static except under the following conditions:
  • Each team is allowed three (3) total roster transactions to alter their team between weeks 2-6.  Week two is the first week transactions may occur and no transactions can be completed once week six has ended.
  • Trades: Each team is allowed to use any number of their allotted transactions on trades with any team in the CIL.
    • Trades must be submitted to @KevinVGC on Twitter to be approved by the Kevmissioner (simply to check that all these conditions are met).
  • Free Agents: Each team is allowed to use any number of their allotted transactions on free-agent acquisitions per season.
    • Once a Pokemon has been dropped from a team's roster, any coach may acquire that Pokemon provided he or she has not already used his or her one free-agent acquisition.
    • Free agency moves must be submitted to @KevinVGC on Twitter to be approved by the Kevmissioner (simply to check that all these conditions are met).
      • A dropped Pokemon will not be considered to be available in free agency until it has been approved (to avoid timing discrepancies).
      • An acquired Pokemon will not be considered on a team's roster until it has been approved as well.
  • Roster changes do not take effect immediately.  Approved changes will be visible on the draft board spreadsheet and available the subsequent week as described on the spreadsheet.

II. All roster change requests will be processed in the order they are received through the Twitter account, whether the CIL's official account or the Kevmissioner.  No one else may confirm transactions.  The CIL operates under that limitation so that if requests are submitted closely together, it will be easy to discern whose was submitted first.


III. Multi-Form Pokemon
  • Pokemon with multiple forms are drafted on the individual form.  For instance, drafting Rotom-Mow gives me access only to Rotom-Mow, not any other Rotom forms.  Other examples where individual forms must be drafted include but are not limited to: Gourgeist, Cosplay Pikachu, Wormadam, Basculin (different colors get different abilities), Oricorio, Lycanroc, etc.
    • Coaches will have to designate specifically which form they wish to take in the draft itself.  In the event that they have not been clear, the draft will pause and not progress until a distinction has been confirmed.
    • If the different form is purely aesthetic (such as Vivillon), no distinction is required; coaches drafting such Pokemon can use whatever sprite they like.  Examples include but are not limited to: Unown, Sawsbuck, Gastrodon, Florges, Furfrou, etc.
  • Pokemon like Silvally, which require a held item to achieve that form will be drafted broadly, meaning drafting Silvally gives you access to every Silvally form because it has to hold the item to be that form.
    • In previous seasons, we required coaches to declare which form they would be bringing.  This will not be required this season.
  • Pokemon whose forms change in battle (such as Cherrim, Meloetta, Castform, Wishiwashi, Minior, etc) are drafted broadly since they all have their base form and can only change in battle. So drafting Meloetta gives the coach access to both Aria and Pirouette forms.

IV. Z-Crystals:
  • After the draft, each coach must declare one Pokemon to be their "Z-Captain". 
    • The Z-Captain can hold any Z-Crystal.
      • Coaches no longer have to declare Z-Crystals.
    • No other Pokemon on a roster besides the designated Z-Captain may hold Z-Crystals.
    • The Z-Captain cannot change at any point; once declared, it is that team's Z-Captain for the remainder of the season.
      • Z-Captains cannot be traded or swapped in free agency.
  • Bans and Restrictions
    • All omni-boosting moves like Z-Conversion, Z-Celebrate, etc, are banned, consistent with the GBA.  
    • All evasion Z-moves like Z-Magnet Rise, Z-Kinesis, etc are banned consistent with both the GBA and the Evasion Clause of Smogon.  
    • Mewnium Z is banned, consistent with the GBA ban as well as the fact that it is banned from UU and all tiers below it.

Battles 

I. Players must battle all their regular season opponents before the end of the year.


II. All battles will take place on Pokemon Showdown in either RU or Anything Goes (you will need to do AG if you have an unbanned Pokemon) at an agreed-upon time by both coaches.  If there are any problems finding time, contact your nearest Kevmissioner for help.


III. Rules will follow standard Smogon rules.
  • To review general rules: http://www.smogon.com/dex/sm/formats/ru/
  • To review Smogon-wide clauses: http://www.smogon.com/articles/clauses

IV. The timer should always be turned on except in the event of a disconnection. If a player should accidentally disconnect during a battle, the connected coach should turn off the timer to allow the other coach time to return to the battle.  
  • Should the disconnected coach be unable to resume, the connected coach may turn on the timer and temporarily claim victory so that he or she may use the replay to send to the disconnected coach so that they may recreate the battle as it was to that point.  If new hax (such as a Critical Hit or status ailment) that did not take place in the original play transpires in the recreation of the battle, coaches are expected to start over in recreating the battle.
    • Variable damage rolls are acceptable in the event that it does not lead to a knockout that it did not obtain in the original battle (i.e. if Gliscor survives with 1% in the original battle and get's KO'd by a higher damage roll in the re-creation, coaches are expected to start over in re-creating the battle).
    • The disconnecting coach should also utilize his or her phone to contact their opponent on Twitter immediately to inform them of the disconnect.

V. No forfeits will be permitted.  Having accurate measures of differential is important for determining end-of-season standings.  Forfeiting will result in a 6-0 loss for the forfeiting team.


VI. No shows: if someone does not show up within 15 minutes after a previously agreed-upon match time without providing advanced notice, they will be considered to be no show.  A no show results in a differential of -3 added to that coach's score regardless of the outcome of the match whenever it does take place.  Any disputes on the matter should be resolved with screenshots.
  • In the event that one of the coaches commits two no-shows for a single opponent, the offender will take a 6-0 loss and -6 differential with no opportunity to make it up.  The other coach will play their match against the sub to assess the proper differential to be awarded to them.
    • Coaches who have to play against the sub after their original opponent no-showed twice will automatically be awarded a win for the week even if they lose against the sub.
    • A loss by any margin will result in +0 differential.  Wins will assess differential as normal.
  • If any coach commits three no-shows in a season, they will be removed from the CIL. 
  • If matches from two previous C-weeks do not take place, each coach will be automatically subbed in for by designated CIL subs (most likely the Kevmissioner and the Chasemissioner).  For instance, if a week 1 match has not taken place yet, the day week 3 begins, the subs will be in control of that game.
    • If one of these coaches has been showing a consistent effort to get the match scheduled, only the non-responsive coach will be subbed in.
    • This substitution will be treated just as the no-show, with the coach who made the efforts getting an automatic win, but differential determined exactly the same as the no-show method.
  • If coaches are non-responsive and do not complete two consecutive matches, they will be removed from the CIL and replaced.
    • Replacement coaches will be determined by the Kevmissioner.

VII. Substitutions: any coach may have anyone of their choosing (except for their opponent for that week) substitute a match in the event that they would be unable to complete a battle even with a reasonable time extension.  
  • There is no limit to the amount of times a coach can have someone substitute for them, but if that team wins the league, the coach playing the most games will be considered the league champion.
    • When determining who is eligible to continue for the next season, the coach who finishes the season will still be considered to have finished the season and automatically have their spot reserved in the subsequent season.
  • Coaches leaving the league for the remainder of the season may have the option to select their replacement, to be approved by the Kevmissioner.
    • If not, the league will find a suitable replacement at its discretion, to be determined by the Kevmissioner.
    • If the substituting coach already has a team active in the CIL and they need to play against themselves, the Kevmissioner will determine who will substitute in for that match.

