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Loonamist
Crew

8,750 Points
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PostPosted: Mon Feb 09, 2015 11:35 am
Table of Contents
The Basics: Terms and Mechanics | Challenging a Fellow RPer | Levels of Difficulty and Types of Ribbons
Challenging a Contest Leader | Regions in the Contest System | Obedience | HMs | TMs
Summary/Important Notes | Contest Moves | Contest Items and Berries | Poffins and Pokeblocks
Contest Leaders | Contest FAQ


Terms:
Appeal: This is, essentially, a pokemon's score. It's how much, well... appeal they've got, and the pokemon that has the most appeal at the end, wins. It's earned through a combination of things-- from items, to grooming, to the moves they use and the tactics they enact on stage.

Base Appeal: This refers to appeal before it has been effected by the mechanics of contests. For instance, a moves base appeal is the one you find in its description below, in the list of moves. If it's description, say, results in +2 Appeal, but the move initially does +1 Appeal, then it's Appeal is +3, but it's base appeal is still only +1. Additionally, a pokemon, (or NPC's) base appeal is the accumulation of poffins, items, and grooming, before any attacks or performances have been done on stage.

Combos: A combo, described more below, is the use of two moves, together, during one turn, to put on a particularly spectacular display. It has the chance to fail, however, which can be changed by a pokemon's experience in contests, and certain moves. If a pokemon raises the chance of a successful combo, it is for the next turn only. The effect does not carry over to the rest of the contest, nor would it effect a combo if it were used in that combo. So if your pokemon uses a combo, and one move's effects increase the chance of success, that would only effect the next round, if you used a combo again.

Effects: A move's effect is in it's description, typically either the entirety if its straightforward, or the second part to clarify. In the Performance Round, is in addition to the base appeal-- so if a move gets +3 if the user goes first in a turn, and has a base appeal of 2, then it's total appeal is 2 [base appeal] + 3 [effect] = +5 Appeal, and so on. If a move startles another pokemon, and has base appeal of 2, then it's +2 Appeal, plus the startle effect, etc.

Excitement: This is in regards specifically to the audience, and is separate, for the most part, from Appeal. Moves that match the category of the contest they are used in add to a crowd's excitement. Moves that don't, either do not effect excitement, or can reduce it. Excitement adds to a 5-point meter, and the contestant who fills the meter to 5/5 earns additional appeal. This is elaborated on and further explained below.

Rounds: There are three Rounds, the Presentation, Performance, and Battle, however this term can often be confused with turns. A round is the entire section, and has its own score, separate of the other two. A round's score can be used to choose who goes first in the proceeding round, however it is not used again until the end, where it is tallied together to determine the winner. For instance, if Pokemon A scores higher in the Presentation round than Pokemon B, it goes first in the Performance round, but when they start, they will both begin with 0 Appeal, regardless of their previous score.

Turns: A turn is all the pokemon performing once. There is one turn in the Presentation Round, where each pokemon is introduced, four in the Performance Round, and four in the Battle Round. Unlike in battles, the effects of a pokemon's move in one turn does not roll over to the next-- so if a pokemon uses a move that prevents them from being startled "until the turn ends", but they're the last to move, the pokemon that goes first in the next turn can still startle them. If they are first to move, however, their immunity lasts until the last contestant performs, and the next turn begins.

Contest Category or Type: As the system is written and worked, we will be trying to phase out the term 'type', however, for now, Contest Category and Contest Type refer to the sort of contest you are participating in-- Smart, Tough, Cool, Beauty, or Cute. Moves also fall into this category, but remember-- they have battle classifications as well.

Battle Type: This refers to a move's classification in battle standards-- ie, electric, ground, flying, grass, psychic, etc. Some moves are influenced by the "type" -- read, battle type -- of the move that came before or after it. This refers to their specific elemental/battle classification. If you are ever uncertain in a description, and what it refers to, please ask; we're still sorting through these two terms to clarify them better.

Startling: Startling is the main form of negative appeal in the Performance Round. The effectiveness of this can altered by a pokemon's state, meaning whether it is nervous, pumped, or otherwise altered.

Nervous: If a pokemon is made Nervous, and then startled before their next move, the effect of the startling is multiplied by two.

Pumped: A pokemon getting pumped halves the effect of being startled, and gives a 20% increased chance of successfully performing a combo.





Mechanics
Contests have been somewhat altered to allow for creativity and to blend the way the games portrayed them and the slightly greater spectacle of the anime. They've been partitioned into three rounds, the Presentation Round, the Performance Round, and the Battle Round.

The
Presentation Round is partitioned into two stages, with the initial stage allowing the participants to 'prep' their pokemon to increase their base appeal, enhance attacks, and prepare them for the contest. Please note you must mention all items used in this post, on all pokemon, and you must quote a mod, or your items will not count towards the pokemon's appeal. Any mention of an item used after this post will not count. After the next stage of the Presentation round has started, the initial post cannot be edited; any edits made after the first posts of the Presentation round will be ignored.

A list of items and their effects will be provided (and added to, as the system grows)

The next stage of the Presentation Round allows the trainer to take to the stage, releasing their pokemon and putting on a show with a single attack. This is where the pokemon's base appeal (the effects of poffins, accessory items, grooming, etc) will be initially tallied and added to the appeal of the introductory move. These moves do not include their effects (ie, affected by previous user, does better if user goes first, etc). After each contestant has been introduced, the next round will begin.


The
Performance Round will be composed of four turns, much like the games, allowing competitors to show off their pokemon with their movesets. It has its own score, so the appeal from the previous round shouldn't be used other than determining the order of who goes in the first turn. Appealing to the judges by using moves of the same contest type gains that moves base appeal, plus an additional +1 Appeal for matching the contest category. Using moves of other types that do not match the contest's category will either earn only the move's base appeal, or may even earn negative appeal.

The degree to which the type of move effects it's performance in each contest is dictated as such:

Cute in Tough or Cool results in -2 Appeal; in Smart or Beauty, however, it earns it's base appeal
Tough in Beauty, or Cute results in -2 Appeal; in Cool or Smart, however, it earns it's base appeal
Beauty in Tough or Smart results in -2 Appeal; in Cute or Cool, however, it earns it's base appeal
Cool in Cute or Smart results in -2 Appeal; in Tough or Beauty, however, it earns it's base appeal
Smart in Tough or Beauty results in -2 Appeal; in Cute or Cool, however, it earns it's base appeal

- Combos-

To add an element from the anime, while keeping things from getting too subjective, contests have the option of using a single move, and gaining its usual appeal, or attempting a combo. A combo may only be used two out of the four Performance turns, and utilizes two of the pokemon's moves to gain their combined appeal points. If both moves are the same as the contest's category, they also contribute their combined excitement. HOWEVER, the combo does have a chance of failing. The more proven experience a pokemon has, the better the chances of success, but if a move fails, there is no gained appeal for that turn, and the user loses 4 appeal from their score for disappointing the audience (and judges). Additionally, excitement is dropped back to 0/5. The gain is a hefty boost, but the loss is enough to make some hesitate. The rate of success is explained below.

0 Ribbons - 20% chance of success rate
1-3 Ribbons - 30% chance success rate
4-6 Ribbons - 70% chance success rate
7+ Ribbons- 100% success rate


Note: This is based on the number of ribbons the pokemon has, not the trainer!

Repetition: Using the same move consecutively will reduce the move's appeal, and reduce excitement by -1 after the first use. The first time it is used in repetition it will be reduced by 1/4, the second time 2/4. If a move is used all four rounds, it will be reduced by 3/4 appeal, rounded down. This does not apply when a move is successfully used in a combo; however, if a combination of two moves is used consecutively, it will immediately be reduced by half.

Determining who goes first: The pokemon with the highest appeal from the previous turn will go first (this includes the Presentation round to determine the first turn of the Performance round). If two pokemon are tied, a dice will be cast to determine who goes first (evens, the person casting the die, odds, the other person). The players can decide who rolls. Which pokemon goes first can change. If a pokemon moves into the lead at the end of a turn, they will go first. In this way, the order for each turn can change, and is essentially up for grabs!

The total score for the round will be calculated by the total appeal gained from moves used and successful combos, and will be combined to the score of previous rounds at the end of each round. Until then, the two are kept separate, so that the pokemon are essentially starting on a 'clean slate' in the Performance Round, and again in the Battle Round.

[Note: We want to keep objectivity as out of this as possible, but please use some practicality. If your pokemon is smashing up the stage in a Beauty or Cute contest, they may lose points (please try and avoid smashing up the stage in general, since... people likely would not appreciate that, but if it's necessary for performance, we understand)

- Excitement System -

The way it works is this:

The audience has an "excitement" meter, which can be influenced by the moves each pokemon uses. Moves of the same category as the contest (cute moves used in a cute contest, etc) can add to the excitement, while using moves of a different category can either have no effect, or diminish the excitement. The influence each category has in another is similar to above, and works as such:

Cute in Tough or Cool results in -1 Excitement; in Smart or Beauty, however, it does nothing
Tough in Beauty, or Cute results in -1 Excitement; in Cool or Smart, however, it does nothing
Beauty in Tough or Smart results in -1 Excitement; in Cute or Cool, however, it does nothing
Cool in Cute or Smart results in -1 Excitement; in Tough or Beauty, however, it does nothing
Smart in Tough or Beauty results in -1 Excitement; in Cute or Cool, however, it does nothing

Using a move that diminishes the excitement, will always result in -1, even for those that would normally do +2 excitement. For instance, if you use a cute move in a tough contest, you will receive -2 Appeal, and the excitement will go down by 1, until it reaches 0. The excitement meter cannot go negative.

Filling the meter to 5, it's max count, will result in a bonus +3 Appeal to your pokemon's score.

Using the same move in a row, even if it is supposed to raise excitement, will result in no effect-- however, it can still lower the crowd's excitement.

This is all taken almost exactly from the games themselves, so if you want another style of of explaining it, feel free to check Bulbapedia's Contest Audience aspect. Some of the details have been tweaked, but much of the point-by-point explanation is the same.



The Battle Round, will involve a battle between the participants. Please note: this part of the contest is optional! Unless you are challenging a Contest Leader, you can opt out of this final, four turn portion of the contest.

The way moves translate to the battle portion is very different. Moves do not get their base appeal. Instead, you must look up the effect, and that is all the move does. All moves have essentially been translated into earning appeal, or attacking your opponents appeal, allowing for a mix-mash of strategies and tactics.

Please keep in mind that this system is very much in beta, so we may have to adjust some moves, or the manner in which we categorize battle move effects.

The Battle Round will last four turns, like the performance round. During the battle, participants can either try and reduce their opponents appeal, or increase their own, but at the end, whatever they're with will be added to their total appeal, and the winner will be announced.

The Contestant may switch pokemon, but ONLY for this round. This is to allow teamwork and variety in the contestants team, as well as strategy. Please keep in mind that it is not necessary, it simply allows the contestant the opportunity show off more of their party.

Please also keep in mind that a 'battle only' pokemon cannot have 'preparatory items' used on them, so any items used to enhance in-battle appeal either can't be used, or will wear off (and be wasted) by the pokemon being in its pokeball during the rest of the contest. The pokemon may be given held items, however.
 
PostPosted: Mon Feb 09, 2015 11:37 am
Participating in a Contest

When entering a contest, you have a few options of the kind of contest and difficulty you want your character to participate in. There are also different sets of rewards that can be won-- experience for the pokemon, as well as TMs for the trainer.

TMs can only be earned once for each level of each contest type, in each region. This means that you can only get a first gym TM in a region 5 times, by winning a Beginner contest in a Beauty, Smart, Cute, Tough, and Cool contest. Once your character has obtained a ribbon of a certain difficulty, in a certain contest type (like, say, a Deuce Beauty Ribbon), they cannot obtain the rewards in that region again. They may, however, go to another region with contests, and challenge them for rewards. However, they cannot use the same pokemon they used in another region. This is to avoid people just sweeping a region with a pokemon that already has max appeal and ribbons from another region, just to get the TMs.

On that note, the experience a pokemon earns from winning a contest, depends on the ribbons it already has. Regardless of region, if a pokemon has already won a ribbon of the level they are competing in, they will receive reduced experience. This does change depending on Contest Type. For instance, if they are competing in a Tre Beauty competition, but only Deuce or below Beauty Ribbons, regardless of their ribbons in other contest types (Smart, Cute, etc), they will receive the full 20 experience that level yields.

Competing With Another RPer:
Doing this gives two options. You may compete for a Base Ribbon, which does not contribute to obedience. Additionally, if neither character has any ribbons of the contest type, they may compete for a Beginner's Ribbon.

