Pezz, Spoods, and Crestive will curate the Pooler Slots you'll see in every round.
From Round of 64 to Grand Finals, each round will have 3 Pooler Slots for players to choose from. They may include different mod multipliers and gimmicks.
Players can choose from their corresponding slot to gain a score multiplier of 1.3x.
7.1* | 4 NM | 3 HR | 3 DT
6.3* | 5 NM | 3 PS (pooler slot) | 3 HR | 3 DT | 1 TB
6.5* | 5 NM | 3 PS | 3 HR | 3 DT | 1 TB
6.8* | 5 NM | 3 PS | 3 HR | 3 DT | 1 TB
7.1* | 5 NM | 3 PS | 4 HR | 4 DT | 1 TB
7.3* | 5 NM | 3 PS | 4 HR | 4 DT | 1 TB
7.5* | 5 NM | 3 PS | 5 HR | 5 DT | 1 TB
7.7* | 5 NM | 3 PS | 5 HR | 5 DT | 1 TB
This document will give you, the player, a rundown on the rules you'll be working with and how matches will go. This may also be referenced by any referees or streamers that are confused on how our tournament works.
At any point in the future, this document can be updated, and the hosts will ping everyone if such a case appears. And of course, if you still have further questions, feel free to ping the hosts in the questions channel.
First, the most confusing part on the player end and a major pain for us to flesh out properly. HP mechanics.
At the base value in Round of 64, each player will be given 800k HP to work with. This value will be reset for every match they play, so for those going into losers bracket potentials, you'll still be reset to 800k.
Going into Quarterfinals, the HP Value will be increased to 1 Million HP.
Going into Finals, the HP value will be increased to 1.2 Million HP.
Players can deal HP damage by winning a point, and also increasing the score gap between them and their opponent. For example, if you win a point by 30k score, you'll deal 30k damage to your opponent's health bar.
If a player loses all of their health, they will automatically lose the match, no matter which round they are playing in.
For every point, each player can deal a maximum of 350k damage. This will prevent players from being one-shot, while also balancing the amount of matches won through either score/hp drain (hopefully)
While HP will be a growing value throughout the tournament, the damage value will remain fixed at 350k.
What outside sources can affect the way HP is drained?
Available from Round of 64 through Quarterfinals. Each player will use this right after doing their bans, working in the same order as well.
Pillar of Neutralization allows players to reduce HP drain on one normal slot in the pool by 50%. This cannot be applied to PS slots.
Unlocked in Semifinals and beyond. This ability's usage is decided at the start of the match, taking place in the same order and right after/before the Pillar of Neutralization picks.
Pillar of Dominion allows each player to pick a map to increase the HP drain for their opponent by 50%. This ability cannot be stacked on top of Pillar of Neutralization.
Unlocked after Finals ends. Before each match of Grand Finals starts, each player may choose a map to increase the score difference by 2x in any players favor. This ability will be used after bans, and before the two other abilities. 2 maps in total, each one creating 2x score difference. This ability cannot be used on PS Slots, nor can it be stacked on top of other abilities.
You can still pick other PS slots, but you won't receive the same benefit as picking your own.
If you pick the PS slot corresponding to your path, you will gain a 1.3x score multiplier to your final score whether or not you win the pick. Should it apply to the situation, all mod multipliers will be normalized.
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