The Season and Post-Season 

I. The regular season takes place until December 24th, 2017. I'm having it end before Christmas so that we have plenty of time to do the playoffs afterwards.  It also seemed like a nice place to draw the line between regular season and playoffs.

  • Any games not played by December 25th will result in an 0-3 loss for both teams unless one of the coaches can demonstrate a consistent effort to schedule the match on their part.
  • If both demonstrate a consistent effort, but schedules just don't jive, it will be registered as a 0-0 loss.

II. Playoffs - At the conclusion of the regular season, standings will be evaluated to determine playoff seeding.
  • The top four teams will make the playoffs.
  • In the event of a tie in records, differential will be used to determine which team gets a playoff seed.
    • In the event of a tie in differential and record, we will hold a playoff match between the two teams and the winner will receive the remaining playoff seed for his or her conference.
  • No schedule will be put in place for playoffs but we ask that you finish them as quickly as possible.
  • The final two teams compete for the CIL RU Minor League Championship.

Tuesday, July 11, 2017

CIL S3 Championship Analysis: I've Had My Share of Sand Kicked In My Face

By now, you're probably aware that Season 3 of the CIL has ended and the Kinglers have finally grasped the title :)

I was surprised with the amount of very positive feedback on Twitter from the teambuilding analysis for other successful league matches and decided that, since the Kinglers are on a budget, this would be our championship parade.

If you missed the replay, it's here: http://replay.pokemonshowdown.com/gen7customgame-601653044

Before it even begins, I want to remind everyone that neither Blue or I had much time to prep for this game.  My prep began exactly 6 minutes before our match was scheduled to begin (causing us to start a little late but within the 15-minute window the CIL allows) and I'm sure Blue was in a similar situation.  That said, I was very happy with my prep and having played him in week 1, there was a number of things I was able to recall from then that helped me speed things up.

One thing you'll notice from the team build is that every Kingler member currently on my roster that has been with the Kinglers for multiple seasons was on the championship team except for Cletus.  I tried to find ways to fit her in but her bulk was insufficient for the insane amount of power on the Koko Puff roster.  The best set I could think of was a SpDef set, but Beef made so much more sense packing more bulk, more offense, and Thick Fat for Kyurem + Darm.  More on teambuilding first, but if you feel content with the explanation in my video, feel free to skip to the breakdown below it.

Team Analysis
Big Mamapotomus (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Roar

I wanted to run sand because he only had one good response to Excadrill, being Suicune.  His entire team could be OHKO'd or 2HKO'd by any combination of two attacks so it seemed like the optimal bring. Max HP & 160 Def was enough to take two HJKs from 252+ Atk Mega Lop, two Flare Blitzes from 252 Atk Darm, his strongest physical attackers, as well as 252+ SpAtk Vikavolt's Energy Ball and 252+ SpAtk Grass Knot from Nihilego.  I would need the bulk to set up sand twice so Guacamole could sweep.

Guacamole (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Earthquake does 40% min to 252 / 200+ Suicune, meaning if I could hit it with one Thunderbolt (and one other attack if Wacan, which I didn't account for), nothing can stop Excadrill from sweeping.  On the off-chance I needed to muscle through Suicune with Excadrill, I packed SD since I didn't need the other coverage.  If you're wondering why I prepped for that specific Suicune spread, it was the standard in the calc and near max Def which I expected.  I also felt he needed some speed for Chandelure/ M. Scizor/ and Defensive Manaphy, or some SpDef to avoid being set up fodder for offensive Manaphy/ to win a potential CM war.

Poseidon (Manaphy) @ Rocky Helmet
Ability: Hydration
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Energy Ball
- Ice Beam
- Heart Swap

I had 3.5 defensive pivots in mind for this game, this was the .5 lol.  Poseidon was planned as a sack to Mega Lop or a reliable check to Darm, which is why you see the Rocky Helmet instead of Leftovers.  Lefties would enable it to take two HJKs from 252+ Lop but after realizing I only needed one Rocky Helmet hit to OHKO w/ Excadrill, I opted for the Helmet, which also broke any potential sashes that might halt the late Guacamole sweep.  Heart Swap was just in case Suicune caused problems setting up or Nihilego was getting those juicy beast boosts, PuP/ Agility Lop, etc.

Beef Jones (Snorlax) (M) @ Assault Vest
Ability: Thick Fat
EVs: 240 HP / 224 Atk / 44 Def
Adamant Nature
- Facade
- Crunch
- Pursuit
- Heavy Slam

None of his special attackers can take on Beef and with the Icium Z on his side, Beef was basically a must-bring.  Pursuit was to make sure Sash Nihilego's item was useless if he tried to switch out and save it, Facade was in case I needed to damage Suicune and got burned, Crunch for Dhelmise, and Heavy Slam for Kyurem, Mimikyu, Nihilego, and Shuckle.

Iron Mantis (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 4 Def / 168 SpD / 88 Spe
Careful Nature
- Bullet Punch
- U-turn
- Defog
- Roost

I regretted not bringing our Mega last time but Suicune was enough deterrent to scare it off.  Not this time.  Iron Mantis was determined to help lead the team to victory even if it meant not setting up.  I needed Defog to ensure Sticky Webs couldn't slow down Guacamole, and U-Turn because it invited in Darm without it.  The spread was designed to creep Suicune with a little speed investment itself and the SpDef lived Fire Blast from standard Garchomp, and HP Fire from 252+ Nihilego after rocks if he successfully predicted a switch-in.  It also was an additional Ice & Dragon resist from Kyurem as well as one of few Bug Buzz switch-ins on the team.

RNGesus (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 88 HP / 228 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Agility


The sole reason I brought RNGesus was to hit Suicune with one Thunderbolt.  Ideally, also KO it but all I needed was one hit.  This set is actually bad in the given match-up and could have been drastically improved by dropping a set-up move for Knock Off and I'll explain why in the game breakdown.  The speed creeps Nihilego and the SpAtk is to OHKO offensive Garchomp with HP Ice because of Expert Belt.  Although we had Electrium Z, I felt it was detrimental to that important calc so I had to forgo a Z-Crystal.  A Z-Move for Drill would have been ideal actually... but that's not how our system worked this season.


Breakdown

Leading Iron Mantis was kind of risky for me given a potential scarf Darm lead, but I felt comfortable with the ability to either bait out a Flare Blitz to get some nice rocky helmet chip on him with Poseidon, or even better if he went for U-Turn predicting the switch.  Instead he lead Suicune, likely predicting a Big Mama lead and knowing my team's weakness to Water types, but that's exactly why I thought speed on Iron Mantis might be a good idea.  The 17% chip U-Turn damage was important because it revealed a lack of Leftovers but also was important because the Wacan Berry meant even after taking a Tbolt, Suicune could have still checked Guacamole had I not gotten that 17%.  With this extra damage, Suicune was no longer capable of doing so and absolutely nothing was stopping Guacamole from getting at least one KO, and more likely multiple KOs, each time it hit the field, even revenge KOing Suicune immediately even without sand.  Since he got a Scald burn on Thundurus right away, that meant the speed on Iron Mantis effectively guaranteed Guacamole's sweep because a burned U-Turn + the Wacan Tbolt damage would not have put it in range of EQ.