Competing for a Base Ribbon ( User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. ) allows for a less pressurized setting, and allows trainers to 'practice' with lower Base Appeal pokemon, and help one another get the hang of the system by doing contests, without worrying about the added challenge of an increasing base appeal in their opponent.

Competing for a Beginner's Ribbon can only be done if neither character have any ribbons in the contest type that they will be entering. The winner will receive a Beginner's Ribbon, and the appropriate prizes.

Competing With An NPC

When competing with an NPC in an official contest, your character has the option to try various levels, however, the NPC must be an official NPC, and played by a mod. You may, however, also compete with NPC's for exp, like the battle system, which is explained below. This portion only applies to challenging a contest hall. Your character may choose whichever ribbon they wish to compete for, however they may not use a pokemon that has won a contest of a higher level. This means that if your trainer boldly rushes in and uses their first pokemon to immediately challenge, and win, a Quaro Beauty Ribbon, that pokemon cannot be used for Tre or below. They will have to obtain and train another pokemon to go back, and challenge those levels. They may, however, compete in other Quaro Beauty competitions for reduced prizes.

The NPCs difficulty will depend on the contest level. If necessary, to avoid abusing the system, an NPCs difficulty may go outside their typical range if someone is using an over-trained pokemon, just to get exp, or competing repetitively to farm exp.

NPC difficulty and the prizes earned at each level are as follows:

Beginner's Difficulty
The NPC trainer's difficulty will be a maximum of 10 base appeal for their pokemon, will have little strategy in their performances, and will have a more limited or less tactical moveset for their pokemon.
Note: This is also the only level of difficulty where two rpers may compete with no NPC's joining, with the one winning earning the full prizes. This may only be done if neither trainer have any ribbons in this contest type

Prizes
If the trainer has no Beginner Ribbons of this type in this region, they may claim any 1st gym TM (see below)

If the Pokemon has no ribbons of this level and category, they will receive 10 exp. If they already have a Beginner's Ribbon of this category, they will only receive 5 exp.

Winning a contest at this level awards a Beginner's Ribbon User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show.

Deuce Difficulty
The NPC used to compete against them will have approximately 20 base appeal to their pokemon. They will have more strategy to their moveset.

Prizes
If the trainer has no Deuce Ribbons of this type in this region, they may claim any 2nd gym TM (see below)

If the pokemon competing has no Deuce Ribbons of this type, it will gain 15 exp. If it does have a Deuce Ribbon of this category, it will only gain 5 exp.

Winning a contest at this level awards a Deuce Ribbon User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show.

Tre Difficulty
The NPCs will now have a base appeal of 30. They will use strategy to their movesets and the order in which they use moves.

Prizes
If the trainer has no Tre Ribbons of this type in this region, they may claim any 3rd or 4th gym TM (see below)

If the pokemon competing has no Tre Ribbons of this type, they will gain 20 exp. If it does have a Tre Ribbon of this type, it will only gain 10 exp.

Winning a contest at this level awards a Tre Ribbon User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show.

Quaro Difficulty
The NPCs will have a base appeal of 40 and a 70% chance of completing one combo.

Prizes
If the trainer has no Quaro Ribbons of this type in this region, they may claim any 5th or 6th gym TM (see below)

If the pokemon competing has no Quaro Ribbons of this type, they will gain 25 exp. If it does have a Quaro Ribbon of this type, it will only gain 15 exp.

Winning a contest at this level awards a Quaro Ribbon User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show.


Cin Difficulty
The NPCs will have a base appeal of 50. They will also have an 80% chance of completing a combo, and can use them the maximum two times per contest.

Prizes
If the trainer has no Cin Ribbons of this type in this region, they may claim any 7th or 8th gym TM (see below).

If the pokemon competing has no Cin Ribbons of this type, they will gain 30 exp. If it does have a Cin Ribbon of this type, it will only gain 20 exp.

Winning a contest at this level awards a Cin Ribbon User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show. User Image - Blocked by "Display Image" Settings. Click to show.


Challenging a Contest Leader

Contest Leaders are like an in between of gym leaders and Elite four in the batle system As such, they provide more of a challenge. Here are a few things to note:

Contest Leaders pokemon have a Base Appeal (appeal due to poffins/pokeblocks consumed, pre-contest items, etc) of ~80 [May vary depending on items/the number of Title Ribbons the challenger already possesses]

Contest Leaders are capable of pulling off combos with 100% accuracy, so keep this in mind when preparing to challenge them.

Contest Leaders do not need to be challenged in a specific order.

Contest Leaders may have a different pokemon for the battle round, however, this does not mean they will necessarily use it. They may choose to instead stick with their primary pokemon.

Defeating a Contest Leader will yield you a Title Ribbon - a sign that you proved yourself to be amongst the best of the best of that contest type, in that region - as well as 'Type Specific Prestine Poffin/Pokeblock' (Prestine Cute Poffin/Pokeblock, etc) with 10 appeal in the Contest Leaders Contest Type, 7 Appeal in a type of your choice, and 4 Appeal in a second type of your choice; any TM of choice, and +40 exp to the pokemon.



Regions In The Contest System

Currently there are only two regions with Contests fully integrated-- Sinnoh and Hoenn. Contests may be challenged in each region, and, like the gyms, ribbons won are specific to that region, so that a character that has won a, say, Tre Badge in Sinnoh, and won the rewards, can go and win a Tre Badge in Hoenn, and still receive full rewards. This only applies to trainers, however. Pokemon that participate in difficulties they have already won will still earn reduced experience.

Please be sure to organize ribbons by region. Because you can get prizes for each ribbon, and each contest type, organization is very important with inventory keep. We also ask that you keep links to the contest won. Formats and codings will be provided (coming soon).

Contest Case Format

[b][u]Hoenn[/u][/b]
[spoiler]- [i]Beginner Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Deuce Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Tre Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Quaro Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Cin Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Title Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url][/spoiler]





[b][u]Sinnoh[/u][/b]
[spoiler]- [i]Beginner Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Deuce Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Tre Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Quaro Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Cin Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url]

- [i]Title Ribbons[/i] -

[url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url] [url=LinkToRibbon][img]RibbonImageAddress[/img][/url][/spoiler]
 

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Mon Feb 09, 2015 11:38 am
NPC "Practice" System - Contest NPCs

NPCs can be competed against outside contest halls, for practice and, now, for experience as well. Contest NPCs exp yield is determined off their base appeal, and whether they do use combo moves. Unlike the battle exp system, they are not limited by the level of the wild pokemon in the area, however they will take 15 NPC encounter posts to compete against, just like battle NPCs, even if you choose to add extra NPC's to reach the max four contestants. The exp earned will be dependent on the most difficult NPC, if more than one are included-- ie, the one with the greatest base appeal, and combo success used. This system is still being roughed out a bit, but because a large contributor to the "difficulty" is base appeal, which is typically something that is kept once earned, the exp yield caps at about 50exp.

Additionally, exp earned by contests is not effected by GS Balls, Lucky Eggs, or similar items. Contest-Specific versions of these items may be created in the future, or items may be changed to include Contest exp in the future, but for now, they do nothing. They are affected by Exp Shares, in that a pokemon holding an exp share will received half the exp gained in a contest.

The Difficulty-Exp measurement

No combo by opponent
If an opponent has 0-14 base appeal, it will yield 10 exp
If an opponent has 15-24 base appeal, it will yield 15 exp
If an opponent has 25-34 base appeal, it will yield 20 exp
If an opponent has 35-44 base appeal, it will yield 25 exp
If an opponent has 45+ base appeal, it will yield 30 exp


20% Combo Success used by opponent
If an opponent has 0-14 base appeal, it will yield 15 exp
If an opponent has 15-24 base appeal, it will yield 20 exp
If an opponent has 25-39 base appeal, it will yield 25 exp
If an opponent has 40-50 base appeal, it will yield 30 exp
If an opponent has 51+ base appeal, it will yield 35 exp


30-70% Combo Success used by opponent
If an opponent has 0-14 base appeal, it will yield 20 exp
If an opponent has 15-24 base appeal, it will yield 25 exp
If an opponent has 25-39 base appeal, it will yield 30 exp
If an opponent has 40-50 base appeal, it will yield 40 exp
If an opponent has 51+ base appeal, it will yield 45 exp


100% Combo Success used by opponent
If an opponent has 0-14 base appeal, it will yield 25 exp
If an opponent has 15-24 base appeal, it will yield 30 exp
If an opponent has 25-39 base appeal, it will yield 40 exp
If an opponent has 40-50 base appeal, it will yield 45 exp
If an opponent has 51+ base appeal, it will yield 50 exp




Obedience, HMs, and TMs

Obedience
Obedience can be applied through the contest system. Unlike gyms, there is not a required linear order, though the system is reflective of gym badges:

1 Beginner Ribbon of any type: Pokemon obey up to level 25
1 Tre Ribbon of any type: Pokemon obey up to level 30
1 Quaro Ribbon of any type: Pokemon obey up to level 40
1 Cin Ribbon of any type: Pokemon obey up to level 50
1 Title Ribbon: Pokemon obey up to level 60
2 Title Ribbons of different types: Pokemon obey up to level 70
3 Title Ribbons of different types: Pokemon obey up to level 80
4 Title Ribbons of different types: All Pokemon obey


HMs
HMs can also be obtained through achieving certain contest difficulty. However, unlike obedience, you do have to obtain a ribbon from the specific difficulty level to receive the HM. So while you could just go out and win a Quaro Ribbon and have pokemon obey up to level 40, you must win a Tre Ribbon to receive Strength, a Beginner's Ribbon for Cut, a Quaro Ribbon for Fly, etc.

HMs
HMO1 Cut - obtained by receiving a Beginner's Ribbon
HMO6 Rock Smash - obtained by receiving a Deuce Ribbon
HMO4 Strength - obtained by receiving a Tre Ribbon
HMO2 Fly - obtained by receiving a Quaro Ribbon
HMO7 Waterfall - obtained by defeating a Contest Leader
HMO3 Surf - obtained by defeating a Contest Leader
HMO5 Defog - obtained by defeating a Contest Leader
HMO8 Rock Climb - obtained by defeating a Contest Leader

Note: Upon defeating a Contest Leader, you may pick one of the four HMs available. You may not claim the same HM more than once. You may not claim them by defeating Contest Leaders of the same type from different regions.

TMs

As mentioned above, TMs can be obtained by winning the various levels of the contest system. TMs from each of the corresponding Gym numbers are provided below, to be picked from upon winning a contest.

TMs

First Gym TMs
TM39 Rock Tomb - Received from Brock
TM19 Roost - Received from Faulkner
TM26 Earthquake - Received from Roxanne
TM71 Stone Edge - Received from Roark
TM77 Psych Up - Received from Chili and co
TM83 Infestation - Received from Viola

Second Gym TMs
TM9O Substitute - Received from Misty
TM89 U-turn - Received from Bugsy
TMO8 Bulk Up - Received from Brawly
TM86 Grass Knot - Received from Gardenia
TM67 Retaliate - Received from Lenora
TM8O Rock Slide - Received from Grant

Third Gym TMs
TM25 Thunder - Received from Lt. Surge
TM45 Attract - Received from Whitney
TM73 Thunder Wave - Received from Wattson
TM31 Brick Break - Received from Maylene
TM76 Struggle Bug - Received from Burgh
TM98 Power-Up Punch - Received from Korrina

Fourth Gym TMs
TM22 Solar Beam - Received from Erika
TM3O Shadow Ball - Received from Morty
TM5O Overheat - Received from Flannery
TM18 Rain Dance - Received from Wake
TM72 Volt Switch - Received from Elesa
TM53 Energy Ball - Received from Ramos

Fifth Gym TMs
TMO6 Toxic - Received from Janine
TM52 Focus Blast - Received from Chuck
TM88 Sleep Talk - Received from Norman
TM65 Shadow Claw - Received from Fantina
TM78 Bulldoze - Received from Clay
TM24 Thunderbolt - Received from Clemont

Sixth Gym TMs
TM29 Psychic - Received from Sabrina
TM51 Steel Wing - Received from Jasmine
TM58 Sky Drop - Received from Winona
TM91 Flash Cannon - Received from Byron
TM62 Acrobatics - Received from Skyla
TM99 Dazzling Gleam - Received from Valerie

Seventh Gym TMs
TM38 Fire Blast - Received from Blaine
TMO7 Hail - Received from Pryce
TMO4 Calm Mind - Received from Liza and Tate
TM14 Blizzard - Received from Candice
TM79 Frost Breath - Received from Brycen
TM33 Reflect - Received from Olympia

Eighth Gym TMs
TM92 Trick Room - Received from Blue
TMO2 Dragon Claw - Received from Claire
TM55 Scald - Received from Wallace
TM57 Charge Beam - Received from Volkner
TM82 Dragon Tail - Received from Drayden
TM13 Ice Beam - Received from Wulfric


Summary/Important Notes

We know there's a lot of information here, but there are a few things we want to be sure to reiterate-- the key take away points, so to speak.

