History Roleplay / CreateAPokemonAnimeStyleBattling

16th Feb '16 2:50:14 AM Its_A_Random
Is there an issue? Send a Message


* OneHitKill: Averted, for the most part. It is very hard to perform a move that [=KOes=] a Pokémon in one hit in ASB. Furthermore, the One-Hit Kill moves in the games have been converted to simply high-powered attacks with shakier accuracy than Zap Cannon and friends, and No Guard does not work with such moves. However, if you are facing a Pokémon with a 4x weakness to Ground or Ice and manage to guarantee the hit... this trope could be played straight. In example, a Sheer Cold and Blizzard Combination under Hail will likely KO anything 4x weak to ice.

to:

* OneHitKill: Averted, for the most part. It is very hard to perform a move that [=KOes=] one-shots a Pokémon in one hit in ASB. Furthermore, the One-Hit Kill moves in the games have been converted to simply high-powered attacks with shakier accuracy than Zap Cannon and friends, and No Guard does not work with such moves. However, if you are facing a Pokémon with a 4x weakness to Ground or Ice and manage to guarantee the hit... hit, this trope could be played straight. In For example, a Sheer Cold and Blizzard Combination under Hail will likely KO one-shot anything 4x weak to ice.Ice, especially if Helping Hand is involved.
** The only other time this trope will usually play straight is when a player takes advantage of their opponent's AttackAttackAttack strategy to use a move such as Bide, turning their offensive into a powerful retaliation that one-shots them.
12th Jan '16 3:30:21 AM Its_A_Random
Is there an issue? Send a Message


!!Tropes pertaining to the ASB Game System:

to:

!!Tropes pertaining to the ASB Game System:System



!!Tropes pertaining to ASB's Roleplays:

to:

!!Tropes pertaining to ASB's Roleplays:Roleplays
12th Jan '16 3:29:35 AM Its_A_Random
Is there an issue? Send a Message


[[folder: ASB Raid Zone Tropes]]
The ASB Raid Zone is one of ASB's many roleplays that provides an endgame source for using Pokémon. Created by user zarator, the idea of the roleplay is for two players to enter a raid and beat several bosses that are controlled by a manual AI system used by the referee. Victory gives standard counters and a bunch of items designed exclusively for use within the roleplay. The roleplay itself comes with an accompanying story [[SarcasmMode that many people pay attention to and follow, being emotive at every twist and turn the story has]]. This folder has tropes related to the ASB Raid Zone. More to be added.

