Monday, August 13, 2018

CIL Season 6 Rules

I'm sorry... season SIX?!  Where has the time gone?

There are a few changes regarding tiers and Z-Captains, but other than that, just about everything will be the same, although playoffs will have an extra round.I will do my best to keep this simple and brief as possible without compromising clarity.

Team Rosters  

I. Pokemon on each team's roster must be static except under the following conditions:
  • All transactions occur between weeks 2-5.  Week two is the first week transactions may occur on rosters and no transactions can be completed once week five has ended.
  • Trades: Each team has an unlimited number of trades with any team in the CIL.
    • Trades must be submitted to @CIL_Official or @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 a maximum of four (4) free-agent transactions 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 @CIL_Official or @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.
  • Mega Pokemon: Previously, Mega Pokemon could not be traded, however Megas can now be exchanged one time through the course of the season.  This exchange counts towards the allotted roster transactions in a season if used in free agency.
  • Z-Captains: If a Z-Captain is dropped or traded, its Z-Points can be reassigned a maximum of one (1) time to any Pokemon of the coach's choosing.  If a second Z-Captain is dropped, the coach will lose those points and be unable to reassign a new Z-Captain.
  • 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 by the Kevmissioner.  So if Kartana gets dropped and two people request it, the person who submits their request first will be granted precedent.

III. Some Pokemon with multiple forms are eligible for a multi-pick in the draft: Silvally (all types),  Oricorio (all forms), Gourgeist (all sizes), and Wormadam (all forms) count as one pick.

IV. Banned Pokemon: Refer to the GBA's ban list for a list of Pokemon and items not eligible for draft in the CIL.  These Pokemon will not be present on the CIL draft board spreadsheet.
  • New bans that were not banned in the previous season include: Magearna and Pheromosa.
  • Some Pokemon have specific bans:
    • Greninja (Protean and Battle Bond are banned on this Pokemon)
    • Blaziken (Speed Boost is banned on this Pokemon)
    • Landorus-I (Sheer Force is banned on this Pokemon)
    • In the event that someone who has one of the above in lieu of a permitted ability (for instance, if a coach brings Protean Greninja instead of Torrent), they will be allowed to play out the match for fun but will receive a loss regardless of outcome.  If they win, they will get a -3 differential and a loss.  If they lose by a margin less than three, they will automatically be reduced to -3 and their opponent will receive a +3 win.
V. Before a new season, teams will enter a lottery like that used in the NBA to determine draft-order for the next season.  Also like the NBA, playoff teams are exempt from the lottery and placed in reverse-seeding order at the end of the draft.  New teams will be placed at the top of seeding in the lottery.

VI. Z-Crystals:
  • Every team will have a designated budget of 100 points to be spent on Z-Captains for a maximum of three (3) total Z-Captains per team.  The cost per Captain depends on that Pokemon's tier:
    • Tier 1: 80 pts
    • Tier 2: 60 pts
    • Tier 3: 50 pts
    • Tier 4: 40 pts
    • Tier 5: 20 pts
  • Any Z-Crystal may be used with a Z-Captain
  • Z-Captains can be changed one time during the course of the season.
    • In the event that the second Z-Captain is dropped or traded from the roster, that coach will no longer have a Z-Captain and will not be permitted to use Z-Moves.
  • Bans and Restrictions
    • All omni-boosting moves like Clangorus Soulblaze, Z-Conversion, Z-Celebrate, etc, are banned, consistent with the GBA.  
    • All evasion Z-moves like Z-Magnet Rise, Z-Kineses, etc are banned consistent with both the GBA and the Evasion Clause of Smogon.  
    • Mewnium Z is banned, consistent with the GBA ban.

    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 @CIL_Official or @KevinVGC 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 OU or Anything Goes (important for teams with Torrent Greninja, Blaze Blaziken, etc) at an agreed-upon time by both coaches.  If there are any problems finding time, contact your nearest Kevmissioner for help.  The level is set at 100 but you may bring any-level of Pokemon you want.

    III. Rules will mostly follow standard Smogon rules.  Megas no longer need to Mega Evolve on their first turn staying in.  Designated Mega Pokemon can only hold their Mega Stone, no other items are permitted.
    • To review general rules: http://www.smogon.com/dex/xy/formats/ou/
    • To review Smogon-wide clauses: http://www.smogon.com/xy/articles/clauses
    • Baton Pass is allowed provided speed is not being passed.
    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.  A substitute may step in to play out the match to determine the other coach's differential.