The full para on Suicune then was frustrating for Blue because it meant RNGesus couldn't get KO'd right away and I was able to sack it later vs Darmanitan which made my decision making process a lot easier.  All I really had to do was make safe, conservative plays to chip away at the team and aggressive doubles on his end predicting such play would have forced me to sack but also enabled Guac to get on the field and KO things.  The absolute best play I could have made would have been to Knock Off if I had it and as promised, this is the explanation of that teambuilding mistake.

If he had a clutch berry (he did), obviously I could have removed it and simultaneously negated the Mirror Coat threat completely.  It also would have covered a switch in from Scarf Garchomp who I expected to come in on a Tbolt and try to revenge KO.  The Knock Off would have put it in range of HP Ice the following turn and remove the threat of being outrun by a Scarf set.  AV Dhelmise, his middle ground play would have taken super effective damage and lost its item in the process so if I had the foresight to pack Knock Off in the few minutes of prep,

When he switched in Lopunny on a Heavy Slam from Beef Jones, everything except Garchomp had taken the damage necessary for the game plan and Big Mama could guarantee that damage by being able to take any two hits from Chomp outside of 252+ Banded Outrage, for which I had Scizor to take the second hit and also live a subsequent Fire Blast if he stayed in, only got two turns, and didn't hit himself in confusion.  This mon was such a threat, which was why I was willing to click HP Ice on Suicune (after it took the tbolt).  RNGesus had already done its job and the damage on Chomp would have kind of meant the game was over but he was smart not to risk that.

There was a HJK miss on Poseidon that was also unfortunate, but it was already in range of Guac at that point, as well as Big Mama's EQ.  If he had connected the HJK on Poseidon, after Rocky Helmet, it would have been in range of Iron Mantis's Bullet Punch and he needed two max rolls to 2HKO Poseidon.  I only mention it because, as crazy as it might seem initially, the hax on this turn was inconsequential to the outcome.  It would have changed the rest of the plays, of course, but not the outcome.

Because of the hax, I was never able to get Guacamole in safely, which is in some ways a good thing.  Due to Excadrill's offensive pressure, it did extend the game and potentially open the door for momentum to shift against me if I misplayed, but it also meant that I had a greater degree of control and any hax at that point couldn't prevent me from winning (as we saw when Poseidon was crit by Flare Blitz which kept the Darm alive).

I think Blue played fantastically the entire game except for letting Suicune take the Tbolt.  Initially after being told he went for Mirror Coat, I thought it was a clever tech but the damage meant that literally by the second turn I had almost finished doing what I needed for the Guac sweep.  Suicune needed to stay at least at around half health to check my sand mode or at 56% to ensure it could still check it even after a crit (although if Guac hadn't taken enough LO recoil, he would also need a Scald burn but it would still leave it in a position where it had probably 2 hits left at most).  If I were advising my opponent I would have built differently, perhaps with a hazard stacking offense and Suicune in the back to always check sand.

In this case it came down to having a better team matchup so that I never had to stunt or make any plays; I just had to make safe moves to ensure I could win the game with Guac and leave nothing to chance.  I've been really proud of my teambuilding this season, being able to do that almost every single game whereas in past seasons, my builds have been hasty and my success was predicated heavily on prediction.  While I still enjoy stunting from time to time, I enjoy having a championship in the Kingler office even more :)


MVP
The MVP of the Championship definitely has to go to Big Mama.  Although RNGesus, Poseidon, and Iron Mantis all got KOs, Big Mama led the team with 3 KOs and saved us from the sheer power of the Koko Puffs, so the defensive MVP was also the source of our offense as well :)


Final Thoughts
I know this was a crazy long analysis but I feel that all the information I discussed was pertinent to understanding the outcome as well as why I made the plays I did.  If anyone applies the principles that lead to my decisions, I think it could help others grow into an even higher level of play, which is the entire reason I do posts like this in the first place.

I've said it many times but my hat's off to Blue who played every turn after the second perfectly, and had a phenomenal season outside of that, finishing second in the regular season, getting the first round bye, dominating the semifinal match and playing valiantly in the championship.  He will most certainly be back with a vengeance in season 4 for the RU draft, but for now I'm not even thinking about future seasons, just enjoying the success of the current one :)  Thanks for sticking around and I'll see you on Twitter!

CIL Season 4 Rules: RU Ready for This?!

Thank you for your interest in the CIL as we head into our 4th season!  I'm honestly surprised we had two but as long as there's interest, I'll do my best to keep this train rolling!

The Draft

I. Before a new season, teams will enter a lottery like that which is used in the NBA to determine draft-order for the next season. 

II. Playoff teams are exempt from the lottery and placed in reverse-seeding order at the end of the draft.  Tied playoff seeds (such as quarterfinalists) will have their position in the draft assessed by their differential at the end of the previous season.

III. The lottery will use a weighted system with lower seeds from the previous season having the best odds of being picked early with all ties being settled by differential from the previous season (so if two teams finished 3-7 but one had a -2 differential and the other a -4, the -4 team is more heavily weighted and more likely to be picked sooner).  The website I used last time and will likely use again this time is: http://www.draftpicklottery.com/

IV. New teams entering the CIL will be shuffled into the lottery with minimum weight on them, making them less-likely to have the earliest picks.

Bans 

I.  Only Pokemon in the Smogon RU tier or below will be allowed in the draft with some exceptions listed below.  As this document is coming out much earlier than the season's start, make sure to check back before the draft and view the draft board carefully to ensure you're up-to-date with bans.  If there are any questions as to why certain Pokemon are banned, ask your local Kevmissioner for an explanation.

  • Necrozma
  • Cresselia
  • Hoopa
  • Feraligatr
  • Cloyster
  • Tornadus
  • Nidoqueen

II. Mega Stones will be banned. Due to the lack of Megas in the tier, it isn't possible for each team to be balanced with a mega.