1] Stay organized! It helps us keep track and keeps us and you from having to search through pages and try and rustle up dates and locations to figure things out. This can include
--- Organizing Contest Inventory
--- Noting which ribbons were won by which pokemon
--- Providing Links
--- Asking questions! We're happy to help and clarify if needed!

2] Clarify what kind of contest your character will be competing in. Will they be doing a Basic Contest with a friend? Will they be in a Beginner's level? Quaro? Make sure to mention the pokemon they'll be using and whether they've won ribbons before.

3] Quote a Mod. Make sure to quote us when things are getting started, so we know to check items, and we know to get on helping you move forward!

4] Expect Updates. The contest system is in beta and so it's frequently being revised and, hopefully, improved. This system should hold fairly stable, but we'll be tweaking things as we go, depending on what problems arise, and what members' demands are.  
PostPosted: Mon Feb 09, 2015 11:40 am
Performance Move Effects - Tough - Smart - Cute

Tough
Acid Armor ♥ Prevents the user from being startled until the turn ends.
Acupressure ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Ancient Power ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Arm Thrust ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Beak Blast ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Belch ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Bide ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Bind ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Bite ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Body Slam ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Bone Club ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Bone Rush ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Bonemerang ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Boomburst ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Brine ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Brutal Swing ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Bulldoze ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Bullet Punch ♥♥♥ Causes the user to move earlier on the next turn.
Chip Away ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Clamp ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Clanging Scales ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Close Combat ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Coil ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Comet Punch ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Constrict ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Counter ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Crabhammer ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Crunch ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Crush Grip ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Curse ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Dig ♥♥ Prevents the user from being startled one time this turn.
Double-Edge ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Dragon Hammer ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Dragon Rush ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Dragon Tail ♥♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Drain Punch ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Drill Run ♥♥♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Dual Chop ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Earthquake ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Endeavor ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Endure ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Final Gambit ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Fire Punch ♥♥♥♥ Quite an appealing move; +2 Excitement
Fissure ♥♥ Badly startles all Pokémon that successfully showed their appeal; - 4 Appeal to all that successfully earned appeal
Flying Press ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Focus Punch ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Fury Swipes ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Gastro Acid ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Giga Impact ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; - 5 appeal to all pokemon. Cannot act the next turn
Glare ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Grudge ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; - 5 appeal to all pokemon. Cannot act the next turn
Gunk Shot ♥♥ Badly startles all Pokémon that successfully showed their appeal; - 4 Appeal to all that successfully earned appeal
Hammer Arm ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Harden ♥♥ Prevents the user from being startled one time this turn.
Head Charge ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Head Smash ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Headbutt ♥♥♥♥ Quite an appealing move; +2 Excitement
Heat Crash ♥♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Heavy Slam ♥♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Horn Leech ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Hurricane ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Ice Hammer ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Incinerate ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Iron Defense ♥ Prevents the user from being startled until the turn ends.
Iron Head ♥♥♥♥ Quite an appealing move; +2 Excitement
Karate Chop ♥♥♥♥ Quite an appealing move; +2 Excitement
Lava Plume ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Low Kick ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Lunge ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Magma Storm ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Magnitude ♥ Works better the more the crowd is excited; + excitement meter
Mega Punch ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Memento ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Mud Shot ♥♥♥♥ Quite an appealing move; +2 Excitement
Muddy Water ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Noble Roar ♥♥ Works great if the user goes first this turn; +3 if the user is first
Octazooka ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Payback ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Poison Jab ♥♥♥♥ Quite an appealing move; +2 Excitement
Pound ♥♥♥♥ Quite an appealing move; +2 Excitement
Power Whip ♥ Works better the more the crowd is excited; + excitement meter
Power Trip ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Power-Up Punch ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Rage ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Revenge ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Rock Blast ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Rock Climb ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Rock Polish ♥♥♥ Causes the user to move earlier on the next turn.
Rock Slide ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Rock Smash ♥♥♥♥ Quite an appealing move; +2 Excitement
Rock Throw ♥♥♥♥ Quite an appealing move; +2 Excitement
Rock Wrecker ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -5 appeal to all pokemon. Cannot act the next turn
Rototiller ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Sandstorm ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Scald ♥♥ Makes the remaining Pokémon nervous.
Scary Face ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Scratch ♥♥♥♥ Quite an appealing move; +2 Excitement
Seed Bomb ♥♥♥♥ Quite an appealing move; +2 Excitement
Seismic Toss ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Shell Smash ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Shell Trap ♥♥ Makes the remaining Pokémon nervous
Skull Bash ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Sky Drop ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Slam ♥♥♥♥ Quite an appealing move; +2 Excitement
Sludge ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Sludge Bomb ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Sludge Wave ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Smack Down ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Smelling Salts ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Smog ♥♥♥♥ Quite an appealing move; +2 Excitement
Snarl ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Spiky Shield ♥ Prevents the user from being startled until the turn ends.
Spit Up ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Spite ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Steamroller ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Sticky Web ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Stockpile ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Stomp ♥♥♥♥ Quite an appealing move; +2 Excitement
Stone Edge ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Strength ♥♥♥♥ Quite an appealing move; +2 Excitement
Super Fang ♥♥ Badly startles all Pokémon that successfully showed their appeal; - 5 Appeal to all that successfully earned appeal
Superpower ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Swallow ♥♥Prevents the user from being startled one time this turn.
Tackle ♥♥♥♥ Quite an appealing move; +2 Excitement
Take Down ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Thief ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Thrash ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Throat Chop ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Torment ♥♥ Makes the remaining Pokémon nervous.
Trop Kick ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Vice Grip ♥♥♥♥ Quite an appealing move; +2 Excitement
Wake-Up Slap ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Waterfall ♥♥♥♥ Quite an appealing move; +2 Excitement
Wide Guard ♥ Prevents the user from being startled until the turn ends.
Wild Charge ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Wood Hammer ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Work Up ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Wrap ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Wring Out ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type

Smart
Absorb ♥♥♥♥ Quite an appealing move; +2 Excitement
Acid ♥♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Ally Switch ♥♥♥ Scrambles the order in which Pokémon will move on the next turn; Randomizes the order of the next round
Aromatherapy ♥ Prevents the user from being startled until the turn ends.
Assurance ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Attack Order ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Beat Up ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Calm Mind ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Camouflage ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Charge ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Confuse Ray ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Confusion ♥♥♥♥ Quite an appealing move; +2 Excitement
Crafty Shield ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Dark Void ♥♥ Makes the remaining Pokémon nervous.
Defend Order ♥♥ Prevents the user from being startled one time this turn.
Destiny Bond ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Disable ♥♥ Makes the remaining Pokémon nervous.
Dream Eater ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Eerie Impulse ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Electric Terrain ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Electrify ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Embargo ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Fairy Lock ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Feint ♥♥♥ Causes the user to move earlier on the next turn.
Feint Attack ♥♥ Works great if the user goes first this turn; +3 if the user is first
Flatter ♥♥ Makes the remaining Pokémon nervous.
Fly ♥♥ Prevents the user from being startled one time this turn.
Foresight ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Forest's Curse ♥♥ Works better the more the crowd is excited; + excitement meter
Foul Play ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Future Sight ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Gear Grind ♥♥♥♥ Quite an appealing move; +2 Excitement
Gear Up ♥♥♥♥ Quite an appealing move; +2 Excitement
Giga Drain ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Grass Whistle ♥♥ Prevents the user from being startled one time this turn.
Gravity ♥♥ Makes the remaining Pokémon nervous.
Guard Split ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Guard Swap ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Gust ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Heal Block ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Heal Order ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Heart Swap ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Helping Hand ♥♥♥♥ Quite an appealing move; +2 Excitement
Hex ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Hidden Power ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Hypnosis ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Imprison ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Ingrain ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Instruct ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Kinesis ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Knock Off ♥♥ Badly startles all of the Pokémon to act before the user; -4 to the pokemon that acts before the user
Laser Focus ♥♥♥ Causes the user to move earlier on the next turn
Leech Life ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Leech Seed ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Lock-On ♥♥♥ Causes the user to move earlier on the next turn.
Low Sweep ♥♥ Prevents the user from being startled until the turn ends.
Luster Purge ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Magic Room ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Magnet Rise ♥♥ Makes the remaining Pokémon nervous.
Magnetic Flux ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Me First ♥♥♥ Causes the user to move earlier on the next turn.
Mega Drain ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Metal Sound ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Mind Reader ♥♥♥ Causes the user to move earlier on the next turn.
Miracle Eye ♥♥ Works great if the user goes first this turn; +3 if the user is first
Mirror Move ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Mist Ball ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Moongeist Beam ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Nasty Plot ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Natural Gift ♥ Works better the more the crowd is excited; + excitement meter
Needle Arm ♥♥♥♥ Quite an appealing move; +2 Excitement
Night Shade ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Nightmare ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Odor Sleuth ♥♥ Prevents the user from being startled one time this turn.
Pain Split ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Parabolic Charge ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Pay Day ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Poison Fang ♥♥♥♥ Quite an appealing move; +2 Excitement
Poison Gas ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Poison Powder ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Poison Sting ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Poison Tail ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Powder ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Power Split ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Power Swap ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Power Trick ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Psych Up ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Psychic ♥♥♥♥ Quite an appealing move; +2 Excitement
Psychic Terrain ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Psycho Boost ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Psycho Shift ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Psywave ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Pursuit ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Quash ♥♥♥ Causes the user to move earlier on the next turn.
Rage Powder ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Recover ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Recycle ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Reflect ♥♥ Prevents the user from being startled one time this turn.
Reflect Type ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Rock Tomb ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Roost ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Sand Tomb ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Screech ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Secret Power ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Shadow Ball ♥♥♥♥ Quite an appealing move; +2 Excitement
Shadow Punch ♥♥ Works great if the user goes first this turn.
Shadow Sneak ♥♥♥ Causes the user to move earlier on the next turn.
Shift Gear ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Shore Up ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Sketch ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Skill Swap ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Sleep Powder ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Smart Strike ♥♥ Works great if the user goes first this turn; +3 if the user is first
Smokescreen ♥♥ Prevents the user from being startled one time this turn.
Snatch ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Spectral Thief ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Spider Web ♥♥ Makes the remaining Pokémon nervous.
Spikes ♥♥ Makes the remaining Pokémon nervous.
Stored Power ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Strength Sap ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
String Shot ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Stun Spore ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Sucker Punch ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Supersonic ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Switcheroo ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Synchronoise ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Synthesis ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Taunt ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Telekinesis ♥♥ Makes the remaining Pokémon nervous.
Topsy-Turvy ♥♥♥ Scrambles the order in which Pokémon will move on the next turn; Randomizes the order of the next round
Toxic ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Toxic Spikes ♥♥ Makes the remaining Pokémon nervous.
Toxic Thread ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Transform ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Trick ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Trick Room ♥♥♥ Scrambles the order in which Pokémon will move on the next turn; Randomizes the order of the next round
Venom Drench ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Whirlwind ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Wonder Room ♥♥♥ Scrambles the order in which Pokémon will move on the next turn; Randomizes the order of the next round
Worry Seed ♥♥ Makes the remaining Pokémon nervous.
Zen Headbutt ♥♥♥♥ Quite an appealing move; +2 Excitement