    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 and replaced by another coach at the discretion of the Kevmissioner. 
    • 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.
    • Effort Rule:
      • If a CIL week passes and one of the coaches was completely unreachable and made no demonstrable effort to coordinate with their opponent, they will be given a loss and a -3 differential. 
        • The coach NOT being penalized will play against a sub to assess their differential for potential playoff seeding purposes.  They will be awarded a win, even if losing against the sub, and cannot have a negative differential from the match.
      • If a CIL week passes and neither coach can demonstrate that they made an effort to have their match, both coaches will be given a loss on their record with a -3 differential.
      • If any coach does this twice in a season, they will be replaced by another coach for the remainder of the season, and will not be guaranteed a spot in the next season.
      • If this takes place in a playoff game, any team not making a demonstrable effort will be eliminated from playoff contention and the bracket will progress normally, even if both teams are dropped.
    VII. Substitutions: any coach may have anyone of their choosing substitute a match in the event that they would be unable to complete a battle even with a reasonable time extension.


    The Season 

    I. The regular season takes place over 6 CIL-weeks (or 12 real weeks)

    II. Playoffs - At the conclusion of the regular season, standings will be evaluated to determine playoff seeding.
    • The top six teams make the playoffs.
    • The top three teams from each division will be the playoff teams
    • Seeding is determined by record, ties in record will be addressed with differential.
      • In the event of a tied record and differential we will hold a wild card game to determine who gets the last seed.
    • The #1 seed from each division gets an automatic bye to the semifinals while the #2 and #3 seeds from each conference will play in the quarterfinals in a single-elimination match to determine who advances to the semifinals.
    IV. Championship - Once only two teams remain, they will play for the CIL Championship.  Once completed, the season will be officially over :[  It's ok though cause we've had five of them already so it seems likely there will be more :]






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

    Wednesday, June 27, 2018

    KCBL Draft Analysis - The Kevengers

    I thought about doing videos for this cause it's fun... and frankly I still might but for now... blog posts :D

    New team name! Since I don't live in LA anymore, the LA Kinglers are now The Kevengers--I'm obsessed with those movies and wanted a team name that could go with me regardless of my city, and what better team to name mine after than the Avengers?!

    I landed in roughly the middle of the draft, which is a little harder to draft from, imo.  That said, I did win one league while drafting from the middle but my worst season ever was also from that position (admittedly it was only my second time doing this). Instead, I prefer wheel picks because I like drafting pairs that go well together, but that's not where we are this time.

    Also, this is a point-system draft based on the NPA's tier/cost system. It's actually not a bad system but a couple things should probably be tweaked if other leagues are considering adopting this system.

    SO. Without further ado, the draft.

    Round 1
    Landorus-T (Hovercat) - T1

    I have no idea how so many people passed this up. But I'm excited to use this guy.  I'm going to try and be defensive or utility as little as possible but I just love how this guy does so much for the team.  I've been wanting to try it for a long time since there's no true counter to it and it checks a lot of high-priority boxes for me: wall breaker, pivot, switch initiative, rocks + defog, set up on either side, and a reliable ground type.  It's also an "every game" Pokemon, meaning there will be few instances in which it's not a good option, and I love drafting mons like that so I'm sure I'll have fun with Hovercat :]

    Round 2
    Milotic (Mila) - T2

    Maybe jumped the gun on her, but my other choice was Empoleon and it didn't feel right drafting best defogger that early (though you have to admit the amount of utility in my first two picks would have been insane lol).  In my opinion, Milotic is probably a top 5 water type in draft even though it isn't as versatile as other options like Manaphy or Rotom-W. Instead what you get is is a reliable, salt-of-the earth water type that's super easy to synergize with and extremely hard to kill. Blue's Milotic once lived a Thunderbolt and a Thunder in the same game from Zapdos and Heliolisk--tell me that isn't reliable bulk!  I also liked that I didn't have to risk someone abusing Lando's Intimidate for their benefit so that was a factor in choosing it so early and over Empoleon.  Bottom line was I wanted a water type that could beat the water/ ice types that Lando couldn't and Milotic seemed like the best call.

    Round 3
    Clefable (Lil Cletus) - T1
    If there's ever a Pokemon on my squad that needs no introduction, it's Lil Cletus. Still one of the best fairies around, I had to jump on her early.  Even though offensive sets are more often outclassed than in gen 6, I just love building with her in general and I wanted to get a great fairy as early as possible. Say what you will about type-based cored (FWG, DSF, etc) but they're nice to have and almost always synergize really well.  Also, Lil Cletus is a former champ for me and a season MVP, so I'm really excited to have her on the squad.

    Round 4
    Scizor (Iron Mantis) - T1
    Another former Kingler Champion (albeit in mega form), I wanted to add a steel-type as soon as possible also.  Besides that, I like to use Scizor offensively since it utilizes priority, making it slightly more reliable and defensively, it pairs quite well with all my previous picks while providing another Defog option.

