NCL Season 18
Explore damage, knockouts and battle recaps from NCL Season 18.
The biggest hitters
| # |
|---|
Who finishes the fight?
| # | Pokémon | AK | PK | Total |
|---|
| # | Move / hazard | AK | PK | Total |
|---|
AK = active kills · PK = passive kills. Click a Pokémon or move for its replay evidence. These rankings use the division and kill-type filters above.
Replay archive
Season standings
| Rank | Player | Points | Kills | Deaths | Damage |
|---|
Roster
| Tier | Division | Pokémon | Apps | Kills | Deaths | Damage | Points |
|---|
Fantasy scoring & roster mappings +
Points per pick
(10 × kills − 5 × deaths + damage ÷ 12) × tier bonus. Round toward zero for each Pokémon, then sum the 15 picks. T1: 1.00× · T2: 1.05× · T3: 1.10× · T4: 1.15× · T5: 1.20×. Tied scores share rank; the original draft order breaks display ties.
What counts
Kills include active and passive kills. Deaths include active and passive deaths, matching the workbook; other deaths are excluded. Damage uses the analyzer’s credited percentage points. Only included replays count. No matching appearances means zero for this snapshot.
Forms and names
Mega forms, Zamazenta Hero/Crowned, and Urshifu Single/Rapid Strike remain distinct. Mega roster slots follow the confirmed drafted form even when they stay in base form. For Slowbro, Revan35 and C9 Zippy count as Slowbro-Mega; Gryoine, russ452 and catboy cinnabon count as regular Slowbro. Transaction history preserves earlier roster ownership and original battle evidence. Genesect Drives, Keldeo’s Resolute form, Gourgeist sizes, Oricorio styles and Terapagos battle forms match their workbook roster names. Tauros-Paldea maps to Blaze in Ampharos and Aqua in Mareep.
Updates
These 34 rosters and 510 picks come from the uploaded workbook. Their scores update when new replay results arrive hourly. Roster changes require a new roster update. Downloaded Excel files are dated snapshots.
Tera usage
| # | Pokémon | Teras | Tera types · counts |
|---|
| Type | Teras | Pokémon |
|---|
Tera history
Recorded activations, newest replay first
How Tera is counted +
Actual activations
One count when a Pokémon Terastallizes in an included replay. A planned Tera type, Tera Blast, or switching an already Terastallized Pokémon back in adds no count. A replay can have one activation from each player. Zero means a checked replay with no activations.
Pokémon identity
Illusion and Transform keep Tera credit with the resolved original Pokémon. Keldeo and Keldeo-Resolute combine. Mega forms, Zamazenta forms, and Urshifu forms follow the same grouping as the main rankings. Tera counts do not change fantasy points.
Coverage and updates
Replays awaiting Tera analysis or requiring Tera review are excluded from these totals and shown in the coverage note. The server checks hourly; open pages load fresh results every five minutes. Division, Pokémon/player, and type filters apply to the counts and history below.
Who stays in the battle?
Ranked by total turns spent on the field across included replays.
| # | Pokémon | Total turns | Appearances | Turns / app | Most in one app |
|---|
How field time is counted +
One count per Pokémon per numbered turn occupied. Pokémon active at the start of a turn and those switching in during that turn count once each, even if they faint or switch again. Switch turns can count for both outgoing and incoming Pokémon. Initial send-outs count from turn 1; replacements after the end-of-turn upkeep marker count from the next turn. No turn 0 or time spent on the bench. Multiple visits within one turn count once. Average uses roster appearances in analyzed replays, including unused Pokémon at zero. Missing analysis is pending, never zero. Identity and form groupings match Replay stats. Player rankings sum their Pokémon-turns, so one switch turn can contribute two counts. Turns per battle uses distinct analyzed replays. Player names combine capitalization and punctuation variants of a replay username; confirmed alternate accounts are combined (aigshaojdhob → arthurfleck1). Other alternate accounts remain separate. Search counts only matching Pokémon or players, and per-battle averages use their matching replays.
Who earns their cost?
Season kills per 100 Tier List points, with an appearance-adjusted average alongside it.
| # | Pokémon | Division | Season / 100 pts | Avg. / 100 pts | Total kills | Cost | Apps |
|---|
Price coverage gaps
These Pokémon are excluded from cost ratios. Search and appearance filters apply; point filters cannot classify an unknown price.
| Pokémon | Division | Kills | Apps | Price status |
|---|
How kills / cost is calculated +
Season total and average
Season kills per 100 points = 100 × credited kills ÷ the Pokémon’s Tier List point cost. It grows with more appearances and can reflect use by multiple coaches. Average kills per 100 points = 100 × (credited kills ÷ roster appearances) ÷ cost. The average adjusts for appearances; both are shown beside raw kills, cost and sample size.