Cute
After You ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Amnesia ♥ Prevents the user from being startled until the turn ends.
Assist ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Astonish ♥♥ Badly startles the last Pokémon to act before the user; -54Appeal to the pokemon that went previously
Attract ♥♥ Makes the remaining Pokémon nervous.
Baby-Doll Eyes ♥♥♥ Causes the user to move earlier on the next turn.
Barrage ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Baton Pass ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Belly Drum ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Bestow ♥ Works better the more the crowd is excited; + excitement meter
Block ♥♥ Makes the remaining Pokémon nervous.
Bounce ♥ Prevents the user from being startled until the turn ends.
Bubble ♥♥♥♥ Quite an appealing move; +2 Excitement
Bug Bite ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Captivate ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Celebrate ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Charm ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Chatter ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Confide ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Copycat ♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Cotton Guard ♥ Prevents the user from being startled until the turn ends.
Covet ♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Defense Curl ♥♥ Prevents the user from being startled one time this turn.
Disarming Voice ♥♥ Works great if the user goes first this turn; +3 if the user is first
Dizzy Punch ♥♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Double Slap ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Draining Kiss ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Egg Bomb ♥♥♥♥ Quite an appealing move; +2 Excitement
Ember ♥♥♥♥ Quite an appealing move; +2 Excitement
Encore ♥♥ Makes the remaining Pokémon nervous.
Entrainment ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Facade ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Fake Out ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Fake Tears ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
First Impression ♥♥ Works great if the user goes first this turn; +3 if the user is first
Flail ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Fling ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Follow Me ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Frustration ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Grass Knot ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Growl ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Happy Hour ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Heart Stamp ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Hold Hands ♥ Prevents the user from being startled until the turn ends.
Hone Claws ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Infestation ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Last Resort ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Leafage ♥♥♥♥ Quite an appealing move; +2 Excitement
Lick ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Lucky Chant ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Metronome ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Milk Drink ♥♥ Works great if the user goes first this turn; +3 if the user is first
Mimic ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Mind Blown ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Minimize ♥ Prevents the user from being startled until the turn ends.
Mud Bomb ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Mud Sport ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Mud-Slap ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Nuzzle ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Play Nice ♥ Works better the more the crowd is excited; + excitement meter
Play Rough ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Pluck ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Pollen Puff ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Present ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Protect ♥♥ Prevents the user from being startled one time this turn.
Refresh ♥♥ Prevents the user from being startled one time this turn.
Rest ♥ Prevents the user from being startled until the turn ends.
Return ♥♥♥♥ Quite an appealing move; +2 Excitement
Role Play ♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Rollout ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Sand Attack ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Sharpen ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Simple Beam ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Sing ♥♥ Makes the remaining Pokémon nervous.
Slack Off ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Sleep Talk ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Snore ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Soak ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Soft-Boiled ♥♥ Works great if the user goes first this turn; +3 if the user is first
Splash ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Spotlight ♥♥ Makes the remaining Pokémon nervous
Stomping Tantrurm ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Struggle Bug ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Substitute ♥♥ Prevents the user from being startled one time this turn.
Swagger ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Sweet Kiss ♥♥ Makes the remaining Pokémon nervous.
Sweet Scent ♥♥ Prevents the user from being startled one time this turn.
Tail Slap ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Tail Whip ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Tearful Look ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Teeter Dance ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Tickle ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Trick-or-Treat ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
U-turn ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Uproar ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Water Gun ♥♥♥♥ Quite an appealing move; +2 Excitement
Water Sport ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Wish ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Withdraw ♥♥ Prevents the user from being startled one time this turn.
Yawn ♥♥ Makes the remaining Pokémon nervous.
Zing Zap ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
 

Loonamist
Crew

8,750 Points
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Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Mon Feb 09, 2015 11:42 am
Performance Move Effects - Beauty - Cool

Beauty
Acid Spray ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Aqua Ring ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Aqua Tail ♥♥♥♥ Quite an appealing move; +2 Excitement
Aromatic Mist ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Aura Sphere ♥♥ Works great if the user goes first this turn; +3 if the user is first
Aurora Veil ♥♥ Prevents the user from being startled until the turn ends
Aurora Beam ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Autotomize ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Avalanche ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Baneful Bunker ♥♥ Prevents the user from being startled one time this turn
Blast Burn ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Blizzard ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Blue Flare ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Bolt Strike ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Bubble Beam ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Bug Buzz ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Charge Beam ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Clear Smog ♥♥ Works great if the user goes first this turn; +3 if the user is first
Conversion ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Conversion 2 ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Cosmic Power ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Cotton Spore ♥♥ Badly startles Pokémon that the audience has high expectations of; - 4 from the pokemon with the highest score
Darkest Lariat ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Dazzling Gleam ♥♥♥♥ Quite an appealing move; +2 Excitement
Diamond Storm ♥♥♥ Excites the audience a lot if used last;+2 excitement if used last in a turn, +3 if used last in the very last turn
Discharge ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Dive ♥♥ Prevents the user from being startled one time this turn.
Doom Desire ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Draco Meteor ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Dragon Ascent ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Dragon Pulse ♥♥♥♥ Quite an appealing move; +2 Excitement
Earth Power ♥♥♥♥ Quite an appealing move; +2 Excitement
Echoed Voice♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Electroweb ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Energy Ball ♥♥♥♥ Quite an appealing move; +2 Excitement
Eruption ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Explosion ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Fairy Wind ♥♥♥♥ Quite an appealing move; +2 Excitement
Feather Dance ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Fiery Dance ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Fire Blast ♥ Works better the more the crowd is excited; + excitement meter
Fire Lash ♥♥♥♥ Quite an appealing move; +2 Excitement
Fire Pledge ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Fire Spin ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Flame Burst ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Flame Wheel ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Flamethrower ♥♥♥♥ Quite an appealing move; +2 Excitement
Flash ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Flash Cannon ♥♥♥♥ Quite an appealing move; +2 Excitement
Fleur Cannon ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Floral Healing ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Flower Shield ♥ Prevents the user from being startled until the turn ends.
Freeze Shock ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Freeze-Dry ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Frost Breath ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Fusion Flare ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Geomancy ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Glaciate ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Grass Pledge ♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Grassy Terrain ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Growth ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Hail ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Haze ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Heal Bell ♥ Prevents the user from being startled until the turn ends.
Heal Pulse ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Healing Wish ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Heat Wave ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Hydro Cannon ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Hydro Pump ♥ Works better the more the crowd is excited; + excitement meter
Ice Ball ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Ice Beam ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Ice Burn ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Ice Punch ♥♥♥♥ Quite an appealing move; +2 Excitement
Ice Shard ♥♥♥ Causes the user to move earlier on the next turn.
Icicle Crash ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Icicle Spear ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Icy Wind ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Inferno ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Ion Deluge ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Judgment ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Land's Wrath ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Leaf Storm ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Light Screen ♥♥ Prevents the user from being startled until the turn ends.
Lovely Kiss ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Lunar Dance ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Magic Coat ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Magical Leaf ♥♥ Works great if the user goes first this turn; +3 if the user is first
Mean Look ♥♥ Makes the remaining Pokémon nervous.
Meditate ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Mirror Coat ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Mirror Shot ♥♥ Startles the last Pokémon to act before the user; -2 Appeal to the previous pokemon
Mist ♥ Prevents the user from being startled until the turn ends.
Misty Terrain ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Moonblast ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Moonlight ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Morning Sun ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Mystical Fire ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Nature Power ♥ Works better the more the crowd is excited; + excitement meter
Nature's Madness ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Ominous Wind ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Origin Pulse ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Overheat ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Perish Song ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Petal Blizzard ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Petal Dance ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Powder Snow ♥♥♥♥ Quite an appealing move; +2 Excitement
Power Gem ♥♥♥♥ Quite an appealing move; +2 Excitement
Psybeam ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Psyshock ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Purify ♥ Prevents the user from being startled until the turn ends
Quiver Dance ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Rain Dance ♥ Works better the more the crowd is excited; + excitement meter
Relic Song ♥♥ Makes the remaining Pokémon nervous.
Roar of Time ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Round ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Sacred Fire ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Safeguard ♥♥ Prevents the user from being startled one time this turn.
Secret Sword ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Seed Flare ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Self-Destruct ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Shadow Bone ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Sheer Cold ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Signal Beam ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Silver Wind ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Spacial Rend ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Sparkling Aria ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Spore ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Sunny Day ♥ Works better the more the crowd is excited; + excitement meter
Surf ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Swords Dance ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Tail Glow ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Tri Attack ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Venoshock ♥♥ Works well if it is the same type as the move used by the last Pokémon; +3 if the previous pokemon's move was of the same battle type
Water Pledge ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Water Pulse ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Water Spout ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Weather Ball ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Whirlpool ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Will-O-Wisp ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn

Cool
Accelerock ♥♥♥ Causes the user to move earlier on the next turn
Acrobatics ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Aerial Ace ♥♥ Works great if the user goes first this turn; +3 if the user is first
Aeroblast ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Agility ♥♥♥ Causes the user to move earlier on the next turn.
Air Cutter ♥♥♥♥ Quite an appealing move; +2 Excitement
Air Slash ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Anchor Shot ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Aqua Jet ♥♥♥ Causes the user to move earlier on the next turn.
Barrier ♥ Prevents the user from being startled until the turn ends.
Blaze Kick ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Brave Bird ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Brick Break ♥♥♥♥ Quite an appealing move; +2 Excitement
Bulk Up ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Bullet Seed ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Burn Up ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Circle Throw ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Cross Chop ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Cross Poison ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Crush Claw ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Cut ♥♥♥♥ Quite an appealing move; +2 Excitement
Dark Pulse ♥♥♥♥ Quite an appealing move; +2 Excitement
Defog ♥♥ Works great if the user goes first this turn; +3 if the user is first
Detect ♥ Prevents the user from being startled until the turn ends.
Double Hit ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Double Kick ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Double Team ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Dragon Breath ♥♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously
Dragon Claw ♥♥♥♥ Quite an appealing move; +2 Excitement
Dragon Dance ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Dragon Rage ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Drill Peck ♥♥♥ Shows off the Pokémon's appeal about as well as the move used just before it; Add half the previous move's appeal
Dynamic Punch ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Electro Ball ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Extrasensory ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Extreme Speed ♥♥♥ Causes the user to move earlier on the next turn.
False Swipe ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Fell Stinger ♥ Works better the more the crowd is excited; + excitement meter
Fire Fang ♥♥♥♥ Quite an appealing move; +2 Excitement
Flame Charge ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Flare Blitz ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Focus Blast ♥♥♥♥ Quite an appealing move; +2 Excitement
Focus Energy ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Force Palm ♥♥♥♥ Quite an appealing move; +2 Excitement
Frenzy Plant ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Fury Attack ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Fury Cutter ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Fusion Bolt ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Guillotine ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Gyro Ball ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
High Horsepower ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
High Jump Kick ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Hold Back ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Horn Attack ♥♥♥♥ Quite an appealing move; +2 Excitement
Horn Drill ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Howl ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Hyper Beam ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn; -4 appeal to all pokemon. Cannot act the next turn
Hyper Fang ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Hyper Voice ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Ice Fang ♥♥♥♥ Quite an appealing move; +2 Excitement
Iron Tail ♥♥♥♥ Quite an appealing move; +2 Excitement
Jump Kick ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
King's Shield ♥ Prevents the user from being startled until the turn ends.
Leaf Blade ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Leaf Tornado ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Leer ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Liquidation ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Mach Punch ♥♥♥ Causes the user to move earlier on the next turn.
Magnet Bomb ♥♥ Works great if the user goes first this turn; +3 if the user is first
Mat Block ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Mega Kick ♥ Works better the more the crowd is excited; + excitement meter
Megahorn ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Metal Burst ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Metal Claw ♥♥♥♥ Quite an appealing move; +2 Excitement
Meteor Mash ♥♥♥ Quite an appealing move; +2 Excitement
Multi-Attack ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Night Daze ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Night Slash ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Oblivion Wing ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Outrage ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Parting Shot ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Peck ♥♥♥♥ Quite an appealing move; +2 Excitement
Phantom Force ♥ Prevents the user from being startled until the turn ends.
Photon Geyser ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Pin Missile ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Plasma Fists ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Precipice Blades ♥♥♥ Excites the audience a lot if used last; +2 excitement if used last in a turn, +3 if used last in the very last turn
Prismatic Laser ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves
Psychic Fangs ♥♥♥♥ Quite an appealing move; +2 Excitement
Psycho Cut ♥♥♥♥ Quite an appealing move; +2 Excitement
Psystrike ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Punishment ♥♥ Badly startles Pokémon that the audience has high expectations of; -4 from the pokemon with the highest score
Quick Attack ♥♥♥ Causes the user to move earlier on the next turn.
Quick Guard ♥♥ Works great if the user goes first this turn; +3 if the user is first
Rapid Spin ♥ Works better the more the crowd is excited; + excitement meter
Razor Leaf ♥♥♥♥ Quite an appealing move; +2 Excitement
Razor Shell ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Razor Wind ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Retaliate ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Revelation Dance ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Reversal ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Roar ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Rolling Kick ♥♥♥♥ Quite an appealing move; +2 Excitement
Sacred Sword ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Searing Shot ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Shadow Claw ♥♥♥♥ Quite an appealing move; +2 Excitement
Shadow Force ♥ Prevents the user from being startled until the turn ends.
Shock Wave ♥♥ Works great if the user goes first this turn; +3 if the user is first
Sky Attack ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Sky Uppercut ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Slash ♥♥♥♥ Quite an appealing move; +2 Excitement
Solar Beam ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Solar Blade ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Sonic Boom ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Spark ♥♥♥♥ Quite an appealing move; +2 Excitement
Spike Cannon ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Speed Swap ♥ Shows off the Pokémon's appeal about as well as all the moves before it this turn; + the average (rounded down) of the moves used before it
Spirit Shackle ♥♥♥ Temporarily stops the crowd from growing excited; Stops the crowd from gaining any excitement for the remainder of the turn
Stealth Rock ♥♥ Makes the remaining Pokémon nervous.
Steel Wing ♥♥♥ Affected by how well the previous Pokémon's move went; add half of the previous move's appeal to the move's base appeal
Storm Throw ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Submission ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Sunsteel Strike ♥♥ Excites the audience in any kind of contest; No reduction for the move type, +1 to the Excitement meter regardless
Swift ♥♥ Works great if the user goes first this turn; +3 if the user is first
Tailwind ♥♥♥ Causes the user to move earlier on the next turn.
Techno Blast ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Teleport ♥ Prevents the user from being startled until the turn ends.
Thunder ♥ Works better the more the crowd is excited; + excitement meter
Thunder Fang ♥♥♥♥ Quite an appealing move; +2 Excitement
Thunder Punch ♥♥♥♥ Quite an appealing move; +2 Excitement
Thunder Shock ♥♥♥♥ Quite an appealing move; +2 Excitement
Thunder Wave ♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user
Thunderbolt ♥♥♥♥ Quite an appealing move; +2 Excitement
Triple Kick ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Trump Card ♥ Works better the later it is used in a turn; +the order the pokemon goes in the turn (+2 if second, +3 third, +0 first, etc)
Twineedle ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Twister ♥♥♥♥ Quite an appealing move; +2 Excitement
V-create ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Vacuum Wave ♥♥♥ Causes the user to move earlier on the next turn.
Vine Whip ♥♥♥♥ Quite an appealing move; +2 Excitement
Vital Throw ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Volt Switch ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Volt Tackle ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Water Shuriken ♥♥♥ Causes the user to move earlier on the next turn.
Wing Attack ♥♥♥♥ Quite an appealing move; +2 Excitement
X-Scissor ♥♥ Badly startles Pokémon that used a move of the same type; Does -4 Appeal to pokemon that used a move of the same Battle type
Zap Cannon ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
 