* BeefGate: If you are new or do not have strong enough gear, then do not go waltzing into Shrine of the Old Gods or anything from the Hour of Twilight and beyond and expect to win...
** Well, if you are going to go into those raids, do hope you have a partner that has strong enough gear, hopefully more than enough to make up for you using generally basic items.
** Even a duo who had beaten the final boss of the Isle of Lost Relics were not immune to this when they attempted to take on Flower Paradise on Hard without having done a single Hour of Twilight raid. It took them all of two rounds to figure out they were going to lose badly.
* BossBanter: Any boss with "quotes" will do this.
* BossRush: [[BossOnlyLevel All raids in the ASB Raid Zone are essentially one of these]].
* {{Brainwashed}}: MindControl has crept into a lot of the recent encounters, with Heart of Madness, Flower Paradise (Hard), and Nightmare Prison all featuring mind control.
* ContractualBossImmunity: All bosses in the ASB Raid Zone are immune to a metric ton of moves, the list of moves too large to list here.
* CombinationAttack: Sadly banned despite not being very practical with normal moves being favored. Done because zarator did not want to deal with how they interfere with Glyphs.
* DifficultyLevels: Each raid can be done in two separate difficulties: Normal Mode and Hard Mode.
** Normal Mode has the two players bring two Pokémon each which makes it harder to build a team for but the fights are generally easier.
** Hard Mode has the two players bring [[HardModePerks four Pokémon]] each which makes it easier to build a team for but the fights are a lot harder due to a few new tricks the bosses get.
* DualBoss: Weavile + Froslass in Frozen Vault, Ho-Oh + Lugia in Eye of the Storm, and Valaun + Revenankh in Shrine of the Old Gods are examples of this.
* FlunkyBoss: Lots of bosses in the ASB Raid Zone will summon Add's or other lackeys to help them in their quest to make you and your partner lose.
* KillOneOthersGetStronger: Best way to describe the Regirock/Regice/Registeel fight in the Shrine of the old Gods.
* LightIsNotGood: Played with, given that the Raid Zone has the ASB-exclusive Light-type. Valaun is a straight example but there are a few [[LightIsGood inverted examples]] with a Syclar who knows a couple of Light-type moves from Raging Shore [[spoiler: and then later the first Light-type ally with a special Dragonair as a reward for beating Flower Paradise on hard]].
* MindRape: The battle against Regigigas involves a specific Sanity stat that can be lowered by several abilities of Regigigas or its tentacles. If a Pokémon's Sanity reaches zero, they go insane and begin attacking their former allies.
* NonIndicativeDifficulty: Many people claimed that it was easier to do a raid in Hard Mode than Normal Mode because it was much easier to teambuild with [[HardModePerks eight Pokémon instead of four]] (mainly, a dedicated cleric or two can be run and not be deadweight) and the fights being not that hard relative to normal. Of course zarator was not exactly happy and this has been [[AvertedTrope averted]] as a result from Hour of Twilight onwards.
* OlympusMons: The majority of battles in the Raid Zone involve fighting at least of these.
* ShieldedCoreBoss: Zapdos, Raikou, Kyogre, and Shaymin all have shields that are active at the start or thrown up mid-battle.
** Zapdos and Shaymin constantly [[FlunkyBoss summon lackeys]] while their shields are up but when gone, start using more dangerous attacks.
** Kyogre's Shield constantly regenerates its health until broken with one of the many Icicle Spines given to you. While this does a lot of damage, it triggers a powerful attack that drains loads of energy which may result in a TotalPartyKill if the raid is reckless with their energy. [[BossArenaRecovery At least the surviving members get their energy back eventually]].
** Raikou when throwing up its shield forces you to disperse it AND attack it in a round to avoid it [[TotalPartyKill blowing the raid to bits in a single blow]]. At least you have a ball that while has been damaging you, can be thrown to almost decapitate the shield in one hit.
* ShoutOut: zarator admitted that he drew heavy inspiration from ''VideoGame/WorldOfWarcraft'' when he made the ASB Raid Zone.
* TacticalSuicideBoss: Some bosses in the ASB Raid Zone rely on you taking advantage of certain effects induced by the boss in order to defeat them. A couple of examples are below:
** The Suicune encounter periodically drains life from all Pokémon to heal itself. However, if the Pokémon have the Liquid Ooze ability or are tainted with a debuff used by one of the Add's summoned by the boss, the massive amounts of recovery that Suicune would get [[OhCrap ends up turning into Suicune losing a massive amount of health in one attack]].
** The Pyroak encounter sees a Slugma spawn every now and then. When these Pokémon find themselves on low enough health, [[SuicideAttack they blow up]], damaging all Pokémon and causing them to take increased damage for a short time. Even Pyroak itself is not immune, giving players a chance to hurt it significantly while it is weakened by the explosion.
* ThisLooksLikeAJobForAquaman: Invoked and Enforced in some cases, as the ASB Raid Zone encourages players to buy Pokémon just to win them.
** Some Pokémon (such as Dedenne and Ariados) that are otherwise useless in ASB are given massive buffs through signature artifacts that make them viable in select encounters and generally useful.
* TimeLimitBoss: Many bosses since the first expansion have a time limit to win before they either [[TurnsRed go beserk]], [[OhCrap wiping your party in a matter of actions]], or something happens and you lose.
** Central Processing is the only raid so far with a true time limit with the team required to win in fifteen rounds before the place blows up. While this isn't much of an issue if you just want to win the raid, this will come into play if the players go for the "battery run", requiring them to beat more enemies in order to win.
* TurnsRed: There are so many bosses in the ASB Raid Zone that do this in one way or another that it is easier to list those that do not do this.
[[/folder]]

to:

[[folder: ASB Raid Zone Tropes]]
The ASB Raid Zone is one of ASB's many roleplays that provides an endgame source for using Pokémon. Created by user zarator, the idea of the roleplay is for two players to enter a raid and beat several bosses that are controlled by a manual AI system used by the referee. Victory gives standard counters and a bunch of items designed exclusively for use within the roleplay. The roleplay itself comes with an accompanying story [[SarcasmMode that many people pay attention to and follow, being emotive at every twist and turn the story has]]. This folder has tropes related
!!Tropes pertaining to the ASB Raid Zone. More to be added.