III. All moves and mechanics banned from the RU tier will not be permitted in the league, such as Baton Pass, Drizzle, and all Smogon-wide Clauses.  For more information, see www.smogon.com/dex/sm/formats/ru

IV. Banned Moves:
  • Aurora Veil: already banned from RU.
  • Baton Pass: already banned from RU.
  • Omni-boosting Z-Moves: They are often banned from leagues and will continue to be banned from the CIL due to an unfair advantage this very powerful form of set-up can impose.  Often the defensive boosts make it difficult or impossible to revenge KO set up mons and is very restrictive on team building. 
  • Belly Drum: This might be controversial to some but I feel that because many BD users can adjust their coverage really well that there would be almost no room for counter play once the user has set up.  For instance, Slurpuff's best counter, Doublade is only available to one person and it can run Thief to reliably 2HKO at +6.  Another example: 252/252+ Chesnaught, one of the best counters to Linoone, is OHKO'd by Gunk Shot as a coverage option.  
    • While there is obviously still ways for these Pokemon to be dealt with (such as Kebia berry Chesnaught in the above example), the alternatives for dealing with the opponent's Belly Drum user would be extremely limited and predictable, making it unfairly advantageous for the Belly Drum user in preparing for the match.  
    • With screens, Memento, Parting Shot, Z-Belly Drum etc, to support and/or provide multiple opportunities to utilize it, I feel it would be too easy to set up Belly Drums and diminish the competitive value of this format.
    • While it may invalidate something like Linoone in the format, who really can't complete many other roles well, I feel the expense of one Pokemon drastically improves balance and counter play.  Additionally, every other viable Belly Drum user in the format is capable of running multiple other sets effectively.

V. UN-Bans: There are some Pokemon I feel exist in higher tiers that could be in an RU draft and not only not disturb the balance, but improve balance within the draft.  The Pokemon from higher tiers that will be allowed in the RU draft are: 
  • Forretress
    • Forretress is being allowed in because of limited access to both reliable hazard removal and viable Steel types within the draft.  
    • It lacks reliable recovery and strong offensive potential making it manageable from both offensive and defensive angles, and has an exploitable 4x weakness.
  • Klefki
    • Klefki is being allowed in because of limited access to viable steel types within the draft.
    • While having a very useful support movepool, good typing, and reasonable bulk, it poses little to no threat offensively.  It also lacks reliable recovery making it susceptible to being worn down.
  • Tentacruel
    • Tentacruel is being allowed in because of limited access to reliable hazard removal.
    • It's good speed, ability to spin, access to hazards, and good bulk make it a strong choice in the draft, but it requires Z-Haze for reliable recovery which would limit teambuilding options or accept being worn down more easily.  Offensively, it's fairly weak and possesses an exploitable low defense stat if not heavily invested in making even resisted hits do respectable damage.
  • Pelipper
    • Pelipper is being allowed because of limited access to reliable hazard removal.
    • Pelipper is only OU on rain teams for its access to Drizzle.  Prior to getting Drizzle, it was PU by usage in Gen VI.
    • Drizzle is banned from UU and below so Pelipper is not overpowered for the RU draft meta with only Rain Dish and Keen Eye, and if used as a defogger, it is forced to run Keen Eye.

VI. If banned tech is brought, the match will still be played to completion to assess how to effectively penalize the breach in rules. 
  • If the team bringing the banned tech loses, no additional penalty will be administered. 
    • Differential will be applied as normal.
  • If the team bringing the banned tech wins, this will be reversed and they will be dealt a loss for the game, while the team playing against banned tech will be awarded a win.
    • In this scenario where the outcome is reversed, both teams will have the differential altered to 0, win or lose.

Team Rosters


I. Pokemon on each team's roster of 11 Pokemon must be static except under the following conditions:
  • Each team is allowed five (5) total roster transactions to alter their team between weeks 2-6.  Week two is the first week transactions may occur and no transactions can be completed once week six has ended.
  • Trades: Each team is allowed to use any number of their allotted transactions on trades with any team in the CIL.
    • Trades must be submitted to @KevinVGC on Twitter to be approved by the Kevmissioner (simply to check that all these conditions are met).
  • Free Agents: Each team is allowed to use any number of their allotted transactions on free-agent acquisitions per season.
    • Once a Pokemon has been dropped from a team's roster, any coach may acquire that Pokemon provided he or she has not already used his or her one free-agent acquisition.
    • Free agency moves must be submitted to @KevinVGC on Twitter to be approved by the Kevmissioner (simply to check that all these conditions are met).
      • A dropped Pokemon will not be considered to be available in free agency until it has been approved (to avoid timing discrepancies).
      • An acquired Pokemon will not be considered on a team's roster until it has been approved as well.
  • Roster changes do not take effect immediately.  Approved changes will be visible on the draft board spreadsheet and available the subsequent week as described on the spreadsheet.

II. All roster change requests will be processed in the order they are received through the Twitter account, whether the CIL's official account or the Kevmissioner.  No one else may confirm transactions.  The CIL operates under that limitation so that if requests are submitted closely together, it will be easy to discern whose was submitted first.


III. Multi-Form Pokemon
  • Pokemon with multiple forms are drafted on the individual form.  For instance, drafting Rotom-Mow gives me access only to Rotom-Mow, not any other Rotom forms.  Other examples where individual forms must be drafted include but are not limited to: Gourgeist, Cosplay Pikachu, Wormadam, Basculin (different colors get different abilities), Oricorio, Lycanroc, etc.
    • Coaches will have to designate specifically which form they wish to take in the draft itself.  In the event that they have not been clear, the draft will pause and not progress until a distinction has been confirmed.
    • If the different form is purely aesthetic (such as Vivillon), no distinction is required; coaches drafting such Pokemon can use whatever sprite they like.  Examples include but are not limited to: Unown, Sawsbuck, Gastrodon, Florges, Furfrou, etc.
  • Pokemon like Silvally, which require a held item to achieve that form will be drafted broadly, meaning drafting Silvally gives you access to every Silvally form because it has to hold the item to be that form.
    • In previous seasons, we required coaches to declare which form they would be bringing.  This will not be required this season.
  • Pokemon whose forms change in battle (such as Cherrim, Meloetta, Castform, Wishiwashi, Minior, etc) are drafted broadly since they all have their base form and can only change in battle. So drafting Meloetta gives the coach access to both Aria and Pirouette forms.

IV. Z-Crystals:
  • After the draft, each coach must declare one Pokemon to be their "Z-Captain". 
    • The Z-Captain can hold any Z-Crystal.
      • Coaches no longer have to declare Z-Crystals.
    • No other Pokemon on a roster besides the designated Z-Captain may hold Z-Crystals.
    • The Z-Captain cannot change at any point; once declared, it is that team's Z-Captain for the remainder of the season.
      • Z-Captains cannot be traded or swapped in free agency.
  • Bans and Restrictions
    • All omni-boosting moves like Z-Conversion, Z-Celebrate, etc, are banned, consistent with the GBA.  
    • All evasion Z-moves like Z-Magnet Rise, Z-Kinesis, etc are banned consistent with both the GBA and the Evasion Clause of Smogon.  
    • Mewnium Z is banned, consistent with the GBA ban as well as the fact that it is banned from UU and all tiers below it.

Battles 

I. Players have two weeks to complete their matches, constituting one CIL "week" unless extenuating circumstances prevent a match from happening.  In this case, an extension will be granted to both teams if the request is submitted to the Kevmissioner or @CIL_Official on Twitter with 24 hours notice prior to the conclusion of that week.  No notice results in a -3 differential loss for each team.


II. All battles will take place on Pokemon Showdown in either RU or Anything Goes at an agreed-upon time by both coaches.  If there are any problems finding time, contact your nearest Kevmissioner for help.


