Season Two  ·  Official Ruleset
No Progress Pokemon League
Minecraft  ·  Cobblemon  ·  One Shared World
Week 1 of 8 complete Leader: Andrew · 11 pts Standings
In
Short
Start Here

The whole league in five cards. Everything below is the detail.

Where
One shared Minecraft + Cobblemon world. Every week unlocks a gym, a player gym, and a higher level cap (Lv 25 → Lv 75).
Each week
Beat the week's gym for its badge, then DM Zack six Pokemon (species + level) by 2 hours before battle night. At least 2 must be new.
Battle night
Random matchups. Secretly pick 3 of your 6, then play Best of 5 on a 30-minute clock. Swap in from your six between games.
Points
+1 per game won, +1 for the match, bonuses for a sweep or beating someone above you. 6 max per match.
The end
8 rounds, then a championship bracket seeded by season points. Cutoff to join is the end of week 3.
The
World
Platform

Season Two moves the whole league into one shared Minecraft world running Cobblemon. Everyone plays in the same map all week: catching, breeding, and clearing gyms.

  • 1
    Minecraft Java Edition on Fabric, targeting 1.21.1, running Cobblemon 1.7.3 with full Gen 9 battle mechanics
  • 2
    Radical Cobblemon Trainers runs the league structure: NPC gym leaders, level-cap enforcement, and gated gym order
  • 3
    Private, whitelisted server on the commissioner's own host — DM Zack for access
  • 4
    Level caps are server-enforced, not honor system — Pokemon at the cap stop gaining experience, and gym leaders refuse to battle anyone carrying something over it
Season
Structure
Core
  • 1
    Eight weeks — one battle-night round per week, each week unlocking an NPC gym plus a player gym (P1 through P8)
  • 2
    You must hold the current gym badge to battle in that week's round
  • 3
    Gym order is gated — a leader will not appear until you've beaten the one before them
  • 4
    Level caps follow the weekly ladder below — Lv 25 in week 1 up to Lv 75 in week 8
  • 5
    Season ends in a championship bracket seeded by season points
Weekly
Ladder
New for S2

Every week unlocks the next NPC gym plus its player gym, raises the level cap, and pays an Exp Candy reward for beating the weekly player gym. Restricted battle mechanics come online step by step — from week 7, everything is legal.

Week
Gyms
Cap
Mechanic Added
Reward
1
Gym 1 + P1
Lv 25
Terastallize
Exp. Candy XL ×6
2
Gym 2 + P2
Lv 30
Exp. Candy XL ×6
3
Gym 3 + P3
Lv 40
Dyna / Gigantamax
Exp. Candy XL ×12
4
Gym 4 + P4
Lv 45
Exp. Candy XL ×12
5
Gym 5 + P5
Lv 55
Mega Evolution
Exp. Candy XL ×12
6
Gym 6 + P6
Lv 60
Exp. Candy XL ×24
7
Gym 7 + P7
Lv 65
Everything
Exp. Candy XL ×24
8
Gym 8 + P8
Lv 75
Weekly
Board
Core

There is no season-long roster. You submit six Pokemon fresh every single week — one flat list, no locked-in starters. Box depth is the whole game now.

  • 1
    Boards are due 2 hours before battle night — late means no match that week
  • 2
    Locked the instant it's submitted — no edits after sending
  • 3
    Lists are exchanged — when matchups are drawn, you and your opponent each receive the other's full list of six
  • 4
    Secret pick — each player secretly chooses 3 of their own six to bring to the fight, revealed when the battle starts
  • 5
    At least 2 of your 6 species must be new since last week's board
  • 6
    No duplicate species across your six, no duplicate held items among the three you bring
  • 7
    Submit species names and levels only — natures, abilities, items, movesets, and EVs stay private
  • 8
    Everything on the board must be at or under the current gym cap when battle night arrives
Submission
Template
How-To

Paste this into a DM to Zack before the deadline. Fill in species and levels — nothing else gets submitted.

Discord Template
NO PROGRESS LEAGUE / WEEK _ BOARD
Player:

1. ____________  Lv __
2. ____________  Lv __
3. ____________  Lv __
4. ____________  Lv __
5. ____________  Lv __
6. ____________  Lv __
Battle
Format
Combat
  • 1
    3 Pokemon vs 3 Pokemon — Best of 5 rounds per match
  • 2
    First to win 3 rounds takes the match
  • 3
    Both players reveal their three secret picks simultaneously when the battle starts
  • 4
    Sideboard: between rounds, swap any of your three for any of the other three on your list — declared before the next round starts
  • 5
    Matchups are randomly drawn at the start of each round, after standings are posted
  • 6
    Real levels are used — flat-level battling is not a thing in Season Two
Item
Rules
Items
  • 1
    Each consumable item type is usable once per battle — using a Potion locks out Potions for that battle, but a Super Potion is still legal
  • 2
    No duplicate held items among your three active Pokemon
Gym
Ladder
Gym Caps

Level caps follow the weekly ladder on The Season tab — Lv 25 in week 1 rising to Lv 75 in week 8 — and the server does the enforcing.