* BeefGate: If you are new or do not have strong enough gear, then do not go waltzing into Shrine of the Old Gods or anything from the Hour of Twilight and beyond and expect to win...
** Well, if you are going to go into those raids, do hope you have a partner that has strong enough gear, hopefully more than enough to make up for you using generally basic items.
** Even a duo who had beaten the final boss of the Isle of Lost Relics were not immune to this when they attempted to take on Flower Paradise on Hard without having done a single Hour of Twilight raid. It took them all of two rounds to figure out they were going to lose badly.
* BossBanter: Any boss with "quotes" will do this.
* BossRush: [[BossOnlyLevel All raids in the ASB Raid Zone are essentially one of these]].
* {{Brainwashed}}: MindControl has crept into a lot of the recent encounters, with Heart of Madness, Flower Paradise (Hard), and Nightmare Prison all featuring mind control.
* ContractualBossImmunity: All bosses in the ASB Raid Zone are immune to a metric ton of moves, the list of moves too large to list here.
* CombinationAttack: Sadly banned despite not being very practical with normal moves being favored. Done because zarator did not want to deal with how they interfere with Glyphs.
* DifficultyLevels: Each raid can be done in two separate difficulties: Normal Mode and Hard Mode.
** Normal Mode has the two players bring two Pokémon each which makes it harder to build a team for but the fights are generally easier.
** Hard Mode has the two players bring [[HardModePerks four Pokémon]] each which makes it easier to build a team for but the fights are a lot harder due to a few new tricks the bosses get.
* DualBoss: Weavile + Froslass in Frozen Vault, Ho-Oh + Lugia in Eye of the Storm, and Valaun + Revenankh in Shrine of the Old Gods are examples of this.
* FlunkyBoss: Lots of bosses in the ASB Raid Zone will summon Add's or other lackeys to help them in their quest to make you and your partner lose.
* KillOneOthersGetStronger: Best way to describe the Regirock/Regice/Registeel fight in the Shrine of the old Gods.
* LightIsNotGood: Played with, given that the Raid Zone has the ASB-exclusive Light-type. Valaun is a straight example but there are a few [[LightIsGood inverted examples]] with a Syclar who knows a couple of Light-type moves from Raging Shore [[spoiler: and then later the first Light-type ally with a special Dragonair as a reward for beating Flower Paradise on hard]].
* MindRape: The battle against Regigigas involves a specific Sanity stat that can be lowered by several abilities of Regigigas or its tentacles. If a Pokémon's Sanity reaches zero, they go insane and begin attacking their former allies.
* NonIndicativeDifficulty: Many people claimed that it was easier to do a raid in Hard Mode than Normal Mode because it was much easier to teambuild with [[HardModePerks eight Pokémon instead of four]] (mainly, a dedicated cleric or two can be run and not be deadweight) and the fights being not that hard relative to normal. Of course zarator was not exactly happy and this has been [[AvertedTrope averted]] as a result from Hour of Twilight onwards.
* OlympusMons: The majority of battles in the Raid Zone involve fighting at least of these.
* ShieldedCoreBoss: Zapdos, Raikou, Kyogre, and Shaymin all have shields that are active at the start or thrown up mid-battle.
** Zapdos and Shaymin constantly [[FlunkyBoss summon lackeys]] while their shields are up but when gone, start using more dangerous attacks.
** Kyogre's Shield constantly regenerates its health until broken with one of the many Icicle Spines given to you. While this does a lot of damage, it triggers a powerful attack that drains loads of energy which may result in a TotalPartyKill if the raid is reckless with their energy. [[BossArenaRecovery At least the surviving members get their energy back eventually]].
** Raikou when throwing up its shield forces you to disperse it AND attack it in a round to avoid it [[TotalPartyKill blowing the raid to bits in a single blow]]. At least you have a ball that while has been damaging you, can be thrown to almost decapitate the shield in one hit.
* ShoutOut: zarator admitted that he drew heavy inspiration from ''VideoGame/WorldOfWarcraft'' when he made the ASB Raid Zone.
* TacticalSuicideBoss: Some bosses in the ASB Raid Zone rely on you taking advantage of certain effects induced by the boss in order to defeat them. A couple of examples are below:
** The Suicune encounter periodically drains life from all Pokémon to heal itself. However, if the Pokémon have the Liquid Ooze ability or are tainted with a debuff used by one of the Add's summoned by the boss, the massive amounts of recovery that Suicune would get [[OhCrap ends up turning into Suicune losing a massive amount of health in one attack]].
** The Pyroak encounter sees a Slugma spawn every now and then. When these Pokémon find themselves on low enough health, [[SuicideAttack they blow up]], damaging all Pokémon and causing them to take increased damage for a short time. Even Pyroak itself is not immune, giving players a chance to hurt it significantly while it is weakened by the explosion.
* ThisLooksLikeAJobForAquaman: Invoked and Enforced in some cases, as the ASB Raid Zone encourages players to buy Pokémon just to win them.
** Some Pokémon (such as Dedenne and Ariados) that are otherwise useless in ASB are given massive buffs through signature artifacts that make them viable in select encounters and generally useful.
* TimeLimitBoss: Many bosses since the first expansion have a time limit to win before they either [[TurnsRed go beserk]], [[OhCrap wiping your party in a matter of actions]], or something happens and you lose.
** Central Processing is the only raid so far with a true time limit with the team required to win in fifteen rounds before the place blows up. While this isn't much of an issue if you just want to win the raid, this will come into play if the players go for the "battery run", requiring them to beat more enemies in order to win.
* TurnsRed: There are so many bosses in the ASB Raid Zone that do this in one way or another that it is easier to list those that do not do this.
[[/folder]]
Game System:



[[folder: The Legend Run Tropes]]
The Legend Run is one of ASB's endgame roleplays where the aim of the game is to enter a dungeon and capture the [[OlympusMons Legendary Pokémon]]. Created by Deck Knight, the roleplay is now maintained by Dogfish44 and Its_A_Random. The Legend Run is notorious for [[NintendoHard being difficult]] and also utilises in-game items such as Poké Balls and Potions which are not utilized elsewhere in ASB. Not all Legendary Pokémon are released as of yet. Oddly enough, dungeons themselves are commonly referred to as TLR's by the playerbase. The Legend Run has examples of the following tropes:

* AntiFrustrationFeatures: After complaints of difficulty, these were added. Combination timers preventing the usage of [[LimitBreak combinations]], the introduction of [[SavePoint one-time save points]] for challenges that go awry, and a HP-based capture system are examples of these.
* BoringButPractical: Heal Pulse stall strategies. Very safe and multiple Heal Pulse users can help a team go through a long TLR without too much difficulties, but it is also slow and do not be surprised if you bore the unfortunate soul who agreed to referee your TLR to death.
* BrokenBridge: Played Straight for Timeless Tower's Heaven's Ascent dungeon and Ruined Eden's Tower of Ash dungeon. In both cases the player must reach the bosses of the other three dungeons in that TLR to be able to enter.
** [[spoiler: Somewhat appropriate though as they host the master of the appropriate legendary trio.]]
** There is a policy discussion going on at the moment that may result in a way to bypass these.
* DifficultyLevels: The Legend Run has three difficulty levels depending on the dungeon:
** Training: These dungeons have the smallest bag but are the shortest dungeons—forgoing the Lackeys—and generally easy. Only AZ's Floette and Phione are currently attainable through these.
** Legendary: The most common and standard difficulty level. These are of "standard" length and have intermediate-sized bags.
** Uber: These have the [[HardModePerks largest bags and allow a fourth Pokémon to be brought]] but these house the major legendaries and are generally either [[MarathonLevel very long]] or very hard. Only the best win on this difficulty.
** Almaz Mine has DifficultyLevels for the ''whole'' dungeon which allows the player to take on the dungeon in Normal Mode or Hard Mode. Hard Mode offers more rewards but is a lot harder than Normal Mode with different encounters and traps calling for reinforcements. Fun.
** The Planet's Fury does something similar to the above but only for the boss battle. [[spoiler: Justified because the boss fight on hard offers a Soul Dew.]]
* DifficultySpike: In any given TLR, the Guardian encounter will generally be this, generally because it is the first time that the player orders first Round One. This paves the way for the Guardians to then smack the player into the next century with a powerful CombinationAttack. Such was this a bad thing that combination timers were introduced to stop this from happening in higher difficulty TLR's.
* DynamicDifficulty: The Legendary difficulty Ruined Eden TLR's have this with the fourth RP trap deciding whether to make you face one or two Pokémon depending on how much HP your team has at the time.
* FlunkyBoss: The Legendary Pokémon of each dungeon always has at least one lackey accompanying it.
* HardModePerks: As hinted above, the higher the difficulty, the bigger the backpack you get to bring. You even get to bring a ''fourth'' Pokémon with you on the highest difficulty.
* LuckBasedMission: Winning in the Legend Run was formerly this due to captures being based on referee-controlled RNG. This capture system was replaced in the new generation with a HP-based capture system where capture occurs when the player reduces a Pokémon's Capture HP to zero.
* {{Nerf}}: Several dungeons underwent this after the dungeon data was made public.
** Also happened to Heal Ball soon after the roleplay was launched to the masses because it had five times the normal capture rate on Pokémon with half or less HP and fully healed the Pokémon on capture, a big deal in The Legend Run.
* NintendoHard: [[InvokedTrope Invoked]], according to [[WordOfGod Word of God]]. Later played with: it was noticed that only a half-dozen people, at best, had obtained available Legendary Pokémon, and they were all of Phione, Regirock, Registeel, or Regice. A change in the capture system, combined with simplifying several of the Legend Runs, has made it easier for trainers to get the legends, though it is still no means a pushover.
* OlympusMons: The whole point of The Legend Run is a way to get these outside of things like [[TournamentArc tournaments]] and other exceptional activities.
* VideoGameSettings:
** AbandonedMine: Almaz Mine.
** HubLevel: Four Swords Quest (currently closed), Ruined Eden, Timeless Tower are all this to the four different dungeons they host.
** LethalLavaLand: Black Sulfur Caldera and Molten Lake.
** SlippySlideyIceWorld: Glacial Cave and Ice Spire.
** StarScraper: Heaven's Ascent.
** UndergroundLevel: Almaz Mine and Glacial Cave.
[[/folder]]