Exact division and form
Prices come from each S18 division’s full Tier List tab. Each division’s full Tier List establishes its own prices; the same Pokémon can cost different points in different divisions, so All divisions shows separate rows. Replay stats retain resolved forms separately, including distinct Mega/base, Urshifu and Zamazenta forms. Explicit Tier List form groups and verified cosmetic variants can share a price while retaining separate results. Keldeo / Keldeo-Resolute keeps its existing combined statistic. Fantasy tiers and FREE allocation labels are not point prices.
Included appearances
Only accepted replays count. Each team roster slot is one appearance, including unused Pokémon. Both sides bringing the same Pokémon count as two appearances. Total kills include active and passive credits; the kill-type control applies to both ratios and raw kills. Sorting changes row order only.
Prices and coverage
Prices come from each division’s full Tier List, read automatically by the shared price collector. Their source capture date is shown above. Tier List prices and replay kills update through the hourly season refresh and five-minute page checks; these prices do not reconstruct historical transactions. Missing, zero, conflicting or unverified costs stay visible as gaps and receive no ratio. Click a Pokémon for source sheet cells and every contributing replay.
Season insights
Find the carries, dependable picks, comeback wins and original picks left on the bench.
Definitions & coverage +
One-mon armies
A Pokémon’s active and passive kills divided by all credited team kills in the same captured coach and division games. Other teammates remain in the denominator when you search. Ten team kills and three appearances are the defaults; zero team kills makes the share unavailable.
Consistency
Median kills, mean kills, zero-kill appearances and appearances with at least two kills, from included six-Pokémon replay teams. Brought Pokémon that never enter the field still have an appearance. A genuinely recorded zero counts; missing analysis does not. Three appearances is the default.
Clutch wins
Won games where the eventual winner had one unfainted Pokémon against at least three opponents at a stable turn boundary. Each game counts once, using its largest verified deficit. A brief mid-turn imbalance does not qualify. Missing or ambiguous checkpoint analysis stays pending or in review.
Bench warmers
Original draft selections ranked by how often they were brought in captured coach games. “Brought” is presence on the replay team; “Entered” uses checked field-time evidence. These are original-draft usage counts. Trades and drops can affect them; they do not estimate weekly roster availability. Fantasy rosters are not the league draft.
Never got a chance
Pokémon that fainted before a move or blocked action during that switch-in stay.
| # | Pokémon | Qualifying faints | Battles affected |
|---|
Every early exit
Replay turns and source log lines, newest replay first.
What counts as “no chance”? +
A fresh count on each entry
A Pokémon qualifies if it faints after entering the field, before a move attempt or a blocked action during that stay. Getting outsped and knocked out, switching into an attack, and fainting to entry hazards can qualify. A Pokémon may have moved on an earlier visit, then qualify after switching back in. One faint counts once, even if its log repeats.
Attempts count as a chance
A missed or failed move still counts as an action. Paralysis, flinching, sleep, freeze and confusion self-hits use an action opportunity and disqualify that stay. Switching in starts a new stay for the incoming Pokémon. Unused roster slots and games ending by forfeit add no faints.
Identity and evidence
Counts stay with the resolved original roster Pokémon through Illusion, Transform and battle-form changes, following Replay stats. Click a ranking for its entry and faint turns, source log lines and recorded cause. Player names use the same confirmed account aliases as Hax and Field Time.
Coverage and updates
Only included replays with complete No chance analysis contribute. Missing logs and reports requiring review are shown separately, never counted as zero. Division, player and search filters apply to the rankings and evidence. Search can match a Pokémon, player or faint cause. The server checks hourly; open pages check every five minutes.
Who got the hax?
Rank Pokémon or players by the hax they benefited from and the hax that affected them.
| # | Pokémon | Hax | Breakdown |
|---|
| # | Pokémon | Hax | Breakdown |
|---|
Every unlucky turn
Click a Pokémon or player above for their history, or a replay below for the evidence.
How hax is counted +
Observed events
Each random critical hit, accuracy miss, random secondary effect, actual flinch, full-paralysis turn and confusion self-hit counts once. Multi-hit moves can land more than one crit. One all-stat boost roll counts once. A random status application and a later lost action are separate events. Freeze counts when inflicted; remaining frozen and normal sleep turns add no counts.
Credit follows the source
The original paralyzer or confusion setter keeps credit after switching out. Misses benefit the target and hurt the attacker. Self-inflicted or unknown-source confusion can add suffered events without giving an opponent credit. Illusion, Transform, Mega and draft-form rules are shared with replay stats; Keldeo forms combine.