Caps enforced by the server
Capped Pokemon stop gaining XP
Leaders refuse over-cap teams
No sequence breaking
Player
Gyms
New for S2
  • 1
    Every week pairs the NPC gym with a player-built gym (P1 through P8)
  • 2
    Player gyms are defended by a clone of their owner via the Secret Base Trainer mod — challengeable any time, no need for the owner to be online
  • 3
    Weekly PvP matches are played in Pokemon stadiums built off the map
  • 4
    Beating the weekly player gym pays that week's Exp Candy reward — amounts on the weekly ladder
Gym Type
Draft
Player Gyms

Every player gym has a type, and types are rolled, not chosen.

  • 1
    A random number generator sets the order in which players roll for their type
  • 2
    Everyone holds two re-rolls, spendable on yourself or on another player
  • 3
    Once another player re-rolls you, no other player may re-roll you again — only you can, using your own re-rolls
  • 4
    Example: Player A rolls Grass. Player B spends a re-roll on them and A rolls Fire — nobody else may re-roll A now. A spends one of their own re-rolls and lands Water. That type is locked in
Timed
Matches
Clock
  • 1
    Matches run a maximum of 30 minutes, timed on the Discord call the match is played in
  • 2
    A 5-minute grace period (35 total) covers technical difficulties, organizing, and team swaps
  • 3
    Both players track KOs on each side and which games have finished as the match runs
  • 4
    Time called during the final game with it still undecided: whoever has more KOs wins that game
  • 5
    Dead tie at the timer (both trainers down to their last Pokemon): half a point each
Points
System
Scoring

Each matchup is Best of 5 — first to 3 game wins takes the match. Games score individually, with match bonuses on top.

Win a game (each game in the Best of 5) +1 POINT
Win the match +1 POINT
Match sweep — none of your Pokemon KO'd all match +1 BONUS
Beat a player ranked above you (underdog point) +1 BONUS
Undefeated across the whole battle night — not yet locked in +2 BONUS
Bye round — flat, no other bonuses +2 POINTS
First shiny caught this season (once per player) +2 POINTS
6
Max per match
½
Each on a dead tie at the timer
Fine
Print
Details
  • 1
    Underdog point: standings lock when a round is posted. Tied points means nobody is "above" — no bonus either way. Starts in round 2. The current leader can never earn it
  • 2
    Byes: odd player count means someone sits out. You still must submit a legal board and hold the current badge to claim the bye points. Byes rotate — nobody sits twice until everyone has sat once
  • 3
    Tiebreakers, in order: head-to-head record, total round wins across the season, perfect rounds
  • 4
    The underdog point is the league's only catch-up mechanism — nobody gets paid for staying behind
  • 5
    Timer scoring: when a match times out, finished games count as played. See Timed Matches on the Battle Night tab for the KO-count and dead-tie rules
League
Leaderboard
Standings

Standings through week 1. Tied players share a rank — tiebreakers (head-to-head, round wins, perfect rounds) apply at season's end.

  • 1Andrew
    +11 wk 1 11
  • 2Charles
    +10 wk 1 10
  • 3Dan
    +9 wk 1 9
  • 4Darin
    +8 wk 1 8
  • 5Gabe
    +7 wk 1 7
  • 6Jake
    +6 wk 1 6
  • 7Ryan
    +5 wk 1 5
  • 8Shane
    +4 wk 1 4
  • 9Tony
    +3 wk 1 3
  • 10Tyler
    +2 wk 1 2
  • 11Zack
    +1 wk 1 1
Late
Joiners
Intake
  • 1
    Cutoff to join is the end of week 3
  • 2
    Joining before the cutoff gets the intake kit: level cap raised to match the field, an Exp Candy stipend, and the full vitamin kit — zero to a legal board in one evening
  • 3
    Late joiners start at zero points, no seeding — the underdog point is the path back up
  • 4
    After the cutoff, arrivals join as guests: exhibition matches or a guest gym-leader role
  • 5
    Season finishers are the expected pool of Season Three gym leaders
Training
Economy
Training

EV grinding is gone. The spread you choose is still a real strategic decision — the game itself enforces the 252 / 510 caps.

  • 1
    Vitamins are unlimited and free for every player: HP Up, Protein, Iron, Calcium, Zinc, Carbos
  • 2
    All six EV-reducing berries included to reset a bad spread
  • 3
    Breeding is fully allowed and is the season's core engine — a fresh six every week means box depth beats any single best team
  • 4
    Experience gain is boosted on purpose: party-wide Exp Share, denser trainer spawns, weekly Exp Candy stipend — the level cap still gates the top