    You'll also notice I've drafted three T1 Pokemon at this point which is already boxing me into a specific Mega.  The plan, before this draft even began, was to draft Mega Banette to show how much work it can put in so this is all part of the plan haha.  But do I get Mega Banette? Stay tuned ;]

    Round 5
    Roserade (Thug Rose) - T3
    Named after one of my favorite female MMA fighters, Roserade is a Pokemon I feel is criminally underrated in draft.  Spikes + T-Spikes is enough to get my attention, but the power of this Pokemon at 125 base special attack means even bulky sets can do damage, which is a great quality in a pick.  Natural Cure and Technician are both good abilities to build with and I think Roserade in general is just a very unpredictable Pokemon that I expect will catch a lot of people off guard, especially when you're focusing on all the picks before this.  Just wait until people realize too late how hard it is to switch into a specs Leaf Storm :D

    Round 6
    Mesprit (Marley) - T4
    I felt Mesprit was one of the most versatile Pokemon in T4 and I liked that I wouldn't have to force rocks on to Clef or Lando.  Healing Wish is always something I look for if the opportunity presents itself so Mesprit can actually support the team quite well both offensively and defensively.  I wouldn't be surprised to see it come to a majority of games.

    Round 7
    Noivern (Corrin) - T4
    Honestly, Noivern isn't one of my favorites to use, although I do like the design a lot.  I really wanted to finish that DSF core and there were very few (maybe a couple) dragons left in my budget.  I also really needed some speed, so Noivern actually fit the bill surprisingly well and gave me another defog option should I need it.

    Round 8
    Dusclops (Winky) - T5
    At this point, you probably assume I'm drafting this guy for the general bulk, but I've actually forecasted all of my remaining picks at this point and Dusclops is going to be somewhat essential to...some things :] But when picking out of tier 5, you're probably picking something for the bulk anyway and I like that this gives me a spin blocker and lots of disruptive support options.

    Round 9
    Mega Camerupt (Sally) - T4 Mega (adds points)
    My friend Mav and I were discussing our draft plan, and I felt Mega Banette suited his team better, and Camerupt actually suited my team really well, so I sadly had to let my plans with Banette go, but Sally is actually an amazing pick for the team. 

    I *have* to draft a T4 Mega now because of the amount of points I've spent to get all of those T1s earlier but Camerupt gives me an additional ground type that forces you to choose a hidden power--do you run Ice for Lando? Or Water for Camel? Most likely Ice, which adds to the usefulness of this extremely hard-hitting mega.  It also has decent bulk and paired with Dusclops and Mesprit, I have a very dangerous trick room option I can use to dent teams, then clean up with my faster threats in the back.  And outside of trick room, I have yet another good Stealth Rock option at my dispsoal, bringing my total to 4.  I think you'll be seeing this Pokemon more than you might expect :]

    Round 10
    Scrafty (Scrafteezy) - T4
    So thanks to the points Mega Camerupt gave my draft, I can now pick a T4 and a T5.  I wanted the best Dark type possible and decided that Pokemon was Scrafty.  While it can technically work in my Trick Room mode, I expect it more often to fill a more defensive role or perhaps a bulky set up Pokemon. Scrafty has great coverage meaning it can break through would be counters and checks more easily with a Z-move and I really like all the abilities it brings to the table, especially a second Intimidate mon.  I've also got a lot of Knock Off on the team but Scrafty brings the first STAB one so I don't expect to see a lot of clutch berries, making prep probably a bit easier.  I also wanted a fighting type, so Scrafty did a lot for me for a T4 pick.

    Round 11
    Rotom Frost (Freon) - T5
    Whaaaat Rotom Frost? Yep :]  Listen guys, a Rotom is a Rotom and even though Blizzard isn't as accurate, I get another levitating mon, great dual stab, initiative and defog.  Rotom Frost is also a great Z-mon with Icium Z to mitigate that god awful accuracy for a turn while nuking something with very powerful Ice STAB. Rotom Frost also synergizes very well with several members of the team and frankly, I'm really happy with this pick :]

    Final Thoughts
    So that's the squad :] I honestly don't think I'm going to make any changes unless I get bored building with it, which I doubt I will do.  Also, any changes would require a significant overhaul and I don't think there's any moves that could improve the team as of now :]

    If there was something I'd change about it, I'd like to see a little more priority on the team since Scizor's is really the only good option, and maybe a little more diverse speed tiers.  The speed tiers are a little clustered but I feel it was a worthwhile sacrifice for the synergy, utility, and diversity of the draft.

    CIL Season 5 Review

    So we've done 5 laps around the track at this point and I think I'm starting to get the hang of this.  I'm gonna cut back on the fluff since I've got a lot to cover so here I go:

    Draft:
    Jirachi [[[Chi Chi]]]
    Zygarde-50% [[[Jormungandr]]]
    Blacephalon [[[Disco Inferno]]]
    Azumarill (Z-Captain) [[[Captain Bun Bun]]]
    Toxapex [[[Reefer]]]
    Tangrowth [[[Spaghett]]]
    Cloyster (original Z-Captain) [[[Dat Boi Cloi]]]--> Miltank [[[Shazoo]]]
    Jolteon [[[Ion]]]
    Dugtrio [[[Thugtrio]]] --> Crobat [[[The Count]]]
    Hydregion [[[Yamata]]]
    Mega Aerodactyl [[[Pteriyaki]]]

    I get haxed a lot so I wanted to turn things my way and pick Jirachi this time.  Originally I was going after Koko or Necrozma but both were picked. Even though I did make a couple transactions, I was really pleased with the draft; it had great synergy throughout, three Stealth Rockers, two T-spikers (later 1), Spikes (later none), two defoggers + a spinner (later 3 defoggers), a fantastic regen core, and a lot of speed without being too weak to trick room. 