Guaranteed effects are excluded
Guaranteed crit moves, Fake Out and Upper Hand flinches, guaranteed status/stat effects, and semi-invulnerability misses are excluded. Known abilities, revealed items and visible crit boosts filter guaranteed outcomes. Random contact-ability statuses count. Hidden sets and custom mechanics can limit classification; unrecognized events are withheld and reported.
Frequency, not a luck score
These are raw event counts, not chance-adjusted luck, damage-roll estimates or win impact. More battles and more attempts create more opportunities. Hax does not change fantasy points. The server refreshes hourly; open pages check every five minutes. Missing logs remain pending rather than counted as zero. Player rankings sum events credited to their Pokémon using replay usernames, combining capitalization and punctuation variants. Confirmed alternate accounts are combined (aigshaojdhob → arthurfleck1). Other alternate accounts remain separate. Division, event and search filters apply; Pokémon searches count only the matching Pokémon’s events for each player.
Mechanics reference: Pokémon Showdown protocol and the official move definitions captured September 29, 2026.
Johann Score
| Rank | Pokémon | Score | Apps | Avg. damage | Avg. kills | Win rate | Damage + kills + wins |
|---|
How Johann Score is calculated +
Your formula, equal contributions
Average damage ÷ highest average damage + average kills ÷ highest average kills + win rate ÷ highest win rate. Each term contributes 0–1, so the score ranges from 0 to 3. All divisions combines the season; a division selection recalculates every average within that division. Search and minimum appearances then select the Pokémon used to calculate each maximum. Calculations use full precision; displayed scores are rounded to three decimals. Tied scores share a rank.
Appearances and wins
Average damage and average kills divide the Pokémon’s credited totals by its roster appearances in included replays, including unused Pokémon. Win rate is team wins divided by those appearances. A tie adds an appearance and no win. Both sides bringing the same Pokémon count as two appearances. Kills and damage include active and passive credit. Forms follow Replay stats, including confirmed drafted Mega slots and combined Keldeo forms.
Sample sizes and filters
One appearance is enough to rank. A small sample can produce a high score; appearances and wins are shown alongside it. The highest values come only from Pokémon matching the division, search and minimum-appearance filters. Changing these filters recalculates all three maximum values, scores and ranks. Sorting only changes display order.
Missing data and updates
Only included replays contribute. Pokémon with no appearances have no score. If a highest value is zero, that component contributes zero. Scores recalculate whenever refreshed replay data loads, with the same hourly collection and five-minute page checks as the other tabs.
Scoring, coverage & sources +
Kills and deaths
Direct move damage gives an active kill. Attributed poison, burn, hazards and other residual damage give passive kills. Destiny Bond gives a passive kill and an active death. Recoil gives a passive death with no kill credit; recoil damage is excluded. Self-KO moves are shown under other deaths.
What “damage %” means
Damage adds up the percentage of each target’s maximum HP removed. It can exceed 100% across targets or after healing. Damage per appearance divides by team roster appearances, including unused Pokémon. Hidden Substitute damage and HP redistribution such as Pain Split are excluded. HP rounding makes damage approximate.
Move leaderboard
Each credited KO counts once. Direct attacks use the finishing move. Poison and burn use their original inflicting move only when the log identifies it; ability, item and unknown origins are listed separately. Spikes, Stealth Rock and Toxic Spikes are grouped by hazard, including hazards laid by damaging moves. Destiny Bond and Perish Song count as passive. Recoil and uncredited deaths never appear here.
Identity and forms
Stats follow the original Pokémon through Transform and revealed Illusion. Exact-HP identity inferences are retained with an audit trail. Mega forms have separate rankings: when a Pokémon Mega Evolves, all stats for that roster slot in that match use its confirmed Mega form. X and Y forms stay distinct. Base forms stay separate in matches without confirmed Mega Evolution. Transform and Illusion do not borrow the copied Pokémon’s form label. Zamazenta and Zamazenta-Crowned have separate rankings, as do Urshifu (Single Strike) and Urshifu-Rapid-Strike. Their confirmed form applies to the whole match. Hidden forms that never become known remain “form unknown.” Keldeo and Keldeo-Resolute share one Keldeo entry in damage and kill rankings. Replay details retain the recorded form. Other battle-form changes remain with the original roster Pokémon. Unresolved identities are excluded from totals.
Source coverage
The server checks the three Discord channels hourly. Open pages check for updated results every five minutes. Failed refreshes retain the last successful results and show a freshness warning. Deleted posts leave the next successful full scan; inaccessible histories block publishing. Match dates are Discord posting dates. The archive includes flagged matches so their exclusion stays visible.