III. Rules will follow standard Smogon rules. To review general rules: 
  • http://www.smogon.com/dex/sm/formats/ru/
  • To review Smogon-wide clauses: http://www.smogon.com/articles/clauses

IV. The timer should always be turned on except in the event of a disconnection. If a player should accidentally disconnect during a battle, the connected coach should turn off the timer to allow the other coach time to return to the battle.  
  • Should the disconnected coach be unable to resume, the connected coach may turn on the timer and temporarily claim victory so that he or she may use the replay to send to the disconnected coach so that they may recreate the battle as it was to that point.  If new hax (such as a Critical Hit or status ailment) that did not take place in the original play transpires in the recreation of the battle, coaches are expected to start over in recreating the battle.
    • Variable damage rolls are acceptable in the event that it does not lead to a knockout that it did not obtain in the original battle (i.e. if Gliscor survives with 1% in the original battle and get's KO'd by a higher damage roll in the re-creation, coaches are expected to start over in re-creating the battle).
    • The disconnecting coach should also utilize his or her phone to contact their opponent on Twitter immediately to inform them of the disconnect.

V. No forfeits will be permitted.  Having accurate measures of differential is important for determining end-of-season standings.  Forfeiting will result in a 6-0 loss for the forfeiting team.


VI. No shows: if someone does not show up within 15 minutes after a previously agreed-upon match time without providing advanced notice, they will be considered to be no show.  A no show results in a differential of -3 added to that coach's score regardless of the outcome of the match whenever it does take place.  Any disputes on the matter should be resolved with screenshots.
  • In the event that one of the coaches commits two no-shows for a single opponent, the offender will take a 6-0 loss and -6 differential with no opportunity to make it up.  The other coach will play their match against the sub to assess the proper differential to be awarded to them.
    • Coaches who have to play against the sub after their original opponent no-showed twice will automatically be awarded a win for the week even if they lose against the sub.
    • A loss by any margin will result in +0 differential.  Wins will assess differential as normal.
  • If any coach commits three no-shows in a season, they will be removed from the CIL. 
  • If matches from two previous C-weeks do not take place, each coach will be automatically subbed in for by designated CIL subs (most likely the Kevmissioner and the Chasemissioner).  For instance, if a week 1 match has not taken place yet, the day week 3 begins, the subs will be in control of that game.
    • If one of these coaches has been showing a consistent effort to get the match scheduled, only the non-responsive coach will be subbed in.
    • This substitution will be treated just as the no-show, with the coach who made the efforts getting an automatic win, but differential determined exactly the same as the no-show method.
  • If coaches are non-responsive and do not complete two consecutive matches, they will be removed from the CIL and replaced.
    • Replacement coaches will be determined by the Kevmissioner.

VII. Substitutions: any coach may have anyone of their choosing (except for their opponent for that week) substitute a match in the event that they would be unable to complete a battle even with a reasonable time extension.  
  • There is no limit to the amount of times a coach can have someone substitute for them, but if that team wins the league, the coach playing the most games will be considered the league champion.
    • When determining who is eligible to continue for the next season, the coach who finishes the season will still be considered to have finished the season and automatically have their spot reserved in the subsequent season.
  • Coaches leaving the league for the remainder of the season may have the option to select their replacement, to be approved by the Kevmissioner.
    • If not, the league will find a suitable replacement at its discretion, to be determined by the Kevmissioner.
    • If the substituting coach already has a team active in the CIL and they need to play against themselves, the Kevmissioner will determine who will substitute in for that match.


The Season and Post-Season 

I. The regular season takes place over eight (8) CIL-weeks (or 16 real weeks)

II. Playoffs - At the conclusion of the regular season, standings will be evaluated to determine playoff seeding.
  • The top two teams from each conference will receive a playoff seed and first round bye.  The second place teams from each conference will also be awarded a playoff spot in which they will play against wildcard seeds determined by ranking.  Two wildcard seeds will be selected regardless of division and based on record making a total of six (6) playoff teams.
    • In the event of a tie in records, differential will be used to determine which team gets a playoff seed.
    • In the event of a tie in differential and record, we will hold a playoff match between the two teams and the winner will receive the remaining playoff seed for his or her conference.
  • The number one seed in each conference automatically advances to the semi-finals while the two and three seeds play a quarterfinal match.
IV. Championship - Players going undefeated in their conference playoff-rounds will have the opportunity to play for the CIL Championship.  If I had a belt, I would totally give it to the winner, but I don't.  Sorry yall.  I would also really like to hold this on stream and pretend it's a televised event (maybe have the Pro Bowl as an opening event?) because I think that would be fun.  It will depend on schedules.  We'll cross that bridge when we get there.


The Off-Season and Pre-Season

I. After the conclusion of the Post-Season we will begin the off-season.  Mostly nothing happens here except occasional chatter in the coach's chat.  When we "officially" enter the pre-season, it will then be determined what coaches will begin the next season of the CIL.

II. Any coach who completed their season will have a spot guaranteed in the next season if they decide to continue.  This spot may not be given to anyone directly and if a coach choses not to enter, that spot will be gone, not replaced except in the event of article III below:

III. If there is an odd or insufficient number of coaches entering the next season of the CIL, the existing coaches will determine how many spots to add and recruit accordingly.

  • Coaches may vote or voice their opinion in who is selected, but as always, final say comes down to your good ol' Kevmissioner.  
    • Unless it's someone who has previously dropped the league one or more times, I likely won't say no, but even that's not a deal-breaker.  Some coaches have maintained a high-level of activity within the CIL even after dropping and special consideration will be given for their dedication.
IV. Once the teams have been decided, the Kevmissioner will open the door for voting on any prospective rule-changes or practices via everyone's favorite way to exercise their democratic freedom: straw polls.

V. After everything has been confirmed and teams have been decided, the draft, and therefore the season, will begin.




I think that's it.  Let me know if I missed anything.

Tuesday, June 20, 2017

In Depth Reflections: Semifinals vs Bentonville Blastoise

Haven't really done a post like this since I normally cover stuff in the video but I got some good responses from my teambuilding post so I thought I'd jot down another example as quickly as I can without missing worthwhile details.  This is for my season 3 Semifinal match vs Chase.

The Matchup

General impressions: improved options vs my baton pass via taunt Tornadus. Roar Donphan seems likely as well.  I had this feeling he'd go Weavile to address my genies but I think Ttar would have been better when paired with Victini.  Thought Victini might sit the bench this week since I have 5 checks to it.  Serp is pretty good against the team but the presence of Torn, Kyurem, & Scoli might deter it.  Araquanid is gonna be annoying and force certain builds on me.  Florges and Donphan present set up opportunities as can a weakened or slowed Victini.  I have several directions I can take the team but I'll always be a little weak to some things.