Added DiffLines:

[[/folder]]

!!Tropes pertaining to ASB's Roleplays:
[[folder: ASB Raid Zone Tropes]]
The ASB Raid Zone is one of ASB's many roleplays that provides an endgame source for using Pokémon. Created by user zarator, the idea of the roleplay is for two players to enter a raid and beat several bosses that are controlled by a manual AI system used by the referee. Victory gives standard counters and a bunch of items designed exclusively for use within the roleplay. The roleplay itself comes with an accompanying story [[SarcasmMode that many people pay attention to and follow, being emotive at every twist and turn the story has]]. This folder has tropes related to the ASB Raid Zone. More to be added.

* BeefGate: If you are new or do not have strong enough gear, then do not go waltzing into Shrine of the Old Gods or anything from the Hour of Twilight and beyond and expect to win...
** Well, if you are going to go into those raids, do hope you have a partner that has strong enough gear, hopefully more than enough to make up for you using generally basic items.
** Even a duo who had beaten the final boss of the Isle of Lost Relics were not immune to this when they attempted to take on Flower Paradise on Hard without having done a single Hour of Twilight raid. It took them all of two rounds to figure out they were going to lose badly.
* BossBanter: Any boss with "quotes" will do this.
* BossRush: [[BossOnlyLevel All raids in the ASB Raid Zone are essentially one of these]].
* {{Brainwashed}}: MindControl has crept into a lot of the recent encounters, with Heart of Madness, Flower Paradise (Hard), and Nightmare Prison all featuring mind control.
* ContractualBossImmunity: All bosses in the ASB Raid Zone are immune to a metric ton of moves, the list of moves too large to list here.
* CombinationAttack: Sadly banned despite not being very practical with normal moves being favored. Done because zarator did not want to deal with how they interfere with Glyphs.
* DifficultyLevels: Each raid can be done in two separate difficulties: Normal Mode and Hard Mode.
** Normal Mode has the two players bring two Pokémon each which makes it harder to build a team for but the fights are generally easier.
** Hard Mode has the two players bring [[HardModePerks four Pokémon]] each which makes it easier to build a team for but the fights are a lot harder due to a few new tricks the bosses get.
* DualBoss: Weavile + Froslass in Frozen Vault, Ho-Oh + Lugia in Eye of the Storm, and Valaun + Revenankh in Shrine of the Old Gods are examples of this.
* FlunkyBoss: Lots of bosses in the ASB Raid Zone will summon Add's or other lackeys to help them in their quest to make you and your partner lose.
* KillOneOthersGetStronger: Best way to describe the Regirock/Regice/Registeel fight in the Shrine of the old Gods.
* LightIsNotGood: Played with, given that the Raid Zone has the ASB-exclusive Light-type. Valaun is a straight example but there are a few [[LightIsGood inverted examples]] with a Syclar who knows a couple of Light-type moves from Raging Shore [[spoiler: and then later the first Light-type ally with a special Dragonair as a reward for beating Flower Paradise on hard]].
* MindRape: The battle against Regigigas involves a specific Sanity stat that can be lowered by several abilities of Regigigas or its tentacles. If a Pokémon's Sanity reaches zero, they go insane and begin attacking their former allies.
* NonIndicativeDifficulty: Many people claimed that it was easier to do a raid in Hard Mode than Normal Mode because it was much easier to teambuild with [[HardModePerks eight Pokémon instead of four]] (mainly, a dedicated cleric or two can be run and not be deadweight) and the fights being not that hard relative to normal. Of course zarator was not exactly happy and this has been [[AvertedTrope averted]] as a result from Hour of Twilight onwards.