    I ultimately dropped Cloyster because I felt Miltank helped with several problematic Pokemon going forward and as bad as I wanted to show off how good I think Cloyster could be, I wanted to give myself the best chance at winning so I had to make the swap.  Dugtrio, a Pokemon I wish I could have kept, was fantastic in the season but I noticed in future match-ups I was very weak to substitute as some of my bulky switch ins to wall breakers would have issues breaking the sub.  I also wanted an additional defogger since I was having some frustrations fitting it onto teams.

    The most pleasant surprises were Toxapex + Tangrowth, Azu, and Mega Aero.  The regen core was good in just about every match and Pex wasn't as much of a liability as I had initially feared. Having the most reliable T-spiker almost every week was really nice.  Azu, I knew was a good Pokemon but it worked incredibly well on the team because of the Perish Trap set.  I believe I brought that maybe twice as often as Belly Drum as I felt most teams had enough checks to it and trapping a key defensive wall made a lot more sense.  And Mega Aero, which I definitely had low expectations for was fantastic at pressuring teams with great speed and always having the right coverage.  I even brought a defensive set a couple times and it played beautifully.

    Perhaps the only underwhelming member of the team was Zygarde.  I know how great that thing is on the ladder, which is why I drafted it so early, but I found the damage output to be very disappointing.  To be completely honest, I don't think I'd draft it again as Hydreigon proved to be far more useful on a regular basis; obviously it's still a top tier dragon and I think on a different team it could do well, but I've been much happier with Kyurem-B, Latias, and even Dragonite in the past. That said, I think if I made Zygarde my Z-Captain, it would have performed significantly better. Access to something like a +1 Adamant Corkscrew Crash probably would have won a couple games on its own.  Bottom line: if you draft Zygarde, I really think you should make it your Z-Captain to get the most out of it.


    The Season
    Honestly, I couldn't have asked for a better regular season.  Going undefeated with a +26 differential narrowly left the Kinglers out of the top spot (+29) but we averaged better than a 4-0 win in all our games.  I really think that's remarkable to achieve that level of consistency and I'm very proud of my prep and play throughout the season.  I really don't have much else to add other than Toxapex was voted Defensive MVP honors, but Tangrowth could have been as well if I nominated it and actually was second in KOs on my team to Jirachi.  I nominated Pex simply because I knew people recognized it as a wall more than Tangrowth and I like taking home these little honors haha.

    Playoffs
    EVERY time I play Mav, he haxes me LOL. But luckily, this game was fine.  I brought Mega Aero, Crobat, Tangrowth, Toxapex, Hydreigon, and Miltank while he brought a team of Mega Venusaur, Keldeo, Sylveon, Gliscor, Snorlax, and Scolipede, which I mostly predicted him to bring, except for Keldeo and Scolipede.  He left Necrozma and Weavile on the bench, both of which I felt were really strong in the match-up in favor of those two; Scoli makes sense to me, Keldeo doesn't.  The problem with Keldeo is that you can't set up because I have Pex (and Tangrowth to an extent) so your best set is going to be choice-locked.  Scarf loses you momentum because I have TWO counters in Pex and Tangrowth, and depending what move you lock into, Crobat and Hydreigon can also come in on it.  I also have Jolteon, which means you have to be scarf to put any offensive pressure on me with surprise KOs but I suppose a specs set might have gotten a little chip on my regen core.

    On my end, Toxapex was mostly spdef for that rogue Keldeo (and Sylveon & Mega Venu) but I did have some phys def to better take on Scolipede and potentially Weavile. Tangrowth completed the regen core, Miltank was there for Rocks and my Weavile counter, Mega Aero was just a standard attacker, Crobat had Super Fang and was the defogger (Mav only really had one defogger so I figured he'd be more inclined to hazard stack than me).  Hydreigon was the most heat set, being physical and sporting Throat Chop. I liked this because I needed my dark type for Necrozma (I was still weak to it but if he was Iron Defense AND CM, he probably couldn't touch Hydreigon and if no Iron Defense, then Physical attacking would be superior for taking on a more likely CM set) but also his most likely switch in to this was Sylveon and if I Throat Chop, it can't use Hyper Voice, giving me a couple turns to gain momentum back.

    https://replay.pokemonshowdown.com/gen7customgame-748011161

    In review, the Snorlax set was surprising because I can easily Haze CurseLax so I do feel Mav could have definitely beat me with a few adjustments to his prep.  Also not knowing Infiltrator would work behind his Reflect was kind of critical because Scolipede could have done some damage once it got going.  Throat Chop kind of worked and we got the W so I was pretty pleased with this game.