My Team

Big Mamapotomus (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 156 Def / 96 SpD
Impish Nature
- Earthquake
- Thunder Fang
- Slack Off
- Stealth Rock

Physically defensive with enough bulk to not get 2HKO'd by Weavile's Icicle Crash and Jolly Mega Aerodactyl's Aqua Tail.  Rest goes towards Spdef investment ensures avoiding a 2HKO from mixed, physically-based TTar's Ice Beam, & mixed specially-based Life Orb Victini's Glaciate.  Big Mama can take on Victini, Tyranitar, Donphan, Mega Aero, and Tornadus lacking Grass Knot as well as help get chip damage on Celesteela and Araquanid if need be.

Frosty (Kyurem-Black) @ Haban Berry
Ability: Teravolt
Shiny: Yes
EVs: 248 HP / 4 Atk / 212 Def / 44 SpA
Lax Nature
- Fusion Bolt
- Ice Beam
- Roost
- Iron Head

b/c of my weakness to Araquanid, I went phys def to capitalize on his great bulk while easing some of Manaphy's considerable defensive burden with the team's weakness to Weavile.  this set can perform multiple roles depending on his team composition and provide substantial offensive pressure as well.  Banded Adamant Araquanid's liquidation does 29% Max, offensive Donphan's Stone Edge does 43% max, Mega Aero's Stone Edge does 71% max and b/c of the Haban Berry, Goodra's Draco does 65% max.  obvi can't take repeated hits from M. Aero and has to roost stall Goodra to take repeated hits, but it *can* do multiple roles. I really wasn't sure what he'd bring so I wanted to cover as many bases as I could without stretching too thin.  It also has enough bulk despite the -Spdef nature to always live 252+ Florges' Moonblast and 2HKO back with Iron Head, for which it needs all 4 Atk EVs to do so lol... but seriously. The SpAtk gives it a 56.3% chance to OHKO Donphan from full as well as well as 2HKOing literally anything weak to Ice Beam.

Poseidon (Manaphy) @ Rocky Helmet
Ability: Hydration
EVs: 248 HP / 228 Def / 4 SpA / 28 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Ancient Power
- Ice Beam
- Light Screen

Another physical check for his many physical attackers; this set is also my best Weavile response since I decided to forgo Mega Scizor.  I didn't need any other coverage so I went with Light Screen to try and help Beef Jones set up more.

Beef Jones (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 60 HP / 4 Atk / 252 Def / 192 SpD
Impish Nature
- Curse
- Return
- Thunder Punch
- Rest

This set is perfect for the matchup.  Maximum bulk with as little HP as possible in order to reduce the amount of health Celesteela gains from Leech Seed.  All of his ways of beating this include and are limited to: Low Kick Weavile/ Ttar, crits, or Leech Seed + crits.  If I get to +2, which can be very easy on certain mons like Florges, Donphan, Tornadus, Serperior, Goodra, M. Aero and non-banded Victini.  It can also set up on Araquanid, if it's not banded and Rest means I don't have to worry about a rogue Toxic Florges or something.  I knew going into this that Beef was most likely the win con, but still believe I had other ways to win and might not need it.

RNGesus (Thundurus) @ Flyinium Z
Ability: Prankster
EVs: 8 HP / 252 Atk / 184 Def / 64 SpD
Adamant Nature
- Fly
- Thunder Punch
- Superpower
- Agility

At +2 Speed, it outpaces his entire team even with scarves.  Physical because I wanted to make the most of my Z-Crystal and Supersonic Skystrike nukes everything but PhysDef Donphan and Celesteela, the latter of which is answered by coverage.  With screens + memento support, I felt RNGesus could clean late.  Brick Break doesn't OHKO Ttar from full and Hammer Arm has a 10% chance to miss, so I went with Superpower. As with Beef, lots of PhysDef with little HP to reduce Leech Seed healing and not get revenge KO'd by Weavile's Ice Shard as easily.

Sia (Chandelure) (F) @ Shuca Berry
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 220 Def / 4 SpA / 36 SpD
Bold Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Energy Ball
- Memento

Originally I had T-Spikes on the team so since I was hazard stacking, it made sense to have a spin blocker.  Aside from that role, its spread counters physical or physically oriented Victini variants but struggles against special w/ Shadow Ball unless it comes in on V-Create (for free), in which case, it always lives 1 Shadow Ball after rocks.  Memento is because TTar seemed like the perfect switch in/partner to deal with Chandelure and if I knew it wasn't banded, I know I could take 252+ Crunch, get some chip with Energy Ball and/or Memento to give Snorlax another set up opportunity.


The Game

Chase's team surprised me as he had no actual responses to Baton Pass.  I made 6 potential teams before deciding on this one and 3 of the 6 featured Baton Pass so theoretically, I could have done exactly the same thing I did last time.  Chase either took a bold risk or resigned to BP--I'm not sure which haha--but it paid off since I didn't bring it.

http://replay.pokemonshowdown.com/gen7customgame-593553822

There aren't too many things I would have done differently but they pretty much all revolve around Florges.  I didn't really prep for CM Florges (you'll notice both my steel types are missing this match) because I didn't acknowledge it as a threat so I should have given that some more consideration, but there were a couple things I could have done to drastically reduced the impact it had on the game:
1) Stay in with Kyurem for Iron Head damage; Kyurem lives Moonblast from even 252+ Florges as you recall and 2HKOs with Iron Head.  Losing Sia that early was not something I wanted.
2) Memento a turn sooner; Florges would have been at -1 SpAtk meaning Beef could have set up and taken almost literally no damage.  At that point, it would have been over.

Other than that, I stand by my plays but had I gone Beef when I *should* have, it could have been another 5-0 win.  I don't even think the play I made was bad per say, but it was definitely sub-optimal and I point this out because that's the difference making your optimal play can make.  Had I not played every turn right after that, I surely would have lost as a result.

Key Moments
1) The crit on Florges.  It meant Frosty stayed at full, which was helpful later.
2) Victini's dying flinch on Beef on lucky turn 13.  Again, once Beef set up, it was over.


You might watch that battle and think I should add the Ancient Power boosts on Poseidon, but they actually didn't matter. I'll explain but first I'd like to point out that after two seasons with the Kinglers, Poseidon has gotten as many Ancient Power boosts as Scald burns. Yes, one each in TWO seasons. But the boost meant Araquanid couldn't sub up which was good since I misread the calc & overestimated the damage output it had on Araq.  However, it is actually almost inconsequential because Poseidon was faster, it would never be able to stay behind the sub meaning it would have been revenge KO'd and the ensuing events would not have changed at all aside from happening sooner.


Thinking Ahead
The whole point of reflecting is deciding what I could have done better and simply it would have been recognizing the opportunity to set up sooner.  Florges was exactly the set up fodder I was hoping for in order to make Beef's sweep as easy as possible and how I missed that is beyond me.  Before the match I was already planning on setting up on Victini, Goodra, or Aero so maybe it was just a matter of focus.