PostPosted: Mon Feb 09, 2015 11:43 am
Battle Move Effects - Tough - Smart - Cute

Tough
Acid Armor: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop until next move
Acupressure: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Ancient Power: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Arm Thrust: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Belch: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Bide: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Bind: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Bite: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Body Slam: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Bone Club: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Bone Rush: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Bonemerang: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Boomburst: Startles all other Pokémon. User cannot act in the next turn; - 6 Appeal, but the pokemon cannot move the next round
Brine: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Bulldoze: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Bullet Punch: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Chip Away: Excites the audience in any kind of contest; +2 Appeal
Clamp: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Close Combat: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Coil: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Comet Punch: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Constrict: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Counter: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Crabhammer: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Crunch: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Crush Grip: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Curse: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Dig: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Double-Edge: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Dragon Rush: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Dragon Tail: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Drain Punch: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Drill Run: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Dual Chop: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Earthquake: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Endeavor: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Endure: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Final Gambit: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Fire Punch: Quite an appealing move; +4 appeal
Fissure: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Flying Press: Excites the audience in any kind of contest; +2 Appeal
Focus Punch: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Fury Swipes: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Gastro Acid: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Giga Impact: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Glare: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Grudge: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Gunk Shot: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Hammer Arm: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Harden: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Head Charge: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Head Smash: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Headbutt: Quite an appealing move; +4 appeal
Heat Crash: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Heavy Slam: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Horn Leech: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Hurricane: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Incinerate: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Iron Defense: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Iron Head: Quite an appealing move; +4 appeal
Karate Chop: Quite an appealing move; +4 appeal
Lava Plume: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Low Kick: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Magma Storm: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Magnitude: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Mega Punch: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Memento: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Mud Shot: Quite an appealing move; +4 appeal
Muddy Water: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Noble Roar: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Octazooka: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Payback: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Poison Jab: Quite an appealing move; +4 appeal
Pound: Quite an appealing move; +4 appeal
Power Whip: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Power-Up Punch: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Rage: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Revenge: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Rock Blast: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Rock Climb: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Rock Polish: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Rock Slide: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Rock Smash: Quite an appealing move; +4 appeal
Rock Throw: Quite an appealing move; +4 appeal
Rock Wrecker: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Rototiller: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Sandstorm: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Scald: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Scary Face: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Scratch: Quite an appealing move; +4 appeal
Seed Bomb: Quite an appealing move; +4 appeal
Seismic Toss: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Shell Smash: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Skull Bash: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Sky Drop: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Slam: Quite an appealing move; +4 appeal
Sludge: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Sludge Bomb: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Sludge Wave: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Smack Down: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Smelling Salts: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Smog: Quite an appealing move; +4 appeal
Snarl: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Spiky Shield: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Spit Up: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Spite: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Steamroller: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Sticky Web: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Stockpile: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Stomp: Quite an appealing move; +4 appeal
Stone Edge: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Strength: Quite an appealing move; +4 appeal
Super Fang: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Superpower: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Swallow: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Tackle: Quite an appealing move; +4 appeal
Take Down: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Thief: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Thrash: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Torment: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Vice Grip: Quite an appealing move; +4 appeal
Wake-Up Slap: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Waterfall: Quite an appealing move; +4 appeal
Wide Guard: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Wild Charge: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Wood Hammer: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Work Up: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Wrap: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Wring Out: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type

Smart
Absorb: Quite an appealing move; +4 appeal
Acid: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Ally Switch: Scrambles the order in which Pokémon will move on the next turn; +2 Appeal. Roll a dice. Evens, the attacker goes first next round, odds, the opponent will go first
Aromatherapy: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Assurance: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Attack Order: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Beat Up: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Calm Mind: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Camouflage: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Charge: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Confuse Ray: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Confusion: Quite an appealing move; +4 appeal
Crafty Shield: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Dark Void: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Defend Order: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Destiny Bond: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Disable: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Dream Eater: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Eerie Impulse: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Electric Terrain: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Electrify: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Embargo: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Fairy Lock: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Feint: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Feint Attack: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Flatter: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Fly: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Foresight: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Forest's Curse: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Foul Play: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Future Sight: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Gear Grind: Quite an appealing move; +4 appeal
Giga Drain: Badly startles the last Pokémon to act before the user; Does -6 Appeal to the opponent
Grass Whistle: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Gravity: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Guard Split: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Guard Swap: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Gust: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Heal Block: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Heal Order: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Heart Swap: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Helping Hand: Quite an appealing move; +4 appeal
Hex: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Hidden Power: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Hypnosis: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Imprison: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Ingrain: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Kinesis: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Knock Off: Badly startles all of the Pokémon to act before the user.
Leech Life: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Leech Seed: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Lock-On: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Low Sweep: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Luster Purge: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Magic Room: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Magnet Rise: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Magnetic Flux: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Me First: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Mega Drain: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Metal Sound: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Mind Reader: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Miracle Eye: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Mirror Move: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Mist Ball: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Nasty Plot: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Natural Gift: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Needle Arm: Quite an appealing move; +4 appeal
Night Shade: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Nightmare: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Odor Sleuth: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Pain Split: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Parabolic Charge: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Pay Day: Excites the audience in any kind of contest; +2 Appeal
Poison Fang: Quite an appealing move; +4 appeal
Poison Gas: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Poison Powder: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Poison Sting: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Poison Tail: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Powder: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Power Split: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Power Swap: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Power Trick: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Psych Up: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Psychic: Quite an appealing move; +4 appeal
Psycho Boost: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Psycho Shift: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Psywave: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Pursuit: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Quash: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Rage Powder: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Recover: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Recycle: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Reflect: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Reflect Type: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Rock Tomb: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Roost: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Sand Tomb: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Screech: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Secret Power: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Shadow Ball: Quite an appealing move; +4 appeal
Shadow Punch: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Shadow Sneak: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Shift Gear: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Sketch: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Skill Swap: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Sleep Powder: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Smokescreen: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Snatch: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Spider Web: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Spikes: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Stored Power: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
String Shot: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Stun Spore: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Sucker Punch: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Supersonic: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Switcheroo: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Synchronoise: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Synthesis: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Taunt: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Telekinesis: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Topsy-Turvy: Scrambles the order in which Pokémon will move on the next turn; +2 Appeal. Roll a dice. Evens, the attacker goes first next round, odds, the opponent will go first
Toxic: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Toxic Spikes: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Transform: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Trick: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Trick Room: Scrambles the order in which Pokémon will move on the next turn; +2 Appeal. Roll a dice. Evens, the attacker goes first next round, odds, the opponent will go first
Venom Drench: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Whirlwind: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Wonder Room: Scrambles the order in which Pokémon will move on the next turn; +2 Appeal. Roll a dice. Evens, the attacker goes first next round, odds, the opponent will go first
Worry Seed: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Zen Headbutt: Quite an appealing move; +4 appeal

Cute
After You: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Amnesia: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Assist: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Astonish: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Attract: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Baby-Doll Eyes: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Barrage: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Baton Pass: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Belly Drum: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Bestow: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Block: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Bounce: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Bubble: Quite an appealing move; +4 appeal
Bug Bite: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Captivate: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Celebrate: Excites the audience in any kind of contest; +2 Appeal
Charm: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Chatter: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Confide: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Copycat: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Cotton Guard: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Covet: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Defense Curl: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Disarming Voice: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Dizzy Punch: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Double Slap: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Draining Kiss: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Egg Bomb: Quite an appealing move; +4 appeal
Ember: Quite an appealing move; +4 appeal
Encore: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Entrainment: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Facade: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Fake Out: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Fake Tears: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Flail: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Fling: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Follow Me: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Frustration: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Grass Knot: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Growl: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Happy Hour: Excites the audience in any kind of contest; +2 Appeal
Heart Stamp: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Hold Hands: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Hone Claws: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Infestation: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Last Resort: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Lick: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Lucky Chant: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Metronome: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Milk Drink: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Mimic: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Minimize: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Mud Bomb: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Mud Sport: Excites the audience in any kind of contest; +2 Appeal
Mud-Slap: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Nuzzle: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Play Nice: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Play Rough: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Pluck: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Present: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Protect: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Refresh: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Rest: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Return: Quite an appealing move; +4 appeal
Role Play: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Rollout: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Sand Attack: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Sharpen: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Simple Beam: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Sing: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Slack Off: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Sleep Talk: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Snore: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Soak: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Soft-Boiled: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Splash: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Struggle Bug: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Substitute: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Swagger: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Sweet Kiss: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Sweet Scent: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Tail Slap: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Tail Whip: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Teeter Dance: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Tickle: Brings down the energy of any Pokémon that have already used a move this turn; -2 Appeal to opponent
Trick-or-Treat: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
U-turn: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Uproar: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Water Gun: Quite an appealing move; +4 appeal
Water Sport: Excites the audience in any kind of contest; +2 Appeal
Wish: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Withdraw: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Yawn: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
 

Loonamist
Crew

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Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Tue Apr 07, 2015 6:47 pm
Battle Move Effects - Beauty - Cool

