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Roleplay: Create A Pokemon Anime Style Battling

Welcome trainers to Smogon's CAP ASB League! Here we strive to make a welcoming, fun, and challenging game for you to enjoy as a spectator or, hopefully, a participant.
The ultimate goal of CAP ASB, when still in its beta stages.

This forum roleplay was created in February 2011 on the Smogon forums by Deck Knight, who maintained the roleplay until his retirement in early 2015. The roleplay is now maintained by the several moderators who moderate the forum.

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.

CAP ASB is a lot different to other Pokémon ASB's in that it is far less flavor-driven and more mechanics-driven and dictated by numbers and objectivity.

This page is a work in progress, and needs more Wiki Magic. Smogonites are contributing, as of this edit.

There is now a Character Page for the individual users of CAP ASB, and a YMMV Page for subjective tropes. Both are also under construction.
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     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. This folder has tropes related to the ASB Raid Zone. More to be added.

  • Boss Banter: Any boss with "quotes" will do this.
  • Boss Rush: All raids in the ASB Raid Zone are essentially one of these.
  • Contractual Boss Immunity: All bosses in the ASB Raid Zone are immune to a metric ton of moves, the list of moves too large to list here.
  • Difficulty Levels: 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 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.
  • Flunky Boss: 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.
  • Mind Rape: The battle against Regigigas involves a specific Sanity stat that can be lowered by several abilities of Regigigas or its tentacles. If a Pokemon's Sanity reaches zero, they go insane and begin attacking their former allies.
  • Tactical Suicide Boss: 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 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, 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.
  • Time-Limit Boss: Many bosses since the first expansion have a time limit to win before they either go beserk, 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.
  • Turns Red: 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 don't do this.
     Gameplay Tropes 
Tropes relating to the gameplay itself.

  • Awesome but Impractical: The combination system in ASB, according to some users. See Combination Attack below for more details.
  • Combination Attack: The combination system in ASB. Instead of two Pokémon using different attacks to make a more powerful single attack, it is one Pokémon combining two moves to make a new move, either a more powerful version of a single move (same move combinations) or combining two different moves for a different effect. However, this usually lowers the move's priority and leaves the Pokémon a sitting duck the next action, not to mention it usually eats up a LOT of energy.
  • Limit Break: The combination system in ASB. See Combination Attack above.
  • Loophole Abuse: Substitutions allow this.
  • Nerf: Anything (usually a move, ability, or item) that becomes too good in ASB is usually subjected to this through ASB's Policy System. A couple of examples are listed:
    • Endeavor used to be able to combine with itself to deal massive damage to the opponent and even KO an opponent for a miniscule required energy cost relative to the final energy cost (which was usually enough to KO the user). The move was nerfed by adding a must have enough energy clause which outright destroyed the viability of the combination. The move was then later nerfed again after more complaints arose to have the damage dealt reduced, the energy cost bumped up, and the ability to use it in combinations banned.
    • Pain Split at first was a very powerful move that easily equalized any HP Gap no matter how large it was. Pain Split has been largely nerfed over time with a cap in the amount of HP siphoned introduced, a must have enough energy clause to stop last ditch attacks and an increased Energy Cost.
  • One-Hit Kill: 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 doesn't work with such moves. However, if you are facing a Pokémon with a 4x weakness to Ground or Ice and manage to guarentee 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.
  • Scratch Damage: The lowest amount of damage one can inflict with a damaging attack is 1. Anything less than that, assuming the target is not immune, automatically rounds to 1.
  • Useless Useful Spell: Played with. Status has been given a boost in ASB, making them not be affected by this trope as much. Mainly, they can be stacked. On the other hand, stat boosters have gotten a nerf, since stats mostly decay with time, making stat manipulation the new Useless Useful Spell.
     Pokémon Tropes 
Tropes relating to Pokémon in ASB.

  • Adaptational Badass: Several Pokémon that suffer in competitive battles are found to be very powerful with CAP ASB's mechanics. Aggron is a prime example: held back in normal competitive battles because its slowness tends to let it get One-Hit KOed before pulling off a Rock Head Head Smash, in ASB, Aggron gains the benefit of Sturdy along with Head Smash and it is much harder to One-Hit KO any Pokémon.
  • Lethal Joke Character: Delibird, given its status as a Joke Character in-game. Due to the Vital Spirit/Insomnia interaction, Delibird had an innate +1 Accuracy and Evasion. This turned hitting Delibird into a Luck-Based Mission while the plucky bird could pepper its opposition with Blizzards and Hustle-boosted attacks without any worries. With an Everstone, Delibird became an even deadlier threat and was even used to beat a gym once! Delibird was since nerfed to have a +1 Attack, Defense and Sp. Defense rank instead of a +1 Evasion boost and it is still a legitimate threat.
  • Magikarp Power: More Pokémon start out playing this trope straight. Some Pokémon start out with very small movepools, and must build up to become more powerful. The Trope Namer is still this, but compared to the main games, it is far better off, gaining access to Bubble, Hydro Pump, and Reversal.
     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 Legendary Pokémon. Created by Deck Knight, the roleplay is now maintained by Dogfish44 and Its_A_Random. The Legend Run is notorious for 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. The Legend Run has examples of the following tropes:

  • Anti-Frustration Features: After complaints of difficulty, these were added. Combination timers preventing the usage of combinations, the introduction of one-time save points for challenges that go awry, and a HP-based capture system are examples of these.
  • Difficulty Levels: 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 largest bags and allow a fourth Pokémon to be brought but these house the major legendaries and are generally either very long or very hard. Only the best win on this difficulty.
  • Luck-Based Mission: 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.
  • Nintendo Hard: Invoked, according to 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.
  • Olympus Mons: The whole point of The Legend Run is a way to get these outside of things like tournaments and other exceptional activities.
     Userbase Tropes 
Tropes that apply to the userbase overall, instead of specific users.

  • Non-Human Sidekick: Quite a few of them, actually. The Wanderer's Rico the Lucario is a prime example.
  • Running Gag: Various gags over time. At one point, many members of ASB talk about sacrificing goats for luck, Athenodoros in particular. One user, Eternal Drifter, even went so far as to obtain a Mareep to be called "Goat" to, you guessed it, sacrifice in battle.
  • "The Reason You Suck" Speech: This post by akela directed at the user Zekrom2525, who made several errors in his prize claim evolving his Charmander.