But for anyone hoping to learn from this, I think the key tactic that you can learn here is understanding your set up opportunities.  There's sort of this "old wisdom" that you don't set up turn 1 creating a stigma about setting up early but it really isn't that simple.  Look for things that don't do much damage, anticipate their potential options and responses, and if you feel that they have a good counter to your set up, it's probably not time yet.  Once your set up mon's checks and counters have been removed or weakened enough that they could reasonably take them on after setting up, it's time to pull the trigger, even if it seems early.  I've seen both Emvee and Pokeaim set up Dragon Dances turn 1 with Mega Ttar and sweep their opponent's entire team--there were no good checks or counters to their set, their matchup against anticipated leads was favorable, and M. Ttar, being at full health, was able to set up safely.  I will certainly be keeping this lesson in mind as I prepare for the chance at winning the CIL and avenging the blemish on a near-perfect season.  Wish me luck!






Friday, May 5, 2017

Teambuilding Principles for the Draft League Format

Originally this was going to be a super cool video but my computer crashed and destroyed the nearly-finished recording : ( I know I saved it because in order to play video back on Final Cut Express, I have to render it and I can’t render it until I save it but it is nowhere to be found on my computer so unfortunately, if you want the info, you’re gonna have to bust out the reading goggles.

I’m writing this post to address an idea I saw in comment section from an actual Youtuber (aDrive maybe?) where someone asked them to make a video to learn how to teambuild for draft.  I haven’t seen anything like that out there so I thought I’d outline the principals of my approach so that others might apply them as well.  I thought I’d give it a shot since I help a lot of people with their league prep already, so Wynaut? 

I have four basic principles, and I keep them basic because how you build is totally match-up driven and requires the assessment of too many specific factors to be useful in such a post. My first principle is:

1) Understand your team’s capabilities.

-Not every team can do everything so know what your Pokémon CAN do as well as what they cannot.  Scarf Ferrothorn is not a good revenge killer. Don’t do it.
-Sometimes it helps to draft a team that fits a playstyle you want, but not at the cost of versatility, but I’m not going into draft strategy. I could do an article on that but that would be separate from this.


2) Understand your opponent’s team’s capabilities.

-Their Pokémon have limitations too. Knowing what your opponent can and cannot do with their team will affect your builds.  There’s no need to prep for banded Chansey, trust me.
-Identifying potential roles early will make the process easier too. Do you see a P2? It might be Sp Def w/ Trace to take on your Heatran.
-There are a lot of possibilities to account for so it may be beneficial to simply prep for the most dangerous ones.


3) Consider the matchup specifically.

Understanding what each team can do and how those possibilities match-up directly against each other can be the difference between good prep and bad.

-You might have an amazing set up mon that destroys their team...but what is it going to set up on? (Shout out to Mega Gyarados lololol).  If the opponent's team doesn't provide set up opportunities, you may have to forgo that option.
-Are there any obvious holes in their team that you can take advantage of?  What *can't* they switch in on?
-Are there any obvious holes in YOUR team they might try to exploit? How can you prevent that?


4) Building approach: Defensively vs Offensively

Even if you build according to a particular archetype, you typically approach it from a defensive perspective (what’s my switch-in to ‘x’?) or an offensive one (how can I utilize ‘y’ threat to rip through their team?).  This section is going to include examples so feel free to skip to each bullet point (-) if you're short on time.

-Defense/ Stall
Generally, I find defensive builds to be inferior in league-style because ladder-unviable coverage can be easy to incorporate and can break through cores.  Also taunt is relatively reliable, substitute, etc. Sometimes it can be very effective though and to demonstrate this point, I’m going to show you my build from a match I played in the EBC. 

This was a scary first match-up because my opponent had two things normally banned from draft leagues: Mega Kangaskhan and Necrozma.  He also had great offensive capabilities in Hawlucha, Zygarde, Sylveon, and Arcanine, as well as potential defensive builds for Necrozma, Arcanine, Suicune, Bronzong, and Drapion. I was not even mildly concerned with Armaldo lol. Call me when someone with a similar team gets a sweep with manual rain + swift swim Armaldo.  

So how did I prep?  Well as always, I start with some fire ass nicknames.
 
I started with Rocky Helmet Spaghett! because it checked his physical threats pretty well and got some nice chip damage on Kangaskhan, who'd be hitting it twice. It also completely walls Zygarde 10% and breaks its sub.  Knock Off disrupts his team and potential switch ins like Bronzong, Dhelmise, or Arcanine, Leech Seed means nothing can come in and set up freely because it will progressively lose health and heal my Pokemon while mine wear his down, and Stun Spore in case I needed to spam para. I considered Sludge Bomb for Sylveon and EQ for Drapion but decided I'd rather not stay in on those since, as with all defensive builds, it's important to preserve your walls.


Pako and Mogwai would be proud to see Lord Mountain doing so well even to this day.  I realized that Tangrowth was limited in its ability to wall stuff like Drapion and Sylveon, and thanks to its great natural physical bulk, I didn't need much investment to have a secondary measure against Mega Khan.  Since Sylveon was tough to come in on, a SpDef build made the most sense to me.  Something I also considered was Lord Mountain's lack of offensive investment made him somewhat easy to come in on for Arcanine, Suicune, Necrozma, etc, so spamming Toxic to wear things down was essential to optimal use.


This isn't very defensive, I know, but a LOT of his team hated burns and next to nothing could take repeated Flare Blitz's (besides Suicune). Bulldoze was to predict an Arcanine switch-in and Extreme Speed meant I could pick off worn down, faster foes that may have gotten to set up more than I planned.


Two things defensive builds hate are hazards and being set up on. Haze was my best measure of making sure Necrozma or CM Suicune couldn't run wild.  I also needed something that could beat Hawlucha (I think he needs to be at +2 for Thunder Punch to 2HKO) and an offensive Arcanine, so I put some offensive moves on her as well.  She also served as a secondary counter measure to Zydog.


Is it even defense if you don't have a Chansey?  Chansey gets a lot of shit for being passive and weak, but definitely watch the recording of this one and see how this set lead the team in KOs this week :)  Florence was my most reliable rocker this week, and served as a great utility wall who could pass Wishes to something like Entei or Tapu Fini, who can't really heal themselves.  Florence is a beast so she doesn't need protect and I like to keep Seismic Toss on most Chansey sets to break subs and do something even if Taunted.


When I do beat stall or defensive teams, it's usually because I find it easy to predict what someone's switch-in will be. Zapdos was an amazing option to chunk his team with Volt Switches and give me initiative if necessary.  His sole ground type was Zygarde 10% and because it's so frail, you really don't want to risk sending it in on a potential HP Ice.  The way I see it, Zydog works a lot like Weavile in this way; it wants to come in freely and collect KOs, so I didn't mind having to risk a Volt Switch on it.  I also had great counters to Zydog meaning this set had the potential to put in a lot of work.

See how the team worked here: https://www.youtube.com/watch?v=043Z89Hy__8&t=9s


-Offense/ Hyper-Offense
Offense is a potent but volatile play style that can leave you vulnerable to unexpected threats but with the right prep can be tough to stop when you manage your sacks and initiative properly.  To show you what I mean, let’s look at the match where I substituted in for my friend @Satoshi_Red_Ash to play against @theflyingfiona.


Nobody likes prepping for Fiona.  She has threats on threats and literally the most intimidating team ever. THREE intimidators. I see so much offensive potential, especially with her Flynium Z, but a little less defensive potential, especially against the rain team I was using.


