It's no secret that stalling for tiebreakers is a viable strategy in the League Circuit current. This has knock-on effects on the entire Circuit, impacting what Pokemon and strategies are viable, what constitutes "early" and "late" game, and whether or not players are excited to participate in the Circuit. We'd rather have more matches resolve a complete competitive 3v3 battle, rather than less, given that we balance most of the game around this format. With that in mind, we're widening the match window (above), and we're being more deliberate about how we allocate posting time to players.
We're giving players two pools of hours: 24
Round Hours and 72
Battle Hours. For each
whole hour that passes while it's your turn to post, each time it's your turn to post, one hour is deducted from your clock. (
So, you technically have 59 minutes of grace, if you're precise.) If you run out of hours in both pools, you
lose the battle. This functionality
replaces timer extensions, and is slightly stricter overall.
Referees will track a player's Battle Hours alongside other per-player resources, such as Technique Control.
Round Hours are spent first, and refill to full at the start of each round's Switching Phase. This means that, if you only take a total of 24 hours (
and 59 minutes) to post each round, you'll never touch your Battle Hours at all.
Once your Round Hours are empty, any further hours are deducted from your Battle Hours. This is the pool that will matter for tiebreakers and possible disqualification. When a player has no remaining Round Hours and is starting to use their Battle Hours, it is expected that their opponent or ref will tag them in the thread.
End-of-month tiebreakers will now use your Battle Hours in two ways when determining a winner:
- If one player has at least 36 more Battle Hours than their opponent, that player wins. This is the "Hour Gap" tiebreaker rule.
- Then, the missing percent HP is compared, just as it is now. This is the "Missing HP" rule.
- Then, if that's a tie, the player with the most remaining Battle Hours is the winner. This is the "Precise Hour" tiebreaker rule.
- Then, if that's a tie, the player that posted least recently wins. Woe betide us if we should ever make it to this tiebreaker.
These timers might sound harsh, but they're based on how players used their time in previous Circuits, especially in matches that went to time. Our hope is that most players will be able to leisurely check their Circuit match once or twice a day, and only use Battle Hours when needed for a real-life break or a crucial round of orders.
We acknowledge that there will always be an "optimal" way to play any timer we implement. Our aim is to implement a timer that keeps the match moving smoothly, even when it is being gamed by one or both players.