    Finals
    I hate to be a debbie-downer but I knew I couldn't win this one.  I knew for certain 4/6 mons Black would bring and there was literally nothing I could do about it: Unaware Clef, P2, Amoonguss, and Zapdos.  I was fairly confident Greninja would come, that there would be some kind of substitute mon, and possibly his sand mode, but the first four I mentioned form a defensive core that my team is truly incapable of breaking--he doesn't even have to predict because he has the perfect counters to all the options I had at my disposal so the plan was to hax him haha.  I didn't even like Jirachi that much in this match-up but I honestly felt I needed to flinch stuff to even have a chance.  Besides the 4 I knew were coming, he brought Zard X and Excadrill while I had Blacephalon, Normalium Z BD Azu, Hone Claws Mega Aero, Pex, Jirachi, and Infiltrator Crobat.

    https://replay.pokemonshowdown.com/gen7customgame-760179753

    I do feel I played very well in these finals but as you can see, there was just no way I could muscle through his defense.  I think my plays towards the end (going hard Aero on a mon that has been spamming Discharge) might seem reckless but I really had no choice.  I had to try and set up for a last-ditch Azu sweep and hope I was wrong about the Clef set (of course I wasn't lol).  As much as I hate taking L's, I really don't feel bad about this one because a) I truly feel there was nothing I could do in the matchup b) I lost to my good friend who works incredibly hard at this and is easily one of the best draft players to ever do it.  So if you're reading this Black, congrats again to you, my friend and well-played all season long :]

    Side note: His team shares a lot in common with my team that won season 3 so there might be something worth examining here.  We both had Hippo + Drill sand, a Kyurem (black for me, regular for him), Clefable, an electric flying type (Thundy-I for me, Zapdos for him), and a fast dual spiker (Scoli for me, Gren for him). He even had Manaphy earlier in the season, which I also had in S3 and both teams were exceedingly dominant in their respective seasons so if you've stumbled upon this and are new to draft leagues, I suggest examining those drafts :]

    Final Thoughts
    To be honest, I don't feel I learned a ton this season so it's hard to reflect on lessons learned, but rather just built on stuff I've learned in past seasons.  Picking a Z-Captain was difficult because I had so many Pokemon that could use it well (Blacephalon, Zygarde, Azu, Cloyster, Hydreigon) and frankly, I think I chose wrong both times lol. Z-Zygarde might have actually helped me in the finals because if I could have used it to draw in Clefable and weaken it, Azu might have pulled off the sweep.  But that example almost feels too specific/ situational so I'm going to apply that wisdom cautiously going forward.

    If you read this book, thanks for sticking with me and if you haven't for some reason, check me out on Twitter @KevinVGC since I'm the guy you need to talk to if you were thinking about joining the CIL yourself in Season 6 :]  See you there!

    Friday, March 16, 2018

    CIL S4 Championship Analysis: Rocky (Helmet) Road to the Top

    So the RU league experiment has ended and I'm going to look back on the concept as a whole before diving into the championship game breakdown.

    Basically, I don't think RU is balanced as a draft because there are certain Pokemon that are so good for RU that it makes it incredibly difficult to prep in a way that's not predictable. And there's some things we let in (like Tentacruel or Klefki for instance) that proved to be very balanced in the format, providing a lot of much-needed utility for some teams.  The reason I think we had this problem is because we went by Smogon's RU tier and not say Tier 3 and below from the GBA or something.  If I were doing it again, I think an NU/PU-style draft would be better suited for draft, taking other leagues' tiering into consideration as well, such as the GBA's, and just having a generally flexible outlook on where we place certain things in our own custom tiers.  If a low-tier draft happens again, definitely expect to see these changes.

    Onto the championship analysis! First the team analysis, then the replay with an analysis of the game itself.


    Team Analyses

    His team options: Gardevoir, Porygon2, Kommo-o, Cofagrigus, Rotom-H, Bewear, Shaymin, Rhyperior, Decidueye, Yanmega, Blastoise, Garbodor, Machamp, Golisopod

    Kyle has many powerful options to bring, some of which I nearly banned (Shaymin, Kommo-o, Bewear, P2) before the draft but ultimately decided to keep them because I felt they could be played around.  But things like Kommo-o, P2, and Shaymin in particular are threats even in tierless drafts, so I felt like I'd have to bring out some really good prep to even stand a chance.  Here's what I came up with...