* OlympusMons: The majority of battles in the Raid Zone involve fighting at least of these.
* ShieldedCoreBoss: Zapdos, Raikou, Kyogre, and Shaymin all have shields that are active at the start or thrown up mid-battle.
** Zapdos and Shaymin constantly [[FlunkyBoss summon lackeys]] while their shields are up but when gone, start using more dangerous attacks.
** Kyogre's Shield constantly regenerates its health until broken with one of the many Icicle Spines given to you. While this does a lot of damage, it triggers a powerful attack that drains loads of energy which may result in a TotalPartyKill if the raid is reckless with their energy. [[BossArenaRecovery At least the surviving members get their energy back eventually]].
** Raikou when throwing up its shield forces you to disperse it AND attack it in a round to avoid it [[TotalPartyKill blowing the raid to bits in a single blow]]. At least you have a ball that while has been damaging you, can be thrown to almost decapitate the shield in one hit.
* ShoutOut: zarator admitted that he drew heavy inspiration from ''VideoGame/WorldOfWarcraft'' when he made the ASB Raid Zone.
* TacticalSuicideBoss: Some bosses in the ASB Raid Zone rely on you taking advantage of certain effects induced by the boss in order to defeat them. A couple of examples are below:
** The Suicune encounter periodically drains life from all Pokémon to heal itself. However, if the Pokémon have the Liquid Ooze ability or are tainted with a debuff used by one of the Add's summoned by the boss, the massive amounts of recovery that Suicune would get [[OhCrap ends up turning into Suicune losing a massive amount of health in one attack]].
** The Pyroak encounter sees a Slugma spawn every now and then. When these Pokémon find themselves on low enough health, [[SuicideAttack they blow up]], damaging all Pokémon and causing them to take increased damage for a short time. Even Pyroak itself is not immune, giving players a chance to hurt it significantly while it is weakened by the explosion.
* ThisLooksLikeAJobForAquaman: Invoked and Enforced in some cases, as the ASB Raid Zone encourages players to buy Pokémon just to win them.
** Some Pokémon (such as Dedenne and Ariados) that are otherwise useless in ASB are given massive buffs through signature artifacts that make them viable in select encounters and generally useful.
* TimeLimitBoss: Many bosses since the first expansion have a time limit to win before they either [[TurnsRed go beserk]], [[OhCrap wiping your party in a matter of actions]], or something happens and you lose.
** Central Processing is the only raid so far with a true time limit with the team required to win in fifteen rounds before the place blows up. While this isn't much of an issue if you just want to win the raid, this will come into play if the players go for the "battery run", requiring them to beat more enemies in order to win.
* TurnsRed: There are so many bosses in the ASB Raid Zone that do this in one way or another that it is easier to list those that do not do this.
[[/folder]]
[[folder: The Legend Run Tropes]]
The Legend Run is one of ASB's endgame roleplays where the aim of the game is to enter a dungeon and capture the [[OlympusMons Legendary Pokémon]]. Created by Deck Knight, the roleplay is now maintained by Dogfish44 and Its_A_Random. The Legend Run is notorious for [[NintendoHard being difficult]] and also utilises in-game items such as Poké Balls and Potions which are not utilized elsewhere in ASB. Not all Legendary Pokémon are released as of yet. Oddly enough, dungeons themselves are commonly referred to as TLR's by the playerbase. The Legend Run has examples of the following tropes:

* AntiFrustrationFeatures: After complaints of difficulty, these were added. Combination timers preventing the usage of [[LimitBreak combinations]], the introduction of [[SavePoint one-time save points]] for challenges that go awry, and a HP-based capture system are examples of these.
* BoringButPractical: Heal Pulse stall strategies. Very safe and multiple Heal Pulse users can help a team go through a long TLR without too much difficulties, but it is also slow and do not be surprised if you bore the unfortunate soul who agreed to referee your TLR to death.
* BrokenBridge: Played Straight for Timeless Tower's Heaven's Ascent dungeon and Ruined Eden's Tower of Ash dungeon. In both cases the player must reach the bosses of the other three dungeons in that TLR to be able to enter.
** [[spoiler: Somewhat appropriate though as they host the master of the appropriate legendary trio.]]
** There is a policy discussion going on at the moment that may result in a way to bypass these.
* DifficultyLevels: The Legend Run has three difficulty levels depending on the dungeon:
** Training: These dungeons have the smallest bag but are the shortest dungeons—forgoing the Lackeys—and generally easy. Only AZ's Floette and Phione are currently attainable through these.
** Legendary: The most common and standard difficulty level. These are of "standard" length and have intermediate-sized bags.
** Uber: These have the [[HardModePerks largest bags and allow a fourth Pokémon to be brought]] but these house the major legendaries and are generally either [[MarathonLevel very long]] or very hard. Only the best win on this difficulty.
** Almaz Mine has DifficultyLevels for the ''whole'' dungeon which allows the player to take on the dungeon in Normal Mode or Hard Mode. Hard Mode offers more rewards but is a lot harder than Normal Mode with different encounters and traps calling for reinforcements. Fun.
** The Planet's Fury does something similar to the above but only for the boss battle. [[spoiler: Justified because the boss fight on hard offers a Soul Dew.]]
* DifficultySpike: In any given TLR, the Guardian encounter will generally be this, generally because it is the first time that the player orders first Round One. This paves the way for the Guardians to then smack the player into the next century with a powerful CombinationAttack. Such was this a bad thing that combination timers were introduced to stop this from happening in higher difficulty TLR's.
* DynamicDifficulty: The Legendary difficulty Ruined Eden TLR's have this with the fourth RP trap deciding whether to make you face one or two Pokémon depending on how much HP your team has at the time.
* FlunkyBoss: The Legendary Pokémon of each dungeon always has at least one lackey accompanying it.
* HardModePerks: As hinted above, the higher the difficulty, the bigger the backpack you get to bring. You even get to bring a ''fourth'' Pokémon with you on the highest difficulty.
* LuckBasedMission: Winning in the Legend Run was formerly this due to captures being based on referee-controlled RNG. This capture system was replaced in the new generation with a HP-based capture system where capture occurs when the player reduces a Pokémon's Capture HP to zero.
* {{Nerf}}: Several dungeons underwent this after the dungeon data was made public.
** Also happened to Heal Ball soon after the roleplay was launched to the masses because it had five times the normal capture rate on Pokémon with half or less HP and fully healed the Pokémon on capture, a big deal in The Legend Run.
* NintendoHard: [[InvokedTrope Invoked]], according to [[WordOfGod Word of God]]. Later played with: it was noticed that only a half-dozen people, at best, had obtained available Legendary Pokémon, and they were all of Phione, Regirock, Registeel, or Regice. A change in the capture system, combined with simplifying several of the Legend Runs, has made it easier for trainers to get the legends, though it is still no means a pushover.
* OlympusMons: The whole point of The Legend Run is a way to get these outside of things like [[TournamentArc tournaments]] and other exceptional activities.
* VideoGameSettings:
** AbandonedMine: Almaz Mine.
** HubLevel: Four Swords Quest (currently closed), Ruined Eden, Timeless Tower are all this to the four different dungeons they host.
** LethalLavaLand: Black Sulfur Caldera and Molten Lake.
** SlippySlideyIceWorld: Glacial Cave and Ice Spire.
** StarScraper: Heaven's Ascent.
** UndergroundLevel: Almaz Mine and Glacial Cave.
6th Jan '16 6:26:52 AM Folamh3
Is there an issue? Send a Message


http://static.tvtropes.org/pmwiki/pub/images/Smogon_CoatOfArms_2020.png

to:

http://static.[[quoteright:165:http://static.tvtropes.org/pmwiki/pub/images/Smogon_CoatOfArms_2020.png
png]]
22nd Dec '15 8:52:44 PM Karxrida
Is there an issue? Send a Message


** Raikou when throwing up its shield forces you to disperse it AND attack it in a round to avoid it [[TotalPartyKill blowing the raid to bits in a single blow]]. At least you have a ball that while has been damaging you, [[ForMassiveDamage can be thrown to almost decapitate the shield in one hit]].

to:

** Raikou when throwing up its shield forces you to disperse it AND attack it in a round to avoid it [[TotalPartyKill blowing the raid to bits in a single blow]]. At least you have a ball that while has been damaging you, [[ForMassiveDamage can be thrown to almost decapitate the shield in one hit]].hit.
15th Dec '15 12:33:55 PM nombretomado
Is there an issue? Send a Message


* ShoutOut: zarator admitted that he drew heavy inspiration from WorldOfWarcraft when he made the ASB Raid Zone.

to:

* ShoutOut: zarator admitted that he drew heavy inspiration from WorldOfWarcraft ''VideoGame/WorldOfWarcraft'' when he made the ASB Raid Zone.
23rd Nov '15 1:53:36 AM Its_A_Random
Is there an issue? Send a Message


* {{Brainwashed}}: MindControl has crept into a lot of the recent encounters, with Heart of Madness, Flower Paradise (Hard), and the currently undefeated Nightmare Prison all featuring mind control.

to:

* {{Brainwashed}}: MindControl has crept into a lot of the recent encounters, with Heart of Madness, Flower Paradise (Hard), and the currently undefeated Nightmare Prison all featuring mind control.


Added DiffLines:

* ThisLooksLikeAJobForAquaman: Invoked and Enforced in some cases, as the ASB Raid Zone encourages players to buy Pokémon just to win them.
** Some Pokémon (such as Dedenne and Ariados) that are otherwise useless in ASB are given massive buffs through signature artifacts that make them viable in select encounters and generally useful.
23rd Sep '15 10:22:47 PM Karxrida
Is there an issue? Send a Message


This forum roleplay was created in February 2011 on the {{Smogon}} forums by Deck Knight to keep the CAP forum active during the downtime caused during the [[VideoGame/PokemonDiamondAndPearl Generation IV]] to [[VideoGame/PokemonBlackAndWhite Generation V]] transition. [[SidetrackedByTheGoldSaucer The spinoff game eventually became VERY popular]] and eventually became active enough to be moved to the resident game forum where it lives to this day. Deck Knight maintained the game until his retirement in early 2015, where the game is now maintained by the several moderators who moderate the forum.

to:

This forum roleplay was created in February 2011 on the {{Smogon}} Website/{{Smogon}} forums by Deck Knight to keep the CAP forum active during the downtime caused during the [[VideoGame/PokemonDiamondAndPearl Generation IV]] to [[VideoGame/PokemonBlackAndWhite Generation V]] transition. [[SidetrackedByTheGoldSaucer The spinoff game eventually became VERY popular]] and eventually became active enough to be moved to the resident game forum where it lives to this day. Deck Knight maintained the game until his retirement in early 2015, where the game is now maintained by the several moderators who moderate the forum.
29th Jul '15 4:50:22 AM Its_A_Random
Is there an issue? Send a Message


A typical CAP ASB match involves players sending out at first before making orders. Orders consist of two to three actions (depending on format) which are generally using a move or command and [[CrazyPrepared substitutions that allow for alteration of orders]] [[XanatosGambit in the case of a specific order or outcome happening]]. Because of the forum nature, players take turns to order so those who order first are inherently at a disadvantage when the second order player can take full advantage of whatever the first order player does. After orders are made, the referee of the match will interpret both player's orders and then calculate the results of the round before posting it. This repeats until a winner is found.

to:

A typical CAP ASB match involves players sending out at first before making orders. Orders consist of two to three actions (depending on format) which are generally using a move or command and [[CrazyPrepared substitutions that allow for alteration of orders]] [[XanatosGambit in the case of a specific order or outcome happening]]. Because of the forum nature, players take turns to order so those who order first are inherently at a disadvantage when the second order player can take full advantage of whatever the first order player does. After orders are made, the referee of the match will interpret both player's orders and then calculate the results of the round before posting it. [[RulesLawyer Then the battlers point out errors the referee made generally for their benefit]]. This repeats until a winner is found.


Added DiffLines:

* RulesLawyer: Everyone is one. Even more so than other ASB's gives its competitive nature.
23rd Jun '15 5:28:35 AM Its_A_Random
Is there an issue? Send a Message


A typical CAP ASB match involves players sending out at first before making orders. Orders consist of two to three actions (depending on format) which are generally using a move or command and substitutions that allow for alteration of orders in the case of a specific order or outcome happening. Because of the forum nature, players take turns to order so those who order first are inherently at a disadvantage when the second order player can take full advantage of whatever the first order player does. After orders are made, the referee of the match will interpret both player's orders and then calculate the results of the round before posting it. This repeats until a winner is found.

to:

A typical CAP ASB match involves players sending out at first before making orders. Orders consist of two to three actions (depending on format) which are generally using a move or command and [[CrazyPrepared substitutions that allow for alteration of orders orders]] [[XanatosGambit in the case of a specific order or outcome happening.happening]]. Because of the forum nature, players take turns to order so those who order first are inherently at a disadvantage when the second order player can take full advantage of whatever the first order player does. After orders are made, the referee of the match will interpret both player's orders and then calculate the results of the round before posting it. This repeats until a winner is found.


Added DiffLines:

* CrazyPrepared: Substitutions in general which allow you to react to specific conditions...
** OhCrap: ... when that substitution is instead used to your ''opponent's'' advantage.


Added DiffLines:

* ExtrinsicGoFirstRule: Generally either through a coinflip or some preset criteria. However, no one generally wants to order first because the second order in a round is generally more advantageous...
** Or in the case of PM orders matches, this trope is completely averted as there is ''no'' turn order.
This list shows the last 10 events of 88. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Roleplay.CreateAPokemonAnimeStyleBattling