Beauty
Acid Spray: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Aqua Ring: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Aqua Tail: Quite an appealing move; +4 appeal
Aromatic Mist: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Aura Sphere: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Aurora Beam: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Autotomize: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Avalanche: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Blast Burn: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Blizzard: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Blue Flare: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Bolt Strike: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Bubble Beam: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Bug Buzz: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Charge Beam: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Clear Smog: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Conversion: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Conversion 2: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Cosmic Power: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Cotton Spore: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Dazzling Gleam: Quite an appealing move; +4 appeal
Diamond Storm: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Discharge: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Dive: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Doom Desire: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Draco Meteor: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Dragon Ascent: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Dragon Pulse: Quite an appealing move; +4 appeal
Earth Power: Quite an appealing move; +4 appeal
Echoed Voice: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Electroweb: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Energy Ball: Quite an appealing move; +4 appeal
Eruption: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Explosion: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Fairy Wind: Quite an appealing move; +4 appeal
Feather Dance: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Fiery Dance: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Fire Blast: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Fire Pledge: Excites the audience in any kind of contest; +2 Appeal
Fire Spin: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Flame Burst: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Flame Wheel: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Flamethrower: Quite an appealing move; +4 appeal
Flash: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Flash Cannon: Quite an appealing move; +4 appeal
Flower Shield: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Freeze Shock: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Freeze-Dry: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Frost Breath: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Fusion Flare: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Geomancy: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Glaciate: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Grass Pledge: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Grassy Terrain: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Growth: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Hail: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Haze: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Heal Bell: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Heal Pulse: Excites the audience in any kind of contest; +2 Appeal
Healing Wish: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Heat Wave: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Hydro Cannon: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Hydro Pump: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Ice Ball: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Ice Beam: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Ice Burn: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Ice Punch: Quite an appealing move; +4 appeal
Ice Shard: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Icicle Crash: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Icicle Spear: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Icy Wind: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Inferno: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Ion Deluge: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Judgment: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Land's Wrath: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Leaf Storm: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Light Screen: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Lovely Kiss: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Lunar Dance: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Magic Coat: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Magical Leaf: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Mean Look: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Meditate: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Mirror Coat: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Mirror Shot: Startles the last Pokémon to act before the user; -2 Appeal to opponent
Mist: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Misty Terrain: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Moonblast: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Moonlight: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Morning Sun: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Mystical Fire: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Nature Power: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Ominous Wind: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Origin Pulse: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Overheat: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Perish Song: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Petal Blizzard: Startles all of the Pokémon to act before the user; -3 Appeal to opponent
Petal Dance: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Powder Snow: Quite an appealing move; +4 appeal
Power Gem: Quite an appealing move; +4 appeal
Psybeam: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Psyshock: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Quiver Dance: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Rain Dance: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Relic Song: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Roar of Time: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Round: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Sacred Fire: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Safeguard: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn
Secret Sword: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Seed Flare: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Self-Destruct: A move of huge appeal, but using it prevents the user from taking further contest moves; The user cannot move after the attack has been made. +15 if made the first round, +12 the second, +10 the third, +7 the fourth, and +4 the fifth.
Sheer Cold: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Signal Beam: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Silver Wind: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Spacial Rend: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Spore: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Sunny Day: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Surf: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Swords Dance: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Tail Glow: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Tri Attack: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Venoshock: Works well if it is the same type as the move used by the last Pokémon; +4 if the same type as previous move, +2 otherwise
Water Pledge: Excites the audience in any kind of contest; +2 Appeal
Water Pulse: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds
Water Spout: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Weather Ball: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Whirlpool: Temporarily stops the crowd from growing excited; Nullifies all + Appeal moves
Will-O-Wisp: Makes audience expect little of other contestants; Reduces the opponent's Appeal by 2 for two rounds

Cool
Acrobatics: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Aerial Ace: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Aeroblast: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Agility: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Air Cutter: Quite an appealing move; +4 appeal
Air Slash: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Aqua Jet: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Barrier: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Blaze Kick: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Brave Bird: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Brick Break: Quite an appealing move; +4 appeal
Bulk Up: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Bullet Seed: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Circle Throw: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Cross Chop: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Cross Poison: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Crush Claw: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Cut: Quite an appealing move; +4 appeal
Dark Pulse: Quite an appealing move; +4 appeal
Defog: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Detect: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Double Hit: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Double Kick: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Double Team: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Dragon Breath: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Dragon Claw: Quite an appealing move; +4 appeal
Dragon Dance: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Dragon Rage: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Drill Peck: Shows off the Pokémon's appeal about as well as the move used just before it; Does one less Appeal than the move used before it. If the opponent used a negative appeal move, then the appeal is its positive equivalent
Dynamic Punch: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Electro Ball: Excites the audience a lot if used first; Appeal = the inverse of the round this move is used in (ie, first round, +4 appeal, second round, +3, etc)
Extrasensory: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Extreme Speed: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
False Swipe: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Fell Stinger: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Fire Fang: Quite an appealing move; +4 appeal
Flame Charge: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Flare Blitz: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Focus Blast: Quite an appealing move; +4 appeal
Focus Energy: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Force Palm: Quite an appealing move; +4 appeal
Frenzy Plant: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Fury Attack: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Fury Cutter: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Fusion Bolt: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Guillotine: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Gyro Ball: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
High Jump Kick: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Hold Back: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Horn Attack: Quite an appealing move; +4 appeal
Horn Drill: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn
Howl: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Hyper Beam: Startles all other Pokémon. User cannot act in the next turn; -6 Appeal, but the pokemon cannot move the next round
Hyper Fang: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Hyper Voice: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Ice Fang: Quite an appealing move; +4 appeal
Iron Tail: Quite an appealing move; +4 appeal
Jump Kick: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
King's Shield: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Leaf Blade: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Leaf Tornado: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Leer: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Mach Punch: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Magnet Bomb: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Mat Block: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Mega Kick: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Megahorn: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Metal Burst: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Metal Claw: Quite an appealing move; +4 appeal
Meteor Mash: Quite an appealing move; +4 appeal
Night Daze: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Night Slash: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Oblivion Wing: Shows off the Pokémon's appeal about as well as all the moves before it this turn; Appeal = the average appeal earned between opponent and user in the previous turn
Outrage: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Parting Shot: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Peck: Quite an appealing move; +4 appeal
Phantom Force: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Pin Missile: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Precipice Blades: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Psycho Cut: Quite an appealing move; +4 appeal
Psystrike: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Punishment: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal
Quick Attack: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Quick Guard: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Rapid Spin: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Razor Leaf: Quite an appealing move; +4 appeal
Razor Shell: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Razor Wind: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Retaliate: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Reversal: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Roar: Causes the user to move later on the next turn; +2 Appeal. The opponent will go second the next round, regardless
Rolling Kick: Quite an appealing move; +4 appeal
Sacred Sword: Excites the audience in any kind of contest; +2 Appeal
Searing Shot: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Shadow Claw: Quite an appealing move; +4 appeal
Shadow Force: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Shock Wave: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Sky Attack: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Sky Uppercut: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Slash: Quite an appealing move; +4 appeal
Solar Beam: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Sonic Boom: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Spark: Quite an appealing move; +4 appeal
Spike Cannon: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Stealth Rock: Makes the remaining Pokémon nervous; Doubles the negative Appeal done if a negative Appeal move is done next turn
Steel Wing: Affected by how well the previous Pokémon's move went; If the previous pokemon added to their own appeal, +4 appeal; if they subtracted from an opponents appeal, +2 appeal
Storm Throw: Excites the audience in any kind of contest; +2 Appeal
Submission: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Swift: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Tailwind: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Techno Blast: Works well if the user is pumped up; Appeal is equivalent to half the pokemon's score from the Battle Round at the time of use
Teleport: Prevents the user from being startled until the turn ends; +2 Appeal. Prevents Appeal drop for two turns
Thunder: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Thunder Fang: Quite an appealing move; +4 appeal
Thunder Punch: Quite an appealing move; +4 appeal
Thunder Shock: Quite an appealing move; +4 appeal
Thunder Wave: Startles all of the Pokémon to act before the user; -2 Appeal to opponent
Thunderbolt: Quite an appealing move; +4 appeal
Triple Kick: An appealing move that can be used repeatedly without boring the audience; +3 Appeal with no reduction for repetitive use
Trump Card: Works better the later it is used in a turn; +2 if the user goes last, +1 otherwise
Twineedle: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Twister: Quite an appealing move; +4 appeal
V-create: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Vacuum Wave: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Vine Whip: Quite an appealing move; +4 appeal
Vital Throw: Works great if the user goes last this turn; +4 if the user goes last, +2 otherwise
Volt Switch: Makes the audience quickly grow bored when an appeal move has little effect; Reduces moves that do +2 appeal or less to 0 Appeal
Volt Tackle: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Water Shuriken: Causes the user to move earlier on the next turn; +2 Appeal. Allows the user to go again, switching the order. If the user is already first, no secondary effect
Wing Attack: Quite an appealing move; +4 appeal
X-Scissor: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Zap Cannon: Badly startles all Pokémon that successfully showed their appeal; Reduces opponent's Appeal by their move from the previous turn

 
PostPosted: Tue Apr 07, 2015 6:48 pm
User Image

Contest Items


There are a variety of contest items that may be used to boost a pokemon's base appeal or battle round effectiveness in addition to the effect that poffins/pokeblocks have. However, unlike poffins/pokeblocks, they can change per contest, meaning that they must be mentioned/applied in the 'preparation' round part of the post in order to count.

There are four main categories of Contest Items; Grooming, Accessories, Held Items, and Seals. The effects and information for these different categories are explained below in each section.

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GroomingXXXXXXXXXXXXXXXXXXXXXXXX

Grooming items are one-use only. After using these items, please remove them from your character's inventory. Grooming supplies may be stacked when used during the preparation round-- but you may only use one of each type of grooming product (Brush, Shampoo, Conditioner, and Sheen). Using more than one of the same thing will not result in increased appeal; i.e, if you use a glamour package you cannot use a regular shampoo, conditioner, or sheen spritz. You also cannot use multiple shampoos to increase appeal. A brush, shampoo, and conditioner, however, may all be used, and stack appeal (3 + 3 + 3 = +9 base appeal).

      User Image Brush: +3 Appeal
      To Obtain: 10 posts in any city

      User Image Shampoo: +3 Appeal
      To Obtain: 10 posts in any city

      User Image Conditioner: +3 Appeal
      To Obtain: 10 posts in any city

      User Image Sheen Spritz: +2 Appeal
      To Obtain: 5 posts in any city

      User Image Glamour Package: +20 Appeal
      To Obtain: Contest Prize Only Note: This item counts as a Shampoo, Conditioner, and Sheen


AccessoriesXXXXXXXXXXXXXXXXXXXXXXXX

Accessory items are worn in contests to increase appeal, and will not be consumed upon use. You may use different accessories at once, however similar to grooming, you may only have one accessory from each category on your pokemon for a contest-- i.e, you can't have your pokemon wearing a cowboy hat and a top hat at the same time, nor could they be wearing glasses and a monocle, etc.

      Face:

          User Image - Blocked by "Display Image" Settings. Click to show. Glasses: +7 Cool or Smart Appeal
          To Obtain: 20 posts in any city

          User Image Monocle: +5 Smart or Cool Appeal
          To Obtain: 15 posts anywhere

          User Image Natural Appeal Make-Up: +6 Beauty Appeal
          To Obtain: 20 posts anywhere


      Back:

          User Image Cape: +10 Appeal
          To Obtain: 20 posts in any city


      Neck:

          User Image Bow Tie: +4 Smart, Cute, or Cool Appeal
          To Obtain: 15 posts anywhere

          User Image Bell Collar: +4 Cute Appeal
          To Obtain: 10 posts anywhere

          User Image Necklace: +4 Beauty Appeal
          To Obtain: 10 posts anywhere


      Bows:

          User Image - Blocked by "Display Image" Settings. Click to show. Pink Bow: +3 Cute Appeal
          To Obtain: 10 posts anywhere

          User Image - Blocked by "Display Image" Settings. Click to show. Blue Bow: +3 Beauty Appeal
          To Obtain: 10 posts anywhere

          User Image - Blocked by "Display Image" Settings. Click to show. Red Bow: +3 Cool Appeal
          To Obtain: 10 posts anywhere

          User Image - Blocked by "Display Image" Settings. Click to show. Yellow Bow: +3 Tough Appeal
          To Obtain: 10 posts anywhere

          User Image - Blocked by "Display Image" Settings. Click to show. Green Bow: +3 Smart Appeal
          To Obtain: 10 posts anywhere


      Body:

          User Image Faux Scar:+4 Tough or Cool Appeal
          To Obtain: 10 posts anywhere

          User Image Arm Band/Waist Band/Sweatband: +5 Tough Appeal
          To Obtain: 15 posts anywhere

          User Image Streamer Ribbons: +5 Cute or Beauty Appeal
          To Obtain: 10 posts in any city


      Head:

          User Image - Blocked by "Display Image" Settings. Click to show. Top Hat: +3 Cool or Smart Appeal
          To Obtain: 10 posts anywhere

          User Image Cowboy Hat: +3 Tough or Cool Appeal
          To Obtain: 10 posts anywhere

          User Image Headband: +3 Cute or Beauty Appeal
          To Obtain: 10 posts anywhere

          User Image Sun Hat: +3 Beauty Appeal
          To Obtain: 10 posts anywhere


      Hands:

          User Image Boxing Gloves: +5 Tough or Cool Appeal
          To Obtain: 10 posts anywhere

          User Image Bracelets: +4 Cute or Beauty Appeal
          To Obtain: 10 posts anywhere

          User Image Spiked Bracelet: +4 Tough Appeal
          To Obtain: 10 posts anywhere

          User Image - Blocked by "Display Image" Settings. Click to show. Notebook: +3 Smart Appeal
          To Obtain: 10 posts anywhere




Hold ItemsXXXXXXXXXXXXXXXXXXXXXXXX

Hold Items take up the held item slot of a pokemon, much like in battles, but they are contest specific. You do not have to mention them in the 'preparation' post but you do have to note, and have it recorded, that they are holding the item, and this must be done before the contest begins. Otherwise, they will not count.