    Purple Haze (Weezing) (M) @ Rocky Helmet Ability: Levitate Shiny: Yes EVs: 248 HP / 252 Def / 8 SpD Bold Nature IVs: 0 Atk - Venoshock - Thunderbolt - Toxic Spikes - Pain Split

    Purple Haze was a late season free-agent transaction where I dropped Togetic for it due to my need for more physical bulk and matches up well vs many physical attackers on his team. I also really liked Toxic Spikes to wear things down for other members of the team, and hopefully get that damn P2 badly poisoned if possible. Tbolt was an excellent coverage option and I originally had Sludge Wave over bomb until Black pointed out that I could get more mileage out of Venoshock without risking regular poison on the P2. Pain Split was originally Haze, but I felt OK about dealing with DD Kommo-o or NP Cofag. Zoolander (Vaporeon) (M) @ Leftovers Ability: Water Absorb EVs: 248 HP / 252 Def / 8 SpA Bold Nature IVs: 0 Atk - Scald - Wish - Protect - Toxic
    Secondary physically defensive Pokemon because his threats were that big. I also wanted to Wish pass to Weezing to help prolong it's longevity given its lack of reliable recovery and the fact that I dropped Black Sludge for the chip damage of Rocky Helmet. Toxic was for P2 but also comfort. Anyone who has been in this league has seen me use Wish + Protect + Toxic very consistently and successfully, and my highest laddering OU team in gen 6 featured an Umbreon set that was nearly identical. It's a little passive but for some reason, those Protect mind games usually seem to go my way and if Golisopod was banded again, I could dodge that big First Impression this way.
    Galadriel (Delphox) (F) @ Choice Scarf Ability: Blaze Shiny: Yes EVs: 32 HP / 252 SpA / 224 Spe Timid Nature IVs: 0 Atk - Psychic - Psyshock - Flamethrower - Trick

    So...I saw no Psychic resists outside of Gardevoir and the speed tier was perfect for Kyle's team. Both Psychic and Psyshock because AV Bewear crossed my mind but I definitely wanted the damage output of Psychic. Flamethrower for secondary stab and Trick because of that damn P2 lol. Goomsday (Goodra) (M) @ Assault Vest Ability: Sap Sipper EVs: 248 HP / 120 SpA / 140 SpD Calm Nature IVs: 0 Atk - Sludge Bomb - Thunderbolt - Draco Meteor - Flamethrower
    I originally had an even bulkier Goodra, but Black thought I could use a little extra power, which paid off. This coverage hits nearly his entire team super effectively and I believe even Specs Gardevoir's Moonblast can't 2hko this guy. Plus with Pokemon like Yanmega, Shaymin, Rotom-H, Cofag, and special Kommo-o as options, I needed a bulky special sponge and Beef Jones was too heavily pressured by his 3 dangerous fighting types.
    Muramasa (Doublade) (M) @ Eviolite Ability: No Guard Shiny: Yes EVs: 252 HP / 112 Atk / 144 SpD Adamant Nature - Swords Dance - Shadow Sneak - Sacred Sword - Shadow Claw

    Pretty standard Doublade but I think I made this spread to live two scarf Shadow Balls from Gardevoir, giving me +4 from full in a pinch. To me, this was another must bring because Bewear was just too big of a threat and it provided a lot of helpful resistances I could take advantage of to set up. Originally, this was a full on SpDef one like what we used to use back in gen 6 OU (yes, it was sometimes brought up to OU lol) but I felt it was too passive and even with EQ, I could potentially 1v1 Bewear, a Pokemon I felt *had* to come. The Law (Tyrantrum) @ Weakness Policy Ability: Strong Jaw EVs: 200 HP / 164 Atk / 52 Def / 4 SpD / 88 Spe Adamant Nature - Stealth Rock - Head Smash - Earthquake - Rock Polish Literally 1 minute before the battle, this was Lord Helix, the Omastar with Stealth Rock and Shell Smash. I had mentioned it to Black when we were proofreading the team and he seemed to agree it could be very useful here but not in the way I brought it haha. But I thought to myself, "what happens when you fight the law?" The Law wins. There's literally an entire song about it guys, come on. It's really bulky to take something like a weak coverage move from a defensive mon or EQ from Rhyperior after rocks, get that speed and just plow through. Also, get up rocks. EdgeQuake for coverage because of freaking Bewear, otherwise Dragon Claw over EQ would have been nice. Speed is because at +2 it outruns his fastest scarfer, Shaymin. And this has nothing to do with why I picked it, but Tyrantrum has only played in one other game all season (weird, right) and right now has zero KOs xD. Fun fact for ya lol

    The Game
    Replay: https://replay.pokemonshowdown.com/gen7customgame-719129796

    Analysis/Highlights
    Team Preview
    At team preview, I'm ecstatic to see no P2. Shaymin was somewhat surprising given that I had a lot of really good ways to deal with it but his team struggles with Vaporeon, so it makes sense. Double fighting was sort of surprising but Beef Jones has won me so many games in RU and Season 3, even against big hitters like Fightium Z Emboar, so the extra precaution isn't that surprising, really.

    Lead
    I lead Weezing because the things it's designed to switch into are the hardest things to switch into and I also want T-spikes up early.  He notices his problem with T-Spikes and switches hard to Blastoise to spin; I was tempted to block with Doublade but keeping it healthy seemed more important and I could get up a layer later as well on half his team.