This team is very hard rain and very offensive (barring the Chansey, but that basically makes this a Chansey Offense build lol) and Water STAB alone is going to crush everything but Tapu Fini, Breloom, and Toxicroak, all of which are hit by Hurricane. Snoop's offensive potential here is severely limited by his speed so I opted for a bulky build to have as many opportunities to live and set up rain as possible. Max Def to ensure I live unboosted Supersonic Skystrikes.


Remember what I said about her only water resists being Breloom, Toxicroak, and Tapu Fini? Guess who hits them all super effectively?  The STAB Giga Drain was the main reason I chose Fruit Duck over Dr. Dra (Kingdra) who was walled by Fini with his STAB.  Toxicroak could have taken this set on pretty well if I didn't have HP Psychic so to keep momentum up, an important thing for all play styles but especially offense, I had to include it.


If Fiona found a way around rain, I wanted a late game cleaner and Ultron fit the bill.  The Shuca meant I could Agility up on basically everything but Arcanine, Clear Body means no amount of Intimidate can save her, and the coverage was sufficient to pick apart a weakened team, which is what late game cleaners do.  Metagross also gave me a solid flying resist (remember she also had access to Flynium Z) as well as a normal resist in case of Bewear.


While it does seem a bit slow for this match-up, it's ability to handle Magnezone, Breloom, and Tapu Fini were really appealing to me.  Also the Sucker Punch for Mega Alakazam, a huge threat to me if it traces Swift Swim, meant I could do some big damage before going down.


AV Magnezone was another thing that could stop the rain pretty well.  She could have prepped and brought Shed Shell, but to me that wasn't a threat.  It also can trap the Toxicroak making it worth bringing to me.  Thugtrio didn't do much else so Toxic and Memento round out the set; Memento to keep Persian-A from getting momentum with Parting Shot or weakening some powerhouses like Bewear, Lando, Mence, etc.


I already explained what Chansey does :P Light Screen was here over Reflect because if I slipped up and let Fini get some Calm Minds under her belt, it was gonna be tough to wear down so I wanted to make sure my Chansey could wear it down with Seismic Toss and put it in range of anything else.

No recording for this battle but here's the replay to see how the team worked: http://replay.pokemonshowdown.com/gen7customgame-568853231


-Balance and Bulky Offense
These can cover part of both play styles but are jeopardized when stretched to thin.  Typically you have a good spread of offense and defense, so you can switch in on things, but also abuse strong attacks once you get the chance.  One of my favorite balanced builds is the team I used to take on @mattyb in week 4 of the CIL.

 

Matt had a team rife with threats that could easily tear through me, especially Kartana, Infernape, and Magearna, but I'm also a little weak to Starmie and Volcarona.  Initially I wanted to build offense with Toxic Spikes but the presence of Mega Sableye as well as defoggers Kartana, Latias, and Mantine as well as Starmie as a spinner made me think that might not be so easy to pull off, thus I went for a more balanced approach.


Besides being threatening on it's own, my sand mode served as a potential counter measure to a Shift Gear Magearna or Quiver Dance Volcarona.  Big Mama is my auto-sand and good phys def wall for the likes of Gigalith, Infernape lacking Grass Knot, and Krookodile. Smooth Rock made the most sense to me because as one of my switch-ins to Krook, leftovers don't do much good if Knocked Off, and I can always benefit from more sand so it made sense to choose that.


Much of Matt's team outpaces mine without this little lady and aside from Scolipede was the only way I could get mileage out of having Bugnium Z that week.  Swords Dance was to help me break through a Porygon2, who could have walled reasonably well without that.  Since I was bringing the Smooth Rock, I also had extra turns of sand if the opportunity to set up presented itself and I didn't need Iron Head for anything EdgeQuake coverage didn't hit.


If I had to describe this set in only two words, I would use "Pure Heat". This was essentially the only good response to Kartana on my entire roster. Leaf Blade + Smart Strike is deadly but having Sacred Sword and Night Slash options meant even my Chandelure wasn't safe.  Enter Iron Mantis with HP Fire.  Thanks to Technician, I don't need investment to OHKO Kartana with HP Fire even with a -SpAtk nature, which is good because I need that bulk.  Roost was to stay healthy because if Scizor went down, my chances of winning drastically fell.


This seems less than ideal because he has two of the most threatening steel types in the game, but I figured if I could snag a couple boosts, the season 1 MVP could remind everyone she's just as dangerous as ever and I think most of my friends know how much I love forcing Cletus lol.  The Babiri Berry protects me against one of the Steel types and she sets up on just about everything else not named Infernape or Volcarona.  It's also a great lead against Mega Sableye, who commonly lead to get their Magic Bounce right away.  Matt brought a surprising tech to deal with her though, so I won't spoil it.


Matt had a number of specially-oriented offensive threats I was concerned with and I also wanted a fighting resist besides Cletus because Infernape learns Gunk Shot.  I don't have a great way to *hit* Infernape on this set, but I figured I could bluff it reasonably convincingly if need be.  Ziz is also a great switch in to Latias, pivots very nicely for me, and has excellent coverage to ensure Volcarona didn't get out of hand.  Superpower was for a weakened Gigalith or P2.


At this point, the team was good, but also very weak to Starmie.  Due to its speed, power, and coverage, I didn't really have any better options than Beef Jones. Pursuit was to catch Starmie "inevitably" switching out so I could get damage before Sableye or Mantine came in, Rock Slide because this was also my best response to Volcarona, and EQ was just good coverage this week in case of Magearna, Gigalith.  Oh and Facade was in case Beef had to come in on a Scald and got burned :/

To see how this match went: https://www.youtube.com/watch?v=DKf_K4PNm-8&t=898s


It's important to note that these are just examples.  I don't feel there is a general right or wrong way to build because each matchup poses a unique challenge.  Even teams you might not consider threatening can be full of surprises and dangerous in the right hands, which brings me to my final… bonus… super-secret special rules:


5) Respect your opponents.
Besides being good sportsmanship, even the BEST matchups can quickly turn against you if you get complacent.   Or maybe they’ll have some surprises you didn’t anticipate—build your team as best you can, and chose your plays carefully and deliberately for the optimal results.

However, the coach you play against isn’t your only opponent: RNG is a major factor that can undermine even the best preparations, so it should always be taken into account.  If you don’t have to risk losing because your Starmie could miss a Hydro Pump, don’t.  Be aware of potential consequences and in doing so, put yourself in a position to have the best odds at winning.  And finally:

6) Reflect on your choices. 
There’s going to be situations where there’s absolutely nothing you can do, but often you could have done something differently to cop the W. Accept your loss, understand it, and grow from it; you will only be better for doing so.



Nobody can win all the time, but if you apply these principles, you’ll have a solid foundation to approach your team builds on.  If you have questions, you can leave a comment, or it would probably best to reach me on Twitter, @KevinVGC.  Thanks for reading!

One Last Ride: The Sleepy Hollow Spectriers Season-in-Review

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