      Scarves:

      Note: Scarves are hold items that will affect both Battle Round as well as the base appeal during contests, if the pokemon holding the item participates in both. In order for them to count, they must be in the pokemon's 'hold/item' information.

          User Image - Blocked by "Display Image" Settings. Click to show. Blue Scarf: All beauty categorized moves gain +1 appeal point
          To Obtain: 20 Posts anywhere with a contest hall

          User Image - Blocked by "Display Image" Settings. Click to show. Green Scarf: All smart categorized moves gain +1 appeal point
          To Obtain: 20 Posts anywhere with a contest hall

          User Image - Blocked by "Display Image" Settings. Click to show. Pink Scarf: All cute categorized moves gain +1 appeal point
          To Obtain: 20 Posts anywhere with a contest hall

          User Image - Blocked by "Display Image" Settings. Click to show. Red Scarf: All cool categorized moves gain +1 appeal point
          To Obtain: 20 Posts anywhere with a contest hall

          User Image - Blocked by "Display Image" Settings. Click to show. Yellow Scarf: All tough categorized moves gain +1 appeal point
          To Obtain: 20 Posts anywhere with a contest hall


      Lenses:

          User Image - Blocked by "Display Image" Settings. Click to show.Cautious Lens: Moves used in the wrong category gain +1 appeal point to their base appeal, and do not result in negative appeal. Does not effect excitement
          Note: Must have a Deuce Ribbon in contest category to use
          To Obtain: 50 posts anywhere

          User ImageMisdirecting Lens: Reverses the effect moves have in each category; moves of the same contest type will result in 1 less appeal, moves of 'opposite' category result in +1 appeal, and neutral moves are unaffected. Does not effect excitement
          Note: Must have a Deuce Ribbon in contest category to use
          To Obtain: 30 posts anywhere


      Misc:

          User ImageSound System: Plays music to increase audience excitement; +1 additional excitement each move, regardless of type, every other turn. Cannot exceed +2 excitement when combined with move. Guarantees max excitement on combos.
          Notes: Must have one Tre Ribbon in contest category to use
          To Obtain: 40 posts anywhere

          User Image Tiger's Claw: Moves do x1.5 their effect in the battle round during the last turn only.
          To Obtain: 30 posts anywhere

          User Image Maiden's Blessing: Moves do +2 appeal during the appeal round every other turn.
          To Obtain: 30 posts anywhere




Pokeball SealsXXXXXXXXXXXXXXXXXXXXXXXX

Pokeball Seals are a one-time use, and count towards the initial Appeal round, when your pokemon is introduced. Upon releasing the pokemon from the pokeball, they will create some kind of 'accent' effect, dependent on the seal. For instance, the Smoke Seal will release a cloud of dark smoke to billow around your pokemon, which can be combined with their opening appeal move for a unique and creative effect.

Please Note
Seals, by default, will typically add appeal, however, if they are used in an unflattering, or completely superfluous manner, they may result in negative, or zero appeal. These are subject to some discrimination. For instance, if you use a Smoke Seal in a cute contest, it may be risk to zero or negative appeal because the nature of the Seal does not naturally fit into the category. If an appropriate move is used to negate this, and even highlight it, however, it will not suffer any reduced Appeal. Contests in which the seal risks zero or negative appeal are noted for each item.

      User Image - Blocked by "Display Image" Settings. Click to show. Smoke Seal: Releases a cloud of smoke upon the pokemon's release. +5 Appeal; Risk of 0 appeal for Beauty, and 0 or negative appeal in cute.
      To Obtain: 10 posts in a location with a Contest Hall

      User Image - Blocked by "Display Image" Settings. Click to show. Star Seal: Releases a banner of stars upon the pokemon's release. +5 Appeal; Risk of 0 appeal for Tough
      To Obtain: 10 posts in a location with a Contest Hall

      User Image - Blocked by "Display Image" Settings. Click to show. Sparkle Seal: Releases an explosion of glittering sparkles upon the pokemon's release. +5 Appeal; Risk of 0 or negative appeal for Tough and Cool contests
      To Obtain: 10 posts in a location with a Contest Hall

      User Image - Blocked by "Display Image" Settings. Click to show. Mist Seal: Releases a mesmerizing mist upon pokemon's release. +5 Appeal Risk of 0 appeal in cute Contests.
      To Obtain: 10 posts in a location with a Contest Hall

      User Image - Blocked by "Display Image" Settings. Click to show. Glow Seal: Releases a bright light that highlights the pokemon upon its release, lasting for several seconds before fading away. +5 Appeal. Low risk of 0 appeal in Tough or Cool contests.
      To Obtain: 10 posts in a location with a Contest Hall

      User Image - Blocked by "Display Image" Settings. Click to show. Explosive Seal: Releases an explosion upon the pokemon's release (non damaging to the pokemon). +5 Appeal. Risk of 0 or negative appeal in Beauty and Cute contests.
      To Obtain: 10 posts in a location with a Contest Hall


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Berries


Berries effects happen immediately when used on a pokemon unless the berry is given as a hold item. When a HP healing berry is held, pokemon will eat their held berries when their HP falls below 1/3 of their maximum health, and status curing berries will be used the moment the status is inflicted. Berries that raise stats are used upon taking effect when held by a pokemon

Berries can be planted to make trees. There is no item required to plant or grow berries, simply note what berry is planted in your post and start a post counter for the berry's growth. The number of posts required to bring a tree to fruition is listed below the number of posts required to obtain the initial berry, as well as the number of berries the tree may yield, which you can roll for once the tree is fully grown. You may grow five trees at a time, and keep track of their growth in your posts.

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Berry GrowthXXXXXXXXXXXXXXXXXXXXXXXX

      User Image - Blocked by "Display Image" Settings. Click to show. Dry Mulch:Reduces post cost for berry trees by 5 posts. Cannot be used with another berry growth item.
      To Obtain: 10 Posts Locations: Any

      User Image - Blocked by "Display Image" Settings. Click to show. Wet Mulch: Reduces post cost for berry trees by 10 posts. Cannot be used with another berry growth item.
      To Obtain: 20 Posts Locations: Any

      User Image - Blocked by "Display Image" Settings. Click to show. Fertilizer: If used on a berry tree, the tree will produce one more berry from the total rolled yield (Rolling for a berry tree yield and getting two berries, with fertilizer will instead yield three). Cannot be used with another berry growth item.
      To Obtain: 10 Posts Locations: Any


Basic BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 5 Posts
      Growth: 15 posts to grow a tree
      Yield: 3-6 berries.

      User Image - Blocked by "Display Image" Settings. Click to show. Oran Berry: Heals 50HP
      Contests: +1 Beauty


Standard BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 20 Post
      Growth: 25 posts to grow a tree
      Yield: 2-5 berries.

      User Image - Blocked by "Display Image" Settings. Click to show. Persim Berry: User recovers from confusion
      Contests: +1 Cool +1 Beauty +1 Cute +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Aspear Berry: User recovers from being frozen
      Contests: +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Cheri Berry: User recovers from paralysis
      Contests: +1 Cool

      User Image - Blocked by "Display Image" Settings. Click to show. Chesto Berry: User recovers from sleep
      Contests: +1 Beauty

      User Image - Blocked by "Display Image" Settings. Click to show. Rawst Berry User recovers from burn
      Contests: +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Pecha Berry User recovers from poisoning
      Contests: +1 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Figy Berry: Restores 25% HP, 1/5 chance of confusion Pokemon
      Contests: +1 Cool

      User Image - Blocked by "Display Image" Settings. Click to show. Wiki Berry: Restores 25% HP, 1/5 chance of confusion Pokemon
      Contests: +1 beauty

      User Image - Blocked by "Display Image" Settings. Click to show. Mago Berry: Restores 25% HP, 1/5 chance of confusion Pokemon
      Contests: +1 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Aguav Berry: Restores 25% HP, 1/5 chance of confusion Pokemon
      Contests: +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Iapapa Restores 25% HP, 1/5 chance of confusion Pokemon
      Contests: +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Enigma Berry: Being hit by a super effective special attack will restore 1/6th of the holder's max HP
      Contests: +4 Cool +1 Beauty

      User Image - Blocked by "Display Image" Settings. Click to show. Leppa Berry Being hit by a super effective physical attack will restore 1/6th of the holder's max HP
      Contests: +1 Cool +1 Cute +1 Smart +1 Tough


Attack Reduction BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 20 Post anywhere
      Growth: 25 posts to grow a tree
      Yield: 2-5

      User Image - Blocked by "Display Image" Settings. Click to show. Roseli Berry: Reduces damage from a super effective Fairy attack by 50% (of total damage)
      Contests: +3 Cool

      User Image - Blocked by "Display Image" Settings. Click to show. Occa Berry: Reduces damage from a super effective Fire attack by 50% (of total damage)
      Contests: +1 Cool +1 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Passho Berry: Reduces damage from a super effective Water attack by 50% (of total damage)
      Contests: +1 beauty +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Wacan Berry: Reduces damage from a super effective Electric attack by 50% (of total damage)
      Contests: +1 Cute +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Rindo Berry: Reduces damage from a super effective Grass attack by 50% (of total damage)
      Contests: +1 Cool +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Yache Berry: Reduces damage from a super effective Ice attack by 50% (of total damage)
      Contests: +1 Beauty +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Chople Berry: Reduces damage from a super effective Fighting attack by 50% (of total damage)
      Contests: +1 Cool +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Kebia Berry: Reduces damage from a super effective Poison attack by 50% (of total damage)
      Contests: +1 Beauty +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Shuca Berry: Reduces damage from a super effective Ground attack by 50% (of total damage)
      Contests: +1 Cool +1 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Coba Berry: Reduces damage from a super effective Flying attack by 50% (of total damage)
      Contests: +1 Beauty +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Payapa Berry: Reduces damage from a super effective Psychic attack by 50% (of total damage)
      Contests: +1 Cute +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Tanga Berry: Reduces damage from a super effective Bug attack by 50% (of total damage)
      Contests: +2 Cool +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Charti Berry: Reduces damage from a super effective Rock attack by 50% (of total damage)
      Contests: +1 Cool +2 Beauty

      User Image - Blocked by "Display Image" Settings. Click to show. Kasib Berry: Reduces damage from a super effective Ghost attack by 50% (of total damage)
      Contests: +1 Beauty +2 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Haban Berry: Reduces damage from a super effective Dragon attack by 50% (of total damage)
      Contests: +1 Cute +2 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Colbur Berry: Reduces damage from a super effective Dark attack by 50% (of total damage)
      Contests: +1 Smart +2 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Babiri Berry: Reduces damage from a super effective Steel attack by 50% (of total damage)
      Contests: +2 Cool +1 Beauty

      User Image - Blocked by "Display Image" Settings. Click to show. Chilan Berry: Reduces damage from a Normal attack by 50% (of total damage)
      Contests: +2 Beauty +1 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Maranga Berry: Increases Special Defense by 1/10 upon being hit by a Special Attack
      Contests: +3 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Kee Berry: Raises Defense by 1/10 upon being hit by a Physical Attack
      Contests: +3 Cute


Rare BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 30 Post anywhere
      Growth: 35 posts to grow a tree
      Yield: 2-5

      User Image - Blocked by "Display Image" Settings. Click to show. Sitrus Berry: Restores 150HP
      Contests: +1 Beauty +1 Cute +1 Smart +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Lum Berry: Heals all status conditions
      Contests: +1 Cool +1 Beauty +1 Cute +1 Smart


Friendship BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 30 Post anywhere
      Growth: 35 posts to grow a tree
      Yield: 2-5
      Notes: Can only add 1 FP per pokemon once a week

      User Image - Blocked by "Display Image" Settings. Click to show. Pomeg Berry: Adds 1fp point
      Contests: +1 Cool +1 Cute +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Kelpsy Berry: Adds 1fp point
      Contests: +1 Beauty +1 Smart +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Qualot Berry: Adds 1fp point
      Contests: +1 Cool +1 Cute +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Hondew Berry: Adds 1fp point
      Contests: +1 Cool +1 Beauty +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Grepa Berry: Adds 1fp point
      Contests: +1 Beauty +1 Cute +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Tamato Berry: Adds 1fp point
      Contests: +2 Cool +1 Beauty


Stat Boosting BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 50 Post anywhere
      Growth: 40 posts to grow a tree
      Yield: 1-3 berries

      User Image - Blocked by "Display Image" Settings. Click to show. Apicot Berry: Raises Special Defense by one stage when HP falls below 25%
      Contests: +1 Cool +3 Beauty +3 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Petaya Berry: Raises Special Attack by one stage when HP falls below 25%
      Contests: +3 Cool +3 Smart +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Salac Berry: Raises Speed one stage when HP falls below 25%
      Contests: +3 Cute +1 Smart +3 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Ganlon Berry: Raises Defense by one stagewhen HP falls below 25%
      Contests: +3 Beauty +1 Cute +3 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Liechi Berry: Raises Attack by one stage when HP falls below 25%
      Contests: +3 Cool +1 Beauty +3 Cute

      User Image - Blocked by "Display Image" Settings. Click to show. Micle Berry: Raises Accuracy by one stage when HP falls below 25%
      Contests: +4 Beauty +1 Cute


Contest BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 10 Post anywhere
      Growth: 10 posts to grow a tree.
      Yield: 3-5 berries

      User Image - Blocked by "Display Image" Settings. Click to show. Razz Berry: +1 Beauty
      User Image - Blocked by "Display Image" Settings. Click to show. Bluk Berry: +1 Cute
      User Image - Blocked by "Display Image" Settings. Click to show. Nanab Berry: +1 Smart
      User Image - Blocked by "Display Image" Settings. Click to show. Wepear Berry: +1 Tough
      User Image - Blocked by "Display Image" Settings. Click to show. Pinap Berry: +1 Tough
      User Image - Blocked by "Display Image" Settings. Click to show. Cornn Berry: +1 Beauty +1 Cute
      User Image - Blocked by "Display Image" Settings. Click to show. Magost Berry: +1 Cute +1 Smart
      User Image - Blocked by "Display Image" Settings. Click to show. Rabuta Berry: +1 Tough +1 Smart
      User Image - Blocked by "Display Image" Settings. Click to show. Nomel Berry: +1 Tough +1 Cool


Rare Contest BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: 15 Post anywhere
      Growth: 20 posts to grow a tree.
      Yield: 3-5 berries

      User Image - Blocked by "Display Image" Settings. Click to show. Spelon Berry: +3 Cool +1 Beauty
      User Image - Blocked by "Display Image" Settings. Click to show. Pamtre Berry: +3 Beauty +1 Cute
      User Image - Blocked by "Display Image" Settings. Click to show. Watmel Berry: +3 Cute +1 Smart
      User Image - Blocked by "Display Image" Settings. Click to show. Durin Berry: +3 Smart +1 Tough
      User Image - Blocked by "Display Image" Settings. Click to show. Belue Berry: +3 Tough +1 Cool


Event BerriesXXXXXXXXXXXXXXXXXXXXXXXX

      To Obtain: Only available from event item giveaways/rewards
      Growth: 40 posts to grow a tree
      Yield:1-3 berries.

      User Image - Blocked by "Display Image" Settings. Click to show. Rowap Berry: If a foe's special move lands, the foe takes damage equal 12% of their max HP
      Contests: +4 Tough +1 Cool

      User Image - Blocked by "Display Image" Settings. Click to show. Jaboca Berry: If a foe's physical move lands, the foe takes damage equal 12% of their max HP
      Contests: +4 Smart +1 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Custap Berry: Causes the holder to go first once when HP falls below 25%
      Contests: +4 Cute +1 Smart

      User Image - Blocked by "Display Image" Settings. Click to show. Starf Berry: When HP reaches below 25% roll a 4 sided dice for Attack, Defense, Sp Attack, Sp Defense. Whatever is rolled for is increased by three stages.
      Contests: +1 Cool +3 Beauty +1 Cute +3 Smart +3 Tough

      User Image - Blocked by "Display Image" Settings. Click to show. Lansat Berry: Raises critical hit ratio by two stages when HP falls below 25%
      Contests: +3 Cool +1 Beauty +3 Cute +1 Smart +3 Tough


User Image  

Loonamist
Crew

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Loonamist
Crew

8,750 Points
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PostPosted: Tue Apr 07, 2015 6:49 pm
Poffins and Pokeblocks


XXPoffins and Pokeblocks are essentially treated the same here, to make things a bit more simple, and allow people to work together more easily. They also work similarly to the games and are a permanent addition to your pokemon's base appeal. In order to make a Poffin/Pokeblock, you must have 2-4 berries. The calculations are explained below. Please note, however, that pokemon can only consume SEVEN Poffins or Pokeblocks, total. It's likely that there will eventually be an item to "reset" this, but it will probably be hard to get even then, so be careful how you use your confections in the meantime!

The poffin/pokeblock can have three 'characteristics'. The first will be whichever is the most prominent characteristic between the berries. So, say you mix a berry that has +3 beauty +1 cool, with one that has +1 beauty +2 cool +3 smart, the primary characteristic of the berry will be beauty. It's calculated value will be the total divided by two, rounded up.

So in this case, (3+1 = 4) so 4/2 = 2 beauty.

The second trait is the second most common between the berries. If two are tied, like in the above example, you must roll a dice to decide which will be the second characteristic. This will be divided by 3, also rounded up.

So in this example, say we roll that cool will be the second trait. We get (1 + 2 = 3) 3/3 = 1

The last trait will continue along the same trend, divided by 4. In this case, that rounds to 1 as well.


In case you're wondering, yes, you can work with others! However, keep in mind that you can only have 2-4 people work together to make poffins/pokeblocks, and they can each only contribute 3 each. This still gives a big benefit, since the equations will still apply to making a poffin or pokeblock. HOWEVER, a poffin or pokeblock cannot have a primary value of more than 10 (a total of 20 characteristic divided by 2). If the calculated value for the primary characteristic is more than 10, it will just be reduced. So do not waste berries! Similarly, the second characteristic cannot be more than 7 (a total of 21 characteristic divided by 3), and the third cannot have more than 4 (a total of 16 characteristic divided by 4).

To make poffins/pokeblocks, post the poffin/pokeblock mixing here. This includes the calculation, and those involved. Poffins/pokeblocks can be made anywhere, RP-wise, but make sure you are keeping track of things. You should have a link to each poffin/pokeblock that's made, either in your character's posting format, or in their profile thread. This helps us keep track of what's being made by whom : ) Just one person needs to post in the case that multiple people are participating, but please mention the participants, and the berries being involved.
 
PostPosted: Tue Apr 07, 2015 6:52 pm
Contest Leaders

Note: You must specifically challenge the leader of a region when you reach a contest hall in order to compete against them. Their teams are significantly higher in base Appeal. Otherwise, your opponent will be a contest NPC, or a fellow rper.

Also keep in mind, some details may be adjusted, such as pokemon or moves, as the system gets used and updated.

Hoenn

Erald
Contest: Smart
Location: Slateport
Personality: Some say he's related to Professor Sycamore in Kalos... but no, he's just quite flamboyant. And perhaps a bit overly enthusiastic and passionate about what he does. He tends to... dialogue quite a bit, and move as he talks, gesturing grandly and using flowery speech, with a charming lilt to his interactions with others. He's not trying to win people over, though-- it's just how he is.
Pokemon:
Cacnea
Destiny Bond ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves
Needle Arm ♥♥♥♥ Quite an appealing move; +2 Excitement
Absorb ♥♥♥♥ Quite an appealing move; +2 Excitement
Sucker Punch ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Battle Pokemon:
Electrike:
Bite: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Signal Beam
Wild Charge

Gianna
Contest: Tough
Location: Fallarbor Town
Personality: Girly to an extreme, Gianna seems more fitting for a cute or beauty contest, but she loves her Tough pokemon. She's got enough energy and spunk to outrun a speeding dedienne, but... that might get dirt on her dress! Often seen carried by her own pokemon, she gives a lot of people a bad impression-- and sometimes, they're justified. She does like to be pampered, and she does surround herself in luxury and frills, but she's more down to earth than people give her credit for, and she's just as likely to drift down from her high pedestal to help a lost trainer, as she is to sit down and have coffee and give advice to hurting friend. She'll just.... do it all in style and pearls.
Pokemon:
Hitmonchan
Mega Punch ♥♥♥ An appealing move that can be used repeatedly without boring the audience; no change to excitement after the first use
Bullet Punch ♥♥♥ Causes the user to move earlier on the next turn
Comet Punch ♥ Effectiveness varies depending on when it is used; +1 if used in round one, +2 in round two, etc.
Fire Punch ♥♥♥♥ Quite an appealing move; +2 Excitement

Battle Pokemon:
Machoke
Submission: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2
Karate Chop: Quite an appealing move; +4 appeal
Dual Chop: Badly startles Pokémon that used a move of the same type; Does -2 Appeal to the opponent, -4 if the opponent uses a move the same type
Smack Down: Badly startles Pokémon that the audience has high expectations of; Negative appeal equals one fourth the opponent's battle appeal


Franz
Contest: Beauty
Location: Lilycove
Personality: "There's a science to Beauty," has practically become his catch phrase. Sharply analytical and strategic, he takes his position as a Contest Leader very seriously, and he can be found in the audience of more contests than any other leader, taking notes, studying possible opponents and strategies. Even if he's not changing his own moveset, he can admire and appreciate other people's approach. Besides, you have to do a lot of research to stay on top of the newest grooming techniques.
Pokemon:
Dragonair
Draco Meteor ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Hail ♥♥ Badly startles all Pokémon that successfully showed their appeal; -4 Appeal to all that successfully earned appeal
Sunny Day ♥ Works better the more the crowd is excited; + excitement meter
Flamethrower ♥♥♥♥ Quite an appealing move; +2 Excitement
Battle Pokemon:
Snover
Magical Leaf: Works great if the user goes first this turn; +4 Appeal if the user goes first, +2 otherwise
Rain Dance: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Ice Beam: Badly startles the last Pokémon to act before the user; Does -4 Appeal to the opponent
Energy Ball: Quite an appealing move; +4 appeal


Gene
Contest: Cute
Location: Verdanturf
Personality: Gene has a... a very great love for cute pokemon. He just has a bad habit of cooing over other people's pokemon, which his pokemon don't appreciate to any degree. On more than a few occasions, they've been seen dragging him away from their own opponents before a competition, as he fawns and compliments his competitor's pokemon. At least they still seem to listen to him... for whatever reason. Perhaps he's more loyal to them than he appears to be.
Pokemon:
Clefable
Disarming Voice ♥♥ Works great if the user goes first this turn.
Captivate ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect.
Charm ♥♥ Badly startles Pokémon that the audience has high expectations of.
Follow Me ♥♥♥ Temporarily stops the crowd from growing excited.
Battle Pokemon:
Flabebe
Lucky Chant: Gets the Pokémon pumped up. Helps prevent nervousness, too; Gains +2 approval. Reduces negative appeal by 1
Wish: Excites the audience a lot if used last; Appeal = the turn this move is used in (ie, first round, +1 appeal, second round, +2, etc)
Sleep Talk: Effectiveness varies depending on when it is used; +1 if used during the first turn, +2 if used in the second turn, etc
Substitute: Prevents the user from being startled one time this turn; +2 Appeal. Prevents negative Appeal during the opponent's next turn



Al
Contest: Cool
Location: Mauville City
Personality: Al is the sort to try way too hard to be cool-- perhaps that's why he worked so hard at the cool contests. That being said... he's good at what he does. He became the Cool Contest Leader for a reason, even if he is a little... ridiculous outside of the contests.
Pokemon:
Salamence
Dragon Breath ♥♥ Badly startles the last Pokémon to act before the user.
Dragon Claw ♥♥♥♥ Quite an appealing move.
Outrage ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Dragon Dance ♥ Gets the Pokémon pumped up. Helps prevent nervousness, too.


Battle Pokemon
Raichu
Thunder Punch: Quite an appealing move; +4 appeal
Thunder: Works better the more the crowd is excited; Appeal equals one fourth the total Battle Round Appeal between battling pokemon
Brick Break: Quite an appealing move; +4 appeal
Volt Tackle: A very appealing move, but after using this move, the user is more easily startled; +6 Appeal, but if a negative appeal move is used against it during this turn, it's negative effect is multiplied by 2





Sinnoh

Krono
Contest: Smart
Location: Solaceon City
Personality: Despite being a rather large man, Krono is quiet and contemplative. He takes time to consider his choices and actions-- and unfortunately, reactions. It's not uncommon for him to take several minutes just to reply to a simple question, or respond to a comment. Hilariously, this often extends to contests as well, and he will sometimes take several rounds to react to something, or a judge's comment. At the very least, his pokemon's movesets seem well thought out, and are something he plans ahead for enough that he doesn't take any time making them, unless something unexpected happens.
Pokemon:
Gardevoir
Confuse Ray ♥♥ Badly startles Pokémon that the audience has high expectations of.
Destiny Bond ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Psychic ♥♥♥♥ Quite an appealing move.
Shadow