    Turn 6
    I know I talked about having Protect on Vaporeon for First Impression but it also occurred to me he could SD up and based on my calc, he did 40-47% if banded so I could Wish it off and get some intel in the process. When I see the 43%, right in the range of Banded, I decide to go hard Delphox for some momentum, thinking he has to switch out if he's locked into FI, but I goofed on the calc guys! It was Life Orb damage I calc'd and I didn't notice the recoil in the battle also x_x This was why I hard switched turn 7, which could have been a significant blunder on my part, but luckily I had some bulk in the ol' girl.  Oops.

    Turn 8
    From here I decide not to play as aggressively as Delphox can still win pretty handily if I keep rocks away and Kommo-o is his only way of getting rocks up. Just switch into designated switch ins, whittle away, wear down with Toxic, and pave the way for The Law, Muramasa, or Galadriel to finish him off.

    Turn 18-25
    The freeze on Weezing was unfortunate and definitely made me slip a little in the momentum department, but actually less impactful than the poison on Vaporeon.  Had it not gotten poisoned, it might have made it out of the stall cycle with Kommo-o but I decided to part with it over WEezing if necessary, because I felt it was more important to save Levitate if Shaymin was specs and just wanted to spam Earth Power or something--which I was *very* weak to at that point.

    Turn 26
    Also, when I brought Doublade in, I probably should have just Sneaked for the KO but I forgot how healthy things like Blastoise & Shaymin were. And you see right away, saving Weezing to dodge Earth Power was key here, so even frozen, Weezing is proving to be a tremendous asset.

    Turn 29
    The next turns played out very differently than what I expected lol. I thought he'd try to spin again so I could get in Tyrantrum, Rock Polish up, take an Ice Beam and just sweep. Did not expect the Water Spout at ALL so I decide to go for damage.

    Turn 33
    Also, the reason I was willing to double down with Weezing & Bewear despite a reasonably healthy Golisopod sitting in the back is because I felt Doublade could handle it just fine. I also messed up SD'ing because he emergency exit's outta there but at this point, I think all I have to do is play totally safe and Goodra + Doublade will win... which they did :]

    Kyle played a hell of a game and had some fantastic prep, as is expected whenever you play the guy.  He's always a playoff-caliber coach, drafts well, and preps even better so being able to win even with a little hax against me, particularly when I felt so little confidence about the matchup feels really good.

    Game MVP(s)
    MVP honors for this game... go to Weezing and Vaporeon.  This was for sure the whole unit, but those two put in the most work, I feel, basically being the only reasons I didn't lose to his entire team lol.

    Season MVPs
    Season MVP honors of course go to Beef Jones who lead with 8 KOs and was only KO'd twice, though Silvally was close behind with 6 KOs, and Goodra with 5.  Defensive MVP for the team could be a few options, Uxie (who I actually didn't initially want) stepped up and delivered so much, so I'd probably go with that, although Goodra was big in this regard as well.

    Final Thoughts
    This one feels a little extra nice given the horrendous start to the season and being able to avenge my losses in doing so adds to this gratification.  It feels much harder fought than previous titles, which isn't a knock on past opponents, I just had a near-perfect draft when I first won the CIL last season, so many match-ups were tilted in my favor to begin with.  Plus the only loss I suffered in week 1 was due to a crit (yes I did play it rather poorly to lose to a crit, I understand that lol). Otherwise I would have been undefeated with a differential right at +30 in 8 games (nearly a 4-0 average).  It was basically a perfect season (EBC was similar) and about as different from this one as can be where I barely made playoffs as the last seed and had to claw my way to the title so when I say it feels much harder fought, that's what I mean.

    I must thank Mav & Black who proofread my teams throughout the season.  Also, thanks to all the coaches who participated in this fun experiment and I look forward to more casually intense battles in the coming seasons :]

    Monday, January 22, 2018

    CIL Season 5 Rules

    No league is complete without rules.  I will do my best to keep this simple and brief as possible without compromising clarity.

    Team Rosters  

    I. Pokemon on each team's roster must be static except under the following conditions:
    • Each team is allowed four (4) total roster transactions to alter their team between weeks 2-5.  Week two is the first week transactions may occur and no transactions can be completed once week five 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 @CIL_Official or @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 @CIL_Official or @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.
    • Mega Pokemon: Previously, Mega Pokemon could not be traded, however Megas can now be exchanged one time through the course of the season.  This exchange counts towards the allotted roster transactions in a season.
    • 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.

    III. Some Pokemon with multiple forms are eligible for a multi-pick in the draft: Silvally (all types),  Oricorio (all forms), Gourgeist (all sizes), and Wormadam (all forms) count as one pick.

    IV. Banned Pokemon: Refer to the GBA's ban list for a list of Pokemon and items not eligible for draft in the CIL.  These Pokemon will not be present on the CIL draft board spreadsheet.


