approved by rp committee for one side of the facet
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, there are generally two types of Simulations you can face:
Simulations have four difficulty levels:
Gameplay
Battles
There are two distinct types of battles in Anime-Style Simulator:
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 this RP, you can use items at any time during your run. There are two different modes for this: Items outside of combat, and Items during combat.
Outside of Combat
Players can use items except for Poké Balls, swap hold items, and toss items away at any time outside of combat. The player can do an unlimited amount of these actions during a non-combat update and have the highest priority, occurring before the outcome of an update.
During Combat
During the middle of combat, with the exception of a trapping phase, the player can either initiate a Capture Phase by throwing Poké Balls or use a consumable item. The capture phase is mentioned elsewhere so only the latter will be explained in detail here.
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:
Capture Mechanics
This roleplay uses the same capture mechanics as other RP's. To rehash:
Capture HP:
Rather than relying on a chance-based system, ASB Capture Mechanics use a system called Capture HP—which is a stat all Pokémon have—found in the NDA. It is equal to 300 minus the in-game capture rate of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.
Capture Round:
A Player can declare a capture round whenever they would issue orders instead. Within a Capture Round, the trainer throws one or more Poké Balls at the target. If a capture fails to reduce the target's CHP to 0, the targeted Pokémon breaks free and uses a Chill, increasing their energy by 12. If the Pokémon gets back to 100 Energy, they will have a free round to Attack your Pokémon. Rounds do not pass and end of action/round effects do not occur during a Capture Round with the exception of the free round.
Poké Balls that are used during a simulation are lost forever at the end of a simulation.
Shops
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. Furthermore, it heals 50 HP and 50 EN for all Pokémon currently active. 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. 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 side with the higher amount of Pokémon on the field and assume that format for the bonus payout (e.g. 3v1 is considered Triples). The global UC cap and the Brawl/Melee UC cap does not apply here.
For event simulations, the UC payout is update-based. The amount paid is the exact same as the TLR payout. Specifically:
-2 UC Base
-0.5 UC per Poké Ball thrown
-1 UC per Non-Combat Update / "Free Round" following a capture attempt
-1.5 UC per Combat Update with three or less active Pokémon on the field.
-2 UC per Combat Update with four to six active Pokémon on the field.
-2.5 UC per Combat Update with seven or more active Pokémon on the field.
Available Simulations
Battle Simulations
Magikarp Fisherman Fight
Brock Fight
Miror B. Fight
Event Simulations
Under Construction. We will get back to you when I get a good enough iteration going.
Rulings
--------------------
For now, signups are open for battle simulations only. Event Simulations on the other hand will be undergoing a new iteration as per feedback from the RP Committee and I will get an approvable enough simulation to eventually get enough layouts to test. I encourage you to test out the mechanics which is why I have three Battle Simulations ready. Anyhow, the three battle simulations that this beta will use in all its glory:
For this beta I will referee one player for each different simulation so there are three simulations going on. I will leave signups open for a day or two and then handpick the lucky players to be part of the beta test. Make sure your signup is legal; illegal signups based on those that do not meet the rules set out by the simulation will not be picked.
I may do a second beta run of each simulation if necessary. And again, Event Simulations will come at a later date. Just a TLR-style signup will suffice.
Have fun!
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, there are generally two types of Simulations you can face:
- Battle Simulations: These are the simplest kind of simulations. These usually pit 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.
- Event Simulations: These are generally more complex and longer simulations that simulate specific events from in-game, whether it be capturing a Legendary Pokémon or traversing a dungeon. These simulations tend to have more than one battle and allow captures to happen. These scenarios tend to allow larger backpacks and may have trainer battles in addition to wild encounters.
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
There are two distinct types of battles in Anime-Style Simulator:
- Wild Battles: You fight against Wild Pokémon. These are generally exclusive to Event Simulations and Pokémon found in the wild generally can be captured.
- Trainer Battles: You fight against 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 this RP, you can use items at any time during your run. There are two different modes for this: Items outside of combat, and Items during combat.
Outside of Combat
Players can use items except for Poké Balls, swap hold items, and toss items away at any time outside of combat. The player can do an unlimited amount of these actions during a non-combat update and have the highest priority, occurring before the outcome of an update.
During Combat
During the middle of combat, with the exception of a trapping phase, the player can either initiate a Capture Phase by throwing Poké Balls or use a consumable item. The capture phase is mentioned elsewhere so only the latter will be explained in detail here.
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.
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
Capture Mechanics
This roleplay uses the same capture mechanics as other RP's. To rehash:
Capture HP:
Rather than relying on a chance-based system, ASB Capture Mechanics use a system called Capture HP—which is a stat all Pokémon have—found in the NDA. It is equal to 300 minus the in-game capture rate of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.
When Cumulative Capture Damage > Target Capture HP (CHP), Capture occurs. Poké Ball Damage is always rounded.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance
Formula Legend:
Ball Strength = Strength of Pokéball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5
Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokémon Current HP / 10) + Target Allied Pokémon Max EN Modifier.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance
Formula Legend:
Ball Strength = Strength of Pokéball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5
Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokémon Current HP / 10) + Target Allied Pokémon Max EN Modifier.
Capture Round:
A Player can declare a capture round whenever they would issue orders instead. Within a Capture Round, the trainer throws one or more Poké Balls at the target. If a capture fails to reduce the target's CHP to 0, the targeted Pokémon breaks free and uses a Chill, increasing their energy by 12. If the Pokémon gets back to 100 Energy, they will have a free round to Attack your Pokémon. Rounds do not pass and end of action/round effects do not occur during a Capture Round with the exception of the free round.
Poké Balls that are used during a simulation are lost forever at the end of a simulation.
Shops

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. Furthermore, it heals 50 HP and 50 EN for all Pokémon currently active. Only one Sacred Ash can be brought into a simulation.
Sell For: 15 CC
Cost Information: Cost is for four of the selected ball type.
Standard Balls:
Poké Ball: A Poké Ball used to capture Pokémon.
Cost: 2 | Ball Strength: 18
Great Ball: A great Poké Ball used to capture Pokémon.
Cost: 3 | Ball Strength: 24
Ultra Ball: An ultra Poké Ball used to capture Pokémon.
Cost: 4 | Ball Strength: 30
Premier Ball: An elaborate Poké Ball that grants the captured Pokémon one (1) EC, MC, or AC of the trainer's choice when captured.
Cost: 4 | Ball Strength: 15
Luxury Ball: An extravagant Poké Ball with a reduced catch rate, but that grants the captured Pokémon two (2) EC, MC, or AC of the trainer's choice when captured.
Cost: 6 | Ball Strength: 12
Master Ball: A legendary Poké Ball that will capture any Pokémon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.
Cost: — | Ball Strength: 310
Low-Cost Balls:
Cherish Ball: A Poké Ball that has an increased catch rate against legendary Pokémon.
Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokémon)
Level Ball: A Poké Ball that has an increased catch rate if your Pokémon are more evolved than the target Pokémon. (Single Stage Pokémon are considered Second Stage, First Stage Pokémon out of Two or Three Stage Pokémon are still considered First Stage.)
Cost: 3 | Ball Strength: 36 (One Pokémon Two Stages Greater than Target), 21 (One Pokémon One Stage Greater than Target), 15 (Target Stage Equal)
Nest Ball: A Poké Ball that has an increased catch rate against weaker opponents.
Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokémon), 18 (Second of Two Stages or Single Stage Pokémon), 15 (Third of Three Stages)
Mid-Cost Balls:
Dive Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 3 Egg Group.
Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)
Dream Ball: A Poké Ball that has an increased catch rate against Pokémon that are asleep.
Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokémon)
Dusk Ball: A Poké Ball that has an increased catch rate against Pokémon encountered in dark environments such as caves or at night time.
Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)
Fast Ball: A Poké Ball that has an increased catch rate against particularly fast Pokémon.
Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)
Friend Ball: A Poké Ball that has an increased catch rate against Pokémon that evolve via happiness
Cost: 4 | Ball Strength: 15, 36 (Pokémon Species that evolve by or evolved from Happiness.)
Heavy Ball: A Poké Ball that has an increased catch rate against particularly heavy Pokémon.
Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)
Love Ball: A Poké Ball that has an increased catch rate against Pokémon that are affected by an attraction to one of your Pokémon.
Cost: 4 | Ball Strength: 15, 36 (Attracted Target)
Lure Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 2 Egg Group)
Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)
Moon Ball: A Poké Ball that has an increased catch rate against any Pokémon that evolve by or from Moon Stone, or are in the Fairy Egg Group
Cost: 4 | Ball Strength: 15, 36 (Pokémon that evolve from or by Moon Stone, Fairy Egg Group)
Net Ball: A Poké Ball that has an increased catch rate against Pokémon in the Bug or Water-1 Egg Groups.
Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)
Park Ball: A Poké Ball that has an increased catch rate against Pokémon found in City or Industrial Arena.
Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)
Safari Ball: A Poké Ball that has an increased catch rate against Pokémon fought in tall grass.
Cost: 4 | Ball Strength: 15, 36 (In tall grass)
Sport Ball: A Poké Ball that has an increased catch rate against Pokémon fought in desert areas.
Cost: 4 | Ball Strength: 15, 36 (In Desert areas)
Premium Balls:
Heal Ball: A Poké Ball that heals its target for 50 HP and 50 EN when successful.
Cost: 8 | Ball Strength: 10
Quick Ball: A Poké Ball that has an increased ball strength against Pokémon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.
Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)
Repeat Ball: A Poké Ball that has an increased catch rate against Pokémon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.
Cost: 8 | Ball Strength: 15, 40 (Owned Pokémon species)
Timer Ball: A Poké Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.
Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)
Standard Balls:

Poké Ball: A Poké Ball used to capture Pokémon.
Cost: 2 | Ball Strength: 18

Great Ball: A great Poké Ball used to capture Pokémon.
Cost: 3 | Ball Strength: 24

Ultra Ball: An ultra Poké Ball used to capture Pokémon.
Cost: 4 | Ball Strength: 30

Premier Ball: An elaborate Poké Ball that grants the captured Pokémon one (1) EC, MC, or AC of the trainer's choice when captured.
Cost: 4 | Ball Strength: 15

Luxury Ball: An extravagant Poké Ball with a reduced catch rate, but that grants the captured Pokémon two (2) EC, MC, or AC of the trainer's choice when captured.
Cost: 6 | Ball Strength: 12

Master Ball: A legendary Poké Ball that will capture any Pokémon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.
Cost: — | Ball Strength: 310
Low-Cost Balls:

Cherish Ball: A Poké Ball that has an increased catch rate against legendary Pokémon.
Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokémon)

Level Ball: A Poké Ball that has an increased catch rate if your Pokémon are more evolved than the target Pokémon. (Single Stage Pokémon are considered Second Stage, First Stage Pokémon out of Two or Three Stage Pokémon are still considered First Stage.)
Cost: 3 | Ball Strength: 36 (One Pokémon Two Stages Greater than Target), 21 (One Pokémon One Stage Greater than Target), 15 (Target Stage Equal)

Nest Ball: A Poké Ball that has an increased catch rate against weaker opponents.
Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokémon), 18 (Second of Two Stages or Single Stage Pokémon), 15 (Third of Three Stages)
Mid-Cost Balls:

Dive Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 3 Egg Group.
Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)

Dream Ball: A Poké Ball that has an increased catch rate against Pokémon that are asleep.
Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokémon)

Dusk Ball: A Poké Ball that has an increased catch rate against Pokémon encountered in dark environments such as caves or at night time.
Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)

Fast Ball: A Poké Ball that has an increased catch rate against particularly fast Pokémon.
Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)

Friend Ball: A Poké Ball that has an increased catch rate against Pokémon that evolve via happiness
Cost: 4 | Ball Strength: 15, 36 (Pokémon Species that evolve by or evolved from Happiness.)

Heavy Ball: A Poké Ball that has an increased catch rate against particularly heavy Pokémon.
Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)

Love Ball: A Poké Ball that has an increased catch rate against Pokémon that are affected by an attraction to one of your Pokémon.
Cost: 4 | Ball Strength: 15, 36 (Attracted Target)

Lure Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 2 Egg Group)
Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)

Moon Ball: A Poké Ball that has an increased catch rate against any Pokémon that evolve by or from Moon Stone, or are in the Fairy Egg Group
Cost: 4 | Ball Strength: 15, 36 (Pokémon that evolve from or by Moon Stone, Fairy Egg Group)

Net Ball: A Poké Ball that has an increased catch rate against Pokémon in the Bug or Water-1 Egg Groups.
Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)

Park Ball: A Poké Ball that has an increased catch rate against Pokémon found in City or Industrial Arena.
Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)

Safari Ball: A Poké Ball that has an increased catch rate against Pokémon fought in tall grass.
Cost: 4 | Ball Strength: 15, 36 (In tall grass)

Sport Ball: A Poké Ball that has an increased catch rate against Pokémon fought in desert areas.
Cost: 4 | Ball Strength: 15, 36 (In Desert areas)
Premium Balls:

Heal Ball: A Poké Ball that heals its target for 50 HP and 50 EN when successful.
Cost: 8 | Ball Strength: 10

Quick Ball: A Poké Ball that has an increased ball strength against Pokémon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.
Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)

Repeat Ball: A Poké Ball that has an increased catch rate against Pokémon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.
Cost: 8 | Ball Strength: 15, 40 (Owned Pokémon species)

Timer Ball: A Poké Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.
Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)
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. 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 side with the higher amount of Pokémon on the field and assume that format for the bonus payout (e.g. 3v1 is considered Triples). The global UC cap and the Brawl/Melee UC cap does not apply here.
For event simulations, the UC payout is update-based. The amount paid is the exact same as the TLR payout. Specifically:
-2 UC Base
-0.5 UC per Poké Ball thrown
-1 UC per Non-Combat Update / "Free Round" following a capture attempt
-1.5 UC per Combat Update with three or less active Pokémon on the field.
-2 UC per Combat Update with four to six active Pokémon on the field.
-2.5 UC per Combat Update with seven or more active Pokémon on the field.
Available Simulations
Battle Simulations
Magikarp Fisherman Fight
Brock Fight
Miror B. Fight
Event Simulations
Under Construction. We will get back to you when I get a good enough iteration going.
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.
--------------------
For now, signups are open for battle simulations only. Event Simulations on the other hand will be undergoing a new iteration as per feedback from the RP Committee and I will get an approvable enough simulation to eventually get enough layouts to test. I encourage you to test out the mechanics which is why I have three Battle Simulations ready. Anyhow, the three battle simulations that this beta will use in all its glory:
Fight Fisherman
Difficulty: Easy
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.
Battle Info
Format: 6v4 Mixed
# Allowed Subs: 2
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Special Effects: Challenger sends out one Pokémon at a time. Fisherman sends out three Pokémon at a time.
Arena: Magikarp Beach
A beach with a load of Magikarp in the water. Be careful about all the Magikarp splashing though.
Prize: 10 UC (First Time Only), 1× Mystic Water (Always)
Difficulty: Easy
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.

Battle Info
Format: 6v4 Mixed
# Allowed Subs: 2
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Special Effects: Challenger sends out one Pokémon at a time. Fisherman sends out three Pokémon at a time.
Arena: Magikarp Beach
A beach with a load of Magikarp in the water. Be careful about all the Magikarp splashing though.
- Arena Type: Water's Edge (Nature Power: Bubble Beam)
- Restrictions: No external grass source.
- If three Magikarp use Splash at the same time, it will cause an attack called Tidal Wave. This is a 20 BAP Water-type Special Attack coming off the aggregate Sp. Attack Rank of the three Pokémon and hits all opponents. The move also causes the weather to change to Rain for the next four rounds.
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)
[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Flail
Splash
Tackle
Bounce
Bubble
Dragon Rage
Hydro Pump
Reversal
Prize: 10 UC (First Time Only), 1× Mystic Water (Always)
Fight Brock
Difficulty: Medium
Team Restrictions: Players can bring three Pokémon with them. Players can only bring Pokémon whose EC and AC Counters are not full (Clarification: N/A AC will not count as full but N/A EC will).
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring three held items.
Other Restrictions: Players have the option of playing Camper Liam first. His data is in the below Hide Tag.
Battle Info
Format: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Camper Ethan orders first R1.
Arena: Pewter Gym
The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
Battle Info
Format: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Brock's Item Bag: 1× Potion
Arena: Pewter Gym
The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
Prize: 10 UC (First Time Only), 1× Onix (If Camper Liam beaten first), 1× Hard Stone (Always)
Difficulty: Medium
Team Restrictions: Players can bring three Pokémon with them. Players can only bring Pokémon whose EC and AC Counters are not full (Clarification: N/A AC will not count as full but N/A EC will).
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring three held items.
Other Restrictions: Players have the option of playing Camper Liam first. His data is in the below Hide Tag.

Battle Info
Format: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Camper Ethan orders first R1.
Arena: Pewter Gym
The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
- Arena Type: Rock / Structure (Nature Power: Power Gem)
- Restrictions: No external grass source, No external water source, Rain, Hail, and Sun cannot be summoned.
- Rock Tomb has two (2) extra BAP.
[IMG]http://play.pokemonshowdown.com/sprites/bw/geodude.png[/IMG]
[B]Geodude (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 0/5
[B]ATTACKS[/B]
Defence Curl
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Tackle
Block
Endure
Flail
Focus Punch
Wide Guard
Fire Punch
Iron Defence
Stealth Rock
Superpower
Thunder Punch
Earthquake
Gyro Ball
Protect
Rock Slide
Sleep Talk
[B]Geodude (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 0/5
[B]ATTACKS[/B]
Defence Curl
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Tackle
Block
Endure
Flail
Focus Punch
Wide Guard
Fire Punch
Iron Defence
Stealth Rock
Superpower
Thunder Punch
Earthquake
Gyro Ball
Protect
Rock Slide
Sleep Talk
[IMG]http://play.pokemonshowdown.com/sprites/bw/sandshrew.png[/IMG]
[B]Sandshrew (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Ground
[B]ABILITIES[/B]: Sand Veil
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
[B]ATTACKS[/B]
Defence Curl
Fury Cutter
Fury Swipes
Magnitude
Poison Sting
Rapid Spin
Rollout
Sand Attack
Sand Tomb
Scratch
Slash
Swift
Counter
Endure
Flail
Metal Claw
Night Slash
Covet
Iron Tail
Knock Off
Stealth Rock
Super Fang
Earthquake
Protect
Rock Tomb
Sandstorm
Sleep Talk
[B]Sandshrew (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Ground
[B]ABILITIES[/B]: Sand Veil
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
[B]ATTACKS[/B]
Defence Curl
Fury Cutter
Fury Swipes
Magnitude
Poison Sting
Rapid Spin
Rollout
Sand Attack
Sand Tomb
Scratch
Slash
Swift
Counter
Endure
Flail
Metal Claw
Night Slash
Covet
Iron Tail
Knock Off
Stealth Rock
Super Fang
Earthquake
Protect
Rock Tomb
Sandstorm
Sleep Talk

Battle Info
Format: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Brock's Item Bag: 1× Potion
Arena: Pewter Gym
The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
- Arena Type: Rock / Structure (Nature Power: Power Gem)
- Restrictions: No external grass source, No external water source, Rain, Hail, and Sun cannot be summoned.
- Rock Tomb has two (2) extra BAP.
[IMG]http://play.pokemonshowdown.com/sprites/bw/geodude.png[/IMG]
[B]Geodude (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Sand Veil (H)
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Bulldoze
Defence Curl
Double-Edge
Earthquake
Explosion
Harden
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Stone Edge
Tackle
Block
Endure
Flail
Focus Punch
Hammer Arm
Wide Guard
Earth Power
Fire Punch
Iron Defence
Snore
Superpower
Thunder Punch
Gyro Ball
Protect
Rock Slide
Rock Tomb
Sandstorm
Sleep Talk
[B]Geodude (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Sand Veil (H)
[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Bulldoze
Defence Curl
Double-Edge
Earthquake
Explosion
Harden
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Stone Edge
Tackle
Block
Endure
Flail
Focus Punch
Hammer Arm
Wide Guard
Earth Power
Fire Punch
Iron Defence
Snore
Superpower
Thunder Punch
Gyro Ball
Protect
Rock Slide
Rock Tomb
Sandstorm
Sleep Talk
[IMG]http://play.pokemonshowdown.com/sprites/bw/onix.png[/IMG]
[B]Onix (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Weak Armour (H)
[B]STATS[/B]
HP: 90
Atk: Rank 3 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 18
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Bind
Curse
Dig
Double-Edge
Dragon Breath
Gyro Ball
Harden
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Slide
Rock Throw
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stealth Rock
Stone Edge
Tackle
Block
Defence Curl
Flail
Heavy Slam
Rock Blast
Rock Climb
Rollout
Rototiller
Ancient Power
Dragon Pulse
Earth Power
Endure
Iron Head
Mud-Slap
Snore
Substitute
Bide
Earthquake
Facade
Protect
Rock Tomb
Sleep Talk
Taunt
Torment
[B]Onix (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)
[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Weak Armour (H)
[B]STATS[/B]
HP: 90
Atk: Rank 3 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 18
EC: 0/6
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Bind
Curse
Dig
Double-Edge
Dragon Breath
Gyro Ball
Harden
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Slide
Rock Throw
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stealth Rock
Stone Edge
Tackle
Block
Defence Curl
Flail
Heavy Slam
Rock Blast
Rock Climb
Rollout
Rototiller
Ancient Power
Dragon Pulse
Earth Power
Endure
Iron Head
Mud-Slap
Snore
Substitute
Bide
Earthquake
Facade
Protect
Rock Tomb
Sleep Talk
Taunt
Torment
Prize: 10 UC (First Time Only), 1× Onix (If Camper Liam beaten first), 1× Hard Stone (Always)
Fight Miror B.
Difficulty: Medium
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.
Battle Info
Format: 4v4 Doubles
# Allowed Subs: 3
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Miror B.'s Item Bag: 2× Super Potion
Arena: Ludicolo Pond
An arena that is basically made for Ludicolo with a pond and a bunch of grass. It is consistently raining.
Prizes: 10 UC (First Time Only), 1× Water Stone + 1× Lotad (Always)
Difficulty: Medium
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.

Battle Info
Format: 4v4 Doubles
# Allowed Subs: 3
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Miror B.'s Item Bag: 2× Super Potion
Arena: Ludicolo Pond
An arena that is basically made for Ludicolo with a pond and a bunch of grass. It is consistently raining.
- Arena Type: Water's Edge (Nature Power: Bubble Beam)
- Restrictions: Sun, Sandstorm, and Hail cannot be summoned.
- Constant, unalterable rain. Air Lock has no effect.
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Modest (+1 SpA, -1 Atk)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Modest (+1 SpA, -1 Atk)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Modest (+1 SpA, -1 Atk)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Modest (+1 SpA, -1 Atk)
[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)
[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun
Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse
Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
Prizes: 10 UC (First Time Only), 1× Water Stone + 1× Lotad (Always)
For this beta I will referee one player for each different simulation so there are three simulations going on. I will leave signups open for a day or two and then handpick the lucky players to be part of the beta test. Make sure your signup is legal; illegal signups based on those that do not meet the rules set out by the simulation will not be picked.
I may do a second beta run of each simulation if necessary. And again, Event Simulations will come at a later date. Just a TLR-style signup will suffice.
Have fun!