Anime-Style Simulator
Ever wanted to kick the stuffing out of the Magikarp Trainer? Ever wanted to go through the Distortion World to try and catch that Giratina like you did in-game? Ever wanted to traverse Mt. Moon with weak Pokémon? Well wait no more. Introducing the Anime-Style Simulator, a Roleplaying facility where you get to simulate* classic events from the cartridge games with ASB Mechanics. While you do not get to actually keep the things you can catch, you do however, get to relieve the moments and get a prize if you win.
*: Not necessarily a 100% Accurate simulation but you get the idea.
Basics
In this RP, you will usually be pitted you against one trainer or even more, typically from in-game. Each battle has special conditions attached to it and an arena that is generally made to suit the trainer. These battles tend to have a heavily restricted backpack and trainers may have items to use on their own Pokémon.
Each battle in this RP will have its own rules associated with it though the general rules are Switch = OK, All Abilities, Items = ON, One Mega Evolution permitted, Infinite Recoveries/Chills, and Two non-KO Substitutions. Turn Orders are codified in the battles themselves.
Simulations have four difficulty levels:
Gameplay
Battles
In this RP, you fight against mainly trainers with Pokémon of their own. These type of battles appear in both types of simulations and Pokémon owned by trainers cannot be captured. Trainers may carry their own stash of items to use in battle.
Backpack
Trainers can bring a backpack full of items into a simulation. Backpacks allow you to carry an inifinte amount of any item up to the bounded CC cap for that simulation; that is, the total cost of your backpack cannot exceed the total CC cost upon entering the simulation. Held Items and Rare Items cost no CC towards the limit, but you are limited in terms of the Held and Rare Items you bring; generally one Held Item per Pokémon and an arbitrary number of Rare Items. The limits are mentioned in the simulation itself. Healing items that are used during a simulation are lost forever at the end of a simulation.
During combat, the player can forfeit one of their Pokémon's actions to use one item on any Pokémon in their party, active, reserve, or fainted, as a command:
Item Shop
Potion: Heals 20 HP.
CC Cost: 1
Super Potion: Heals 40 HP.
CC Cost: 2
Ether: Heals 20 EN
CC Cost: 1
Elixir: Heals 20 EN on three (3) Selected Pokémon (A Pokémon cannot be selected more than once).
CC Cost: 4
Revive: Restores a fainted Pokémon to 50 HP and 30 EN.
CC Cost: 4
Antidote: Cures Poison and Toxic status on one Pokémon.
CC Cost: 1
Awakening: Cures Sleep status on one Pokémon.
CC Cost: 1
Burn Heal: Cures Burn status on one Pokémon.
CC Cost: 1
Ice Heal: Cures Freeze status on one Pokémon.
CC Cost: 1
Parlyz Heal: Cures Paralysis status on one Pokémon.
CC Cost: 1
Full Heal: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
CC Cost: 2
Dire Hit: Makes the Pokémon's attacks always score a critical hit until the battle ends or the Pokémon is switched out.
CC Cost: 2
Guard Spec.: Prevents the opponent from lowering your Pokémon's stats for four (4) rounds.
CC Cost: 2
X Accuracy: Increases the Pokémon's natural Accuracy stat by two (2) stages.
CC Cost: 2
X Attack: Increases the Pokémon's natural Attack stat by two (2) stages.
CC Cost: 2
X Defend: Increases the Pokémon's natural Defense stat by two (2) stages.
CC Cost: 2
X Sp. Def: Increases the Pokémon's natural Special Defense stat by two (2) stages.
CC Cost: 2
X Special: Increases the Pokémon's natural Special Attack stat by two (2) stages.
CC Cost: 2
X Speed: Increases the Pokémon's natural Speed stat by two (2) stages.
CC Cost: 2
Hyper Potion: Heals 60 HP.
Sell For: 3 CC
Max Potion: Heals 20 HP for each of the Trainer's Pokémon, active and reserve.
Sell For: 5 CC
Full Restore: Heals 40 HP for three (3) selected Pokémon and all status ailments.
Sell For: 8 CC
Max Ether: Heals 40 EN.
Sell For: 4 CC
Max Elixir: Heals 30 EN for each of the Trainer's Pokémon, active and reserve.
Sell For: 8 CC
Max Revive: Restores a fainted Pokémon to 70 HP and 50 EN.
Sell For: 5 CC
Lava Cookie / Old Gateau / Casteliacone / Lumiose Galette: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
Sell For: 3 CC
Sacred Ash: Restores all currently fainted Pokémon to 70 HP and 50 EN, active and reserve. Only one Sacred Ash can be brought into a simulation.
Sell For: 15 CC
Rewards
Players
As each battle in Anime-Style Simulator is commensurate with a regular ASB Battle—1 EC, 2 MC, 1 AC or 3 MC—and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. The player does not keep any items or Pokémon they gain during a simulation, but they will gain the prize for that simulation when they win.
If a player forfeits a simulation, then they will forfeit all counters gained in the current battle. Any counters obtained prior to the forfeited battle are retained.
Referees
For battle simulations, the UC payout is 1.5 × Standard counters, with decimals rounded normally. For Simulations where there are multiple battles, consider the simulation to be one large battle for the purposes of pay (e.g. A completed Falkner with trainers run is considered a 3v5). For battles with an asymmetric amount of Pokémon per team, assume half the total Pokémon sent out for the format. For battles with an asymmetric number of Pokémon on the field at one time, take the total number of Pokémon on the field at one time, divide it by two and assume that format for the bonus payout (e.g. 3v1 is considered a 2v2, 2v1 is considered a 1.5v1.5). The global UC cap and the Brawl/Melee UC cap does not apply here.
Available Simulations
Battle Simulations
Ariana Fight
Brandon Fight
Brock Fight
CAP Trainer I Fight
CAP Trainer II Fight
CAP Trainer III Fight
Cheren Fight
Cilan/Chili/Cress Fight
Cyrus Fight
Emmet Fight
Eusine Fight
Falkner Fight
Ingo Fight
Its_A_Random Ground Gym Fight
Jupiter Fight
Legend Trainer Fight
Magikarp Fisherman Fight
Magikarp Fisherman Fight II
Mars Fight
Miror B. Fight
Misty Fight
Petrel Fight
Proton Fight
Roark Fight
Roxanne Fight
Santalune Forest Gauntlet
Saturn Fight
Viola Fight
Rulings
Anime-Style Simulator — Battle Data
Ever wanted to kick the stuffing out of the Magikarp Trainer? Ever wanted to go through the Distortion World to try and catch that Giratina like you did in-game? Ever wanted to traverse Mt. Moon with weak Pokémon? Well wait no more. Introducing the Anime-Style Simulator, a Roleplaying facility where you get to simulate* classic events from the cartridge games with ASB Mechanics. While you do not get to actually keep the things you can catch, you do however, get to relieve the moments and get a prize if you win.
*: Not necessarily a 100% Accurate simulation but you get the idea.
Basics
In this RP, you will usually be pitted you against one trainer or even more, typically from in-game. Each battle has special conditions attached to it and an arena that is generally made to suit the trainer. These battles tend to have a heavily restricted backpack and trainers may have items to use on their own Pokémon.
Each battle in this RP will have its own rules associated with it though the general rules are Switch = OK, All Abilities, Items = ON, One Mega Evolution permitted, Infinite Recoveries/Chills, and Two non-KO Substitutions. Turn Orders are codified in the battles themselves.
Simulations have four difficulty levels:
- Easy: The easiest of the simulations. Not much thought process needed to win. Tend to have the lowest prizes.
- Medium: Average difficulty. Some thought process is needed to win and the simulation can pose a challenge but not too difficult. Better prizes than Easy.
- Hard: These simulations are hard to win. Strategy is generally needed to win and these are not for the inexperienced. The prizes here tend to be very good.
- Uber: Brutal. You will need to be an ASB god to win these simulations. Some of the most valuable prizes will come from these simulations.
Gameplay
Battles
In this RP, you fight against mainly trainers with Pokémon of their own. These type of battles appear in both types of simulations and Pokémon owned by trainers cannot be captured. Trainers may carry their own stash of items to use in battle.
Backpack
Trainers can bring a backpack full of items into a simulation. Backpacks allow you to carry an inifinte amount of any item up to the bounded CC cap for that simulation; that is, the total cost of your backpack cannot exceed the total CC cost upon entering the simulation. Held Items and Rare Items cost no CC towards the limit, but you are limited in terms of the Held and Rare Items you bring; generally one Held Item per Pokémon and an arbitrary number of Rare Items. The limits are mentioned in the simulation itself. Healing items that are used during a simulation are lost forever at the end of a simulation.
During combat, the player can forfeit one of their Pokémon's actions to use one item on any Pokémon in their party, active, reserve, or fainted, as a command:
This command can be substituted for and can be used as part of a substitution when the conditions are met, though chance and KO substitutions can only be done the next action due to priority.Command said:Use Item (Command): The player gives up the Pokémon's action to use an item on the appropriate Pokémon. This command, being performed by the player, cannot be restricted by any means and can be used at any time without penalty irrespective of the conditions. If a Revive, Max Revive, or a Sacred Ash is used, the item's revival effect takes place at the end of the round as opposed to immediately. This command can only be used once per round across the entire team. HP Recovery Items are blocked by Heal Block. This command cannot be used while Embargo or Magic Room is in effect.
Command Syntax: Use <Item> (<Target(s)>)
Type: N/A | Command Type: Universal | Target: Any appropriate Pokémon in your party | -- BAP | -- Acc | 0 EN Cost | -- Eff% | Contact: No | 100 Prio | Combo Type: None | Snatch: No | Magic Coat: No
Item Shop

Potion: Heals 20 HP.
CC Cost: 1

Super Potion: Heals 40 HP.
CC Cost: 2

Ether: Heals 20 EN
CC Cost: 1

Elixir: Heals 20 EN on three (3) Selected Pokémon (A Pokémon cannot be selected more than once).
CC Cost: 4

Revive: Restores a fainted Pokémon to 50 HP and 30 EN.
CC Cost: 4

Antidote: Cures Poison and Toxic status on one Pokémon.
CC Cost: 1

Awakening: Cures Sleep status on one Pokémon.
CC Cost: 1

Burn Heal: Cures Burn status on one Pokémon.
CC Cost: 1

Ice Heal: Cures Freeze status on one Pokémon.
CC Cost: 1

Parlyz Heal: Cures Paralysis status on one Pokémon.
CC Cost: 1

Full Heal: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
CC Cost: 2

Dire Hit: Makes the Pokémon's attacks always score a critical hit until the battle ends or the Pokémon is switched out.
CC Cost: 2

Guard Spec.: Prevents the opponent from lowering your Pokémon's stats for four (4) rounds.
CC Cost: 2

X Accuracy: Increases the Pokémon's natural Accuracy stat by two (2) stages.
CC Cost: 2

X Attack: Increases the Pokémon's natural Attack stat by two (2) stages.
CC Cost: 2

X Defend: Increases the Pokémon's natural Defense stat by two (2) stages.
CC Cost: 2

X Sp. Def: Increases the Pokémon's natural Special Defense stat by two (2) stages.
CC Cost: 2

X Special: Increases the Pokémon's natural Special Attack stat by two (2) stages.
CC Cost: 2

X Speed: Increases the Pokémon's natural Speed stat by two (2) stages.
CC Cost: 2

Hyper Potion: Heals 60 HP.
Sell For: 3 CC

Max Potion: Heals 20 HP for each of the Trainer's Pokémon, active and reserve.
Sell For: 5 CC

Full Restore: Heals 40 HP for three (3) selected Pokémon and all status ailments.
Sell For: 8 CC

Max Ether: Heals 40 EN.
Sell For: 4 CC

Max Elixir: Heals 30 EN for each of the Trainer's Pokémon, active and reserve.
Sell For: 8 CC

Max Revive: Restores a fainted Pokémon to 70 HP and 50 EN.
Sell For: 5 CC




Lava Cookie / Old Gateau / Casteliacone / Lumiose Galette: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
Sell For: 3 CC

Sacred Ash: Restores all currently fainted Pokémon to 70 HP and 50 EN, active and reserve. Only one Sacred Ash can be brought into a simulation.
Sell For: 15 CC
Rewards
Players
As each battle in Anime-Style Simulator is commensurate with a regular ASB Battle—1 EC, 2 MC, 1 AC or 3 MC—and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. The player does not keep any items or Pokémon they gain during a simulation, but they will gain the prize for that simulation when they win.
If a player forfeits a simulation, then they will forfeit all counters gained in the current battle. Any counters obtained prior to the forfeited battle are retained.
Referees
For battle simulations, the UC payout is 1.5 × Standard counters, with decimals rounded normally. For Simulations where there are multiple battles, consider the simulation to be one large battle for the purposes of pay (e.g. A completed Falkner with trainers run is considered a 3v5). For battles with an asymmetric amount of Pokémon per team, assume half the total Pokémon sent out for the format. For battles with an asymmetric number of Pokémon on the field at one time, take the total number of Pokémon on the field at one time, divide it by two and assume that format for the bonus payout (e.g. 3v1 is considered a 2v2, 2v1 is considered a 1.5v1.5). The global UC cap and the Brawl/Melee UC cap does not apply here.
Available Simulations
Battle Simulations
Ariana Fight
Brandon Fight
Brock Fight
CAP Trainer I Fight
CAP Trainer II Fight
CAP Trainer III Fight
Cheren Fight
Cilan/Chili/Cress Fight
Cyrus Fight
Emmet Fight
Eusine Fight
Falkner Fight
Ingo Fight
Its_A_Random Ground Gym Fight
Jupiter Fight
Legend Trainer Fight
Magikarp Fisherman Fight
Magikarp Fisherman Fight II
Mars Fight
Miror B. Fight
Misty Fight
Petrel Fight
Proton Fight
Roark Fight
Roxanne Fight
Santalune Forest Gauntlet
Saturn Fight
Viola Fight
Rulings
- Players can only partake in one simulation at a time.
- To sign up, post indicating which simulation you are taking on, the backpack you are taking in, which Pokémon you are taking in, and what items they are holding if necessary.
- If a player wins a simulation, then they will be listed as winning that simulation and will not be able to challenge that simulation for two months. They are however, free to challenge other simulations immediately.
- If a player loses a simulation, then they must wait five days before signing up again. If a player is DQed from a simulation (The Player DQ time is two weeks), then they must wait two weeks before signing up again.
- Sketch is banned from use unless the encounter specifically allows it.
- If a Simulation ends in a draw, then check to see if a party took themselves out or used Destiny Bond, in which case, rule that party the loser. If neither party took themselves out, then check to see who was KOed first, rule that party the loser. If both were KOed at the same time, rule the challenger the loser.
- If a simulation has more than one battle, then they are allowed to have a reprieve in between battles to use items and whatnot.
Anime-Style Simulator — Battle Data
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