    • New bans that were not banned in the previous season include: Magearna and Pheromosa.
    • Some Pokemon have specific bans:
      • Greninja (Protean and Battle Bond are banned on this Pokemon)
      • Blaziken (Speed Boost is banned on this Pokemon)
      • Landorus-I (Sheer Force is banned on this Pokemon)
      • In the event that someone who has one of the above in lieu of a permitted ability (for instance, if a coach brings Protean Greninja instead of Torrent), they will be allowed to play out the match for fun but will receive a loss regardless of outcome.  If they win, they will get a -3 differential and a loss.  If they lose by a margin less than three, they will automatically be reduced to -3 and their opponent will receive a +3 win.


    V. Before a new season, teams will enter a lottery like that used in the NBA to determine draft-order for the next season.  Also like the NBA, playoff teams are exempt from the lottery and placed in reverse-seeding order at the end of the draft.  New teams will be placed at the top of seeding in the lottery.

    VI. Z-Crystals:
    • Every team will have one designated Z-Captain to be determined at the end of the draft, but before the start of the first week.
    • Any Z-Crystal may be used with that Pokemon.
    • Z-Captains can be changed one time during the course of the season.
      • In the event that the second Z-Captain is dropped from the roster, that coach will no longer have a Z-Captain and will not be permitted to use Z-Moves.
    • Bans and Restrictions
      • All omni-boosting moves like Clangorus Soulblaze, Z-Conversion, Z-Celebrate, etc, are banned, consistent with the GBA.  
      • All evasion Z-moves like Z-Magnet Rise, Z-Kineses, etc are banned consistent with both the GBA and the Evasion Clause of Smogon.  
      • Mewnium Z is banned, consistent with the GBA ban.

    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 @CIL_Official or @KevinVGC 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 OU or Anything Goes (important for teams with Torrent Greninja, Blaze Blaziken, etc) 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.  Megas no longer need to Mega Evolve on their first turn staying in.  Designated Mega Pokemon can only hold their Mega Stone, no other items are permitted.
    • To review general rules: http://www.smogon.com/dex/xy/formats/ou/
    • To review Smogon-wide clauses: http://www.smogon.com/xy/articles/clauses
    • Baton Pass is allowed provided speed is not being passed.
    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.  A substitute may step in to play out the match to determine the other coach's differential.

    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.
    • Effort Rule:
      • If a CIL week passes and one of the coaches was completely unreachable and made no demonstrable effort to coordinate with their opponent, they will be given a loss and a -3 differential. 
        • The coach NOT being penalized will play against a sub to assess their differential for potential playoff seeding purposes.  They will be awarded a win, even if losing against the sub, and cannot have a negative differential from the match.
      • If a CIL week passes and neither coach can demonstrate that they made an effort to have their match, both coaches will be given a loss on their record with a -3 differential.
      • If any coach does this twice in a season, they will be replaced by another coach for the remainder of the season, and will not be guaranteed a spot in the next season.
      • If this takes place in a playoff game, any team not making a demonstrable effort will be eliminated from playoff contention and the bracket will progress normally, even if both teams are dropped.

    VII. Substitutions: any coach may have anyone of their choosing substitute a match in the event that they would be unable to complete a battle even with a reasonable time extension.


    The Season 

    I. The regular season takes place over 6 CIL-weeks (or 12 real weeks)

    II. Playoffs - At the conclusion of the regular season, standings will be evaluated to determine playoff seeding.
    • The top four teams make the playoffs.
    • Seeding is determined by record, ties in record will be addressed with differential.
      • In the event of a tied record and differential we will hold a wild card game to determine who gets the last seed.
    • 1 vs 4, 2 vs 3
    IV. Championship - Once only two teams remain, they will play for the CIL Championship.  Once completed, the season will be official over :(




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

    Sunday, January 7, 2018

    CIL Season 5: Preseason Timeline

    Hooooly shiiiit

    I wasn't sure the CIL would last one season but here we are about to start number five.  This is more of a reminder to myself on things to cover prior to starting but I don't mind anyone else seeing what's to come.  The points of order probably also in sequential order:

    1) Who the returning coaches are:

    1. Kevin
    2. Chase
    3. Mav
    4. Sanyer
    5. Fiona
    6. Matt
    7. Mike
    8. Kyle
    9. Sam
    10. Kiev


    2) Season length

    • 6-game regular season
    • Top 4 get a playoff spot, 1 vs 4, 2 vs 3.


    3) Draft style (GBA tier or continue with tierless?) No Tiers

    4) Ban votes:
    Hoopa-U:
    Landorus-I (sheer force):
    Mega Mawile:
    Mega Latios/Latias:
    Necrozma:

    5 Z-Crystal rules: 1 Z-Captain

    6) 1st turn mega rule: Gone!

    7) Arena Trap: No Ban

    8 )Transactions (5 total like before or like GBA, 3 FA & unlimited trades): 4 Total

    9) New coaches (how many, then selection process) : N/A


    I think that's it for now, maybe more to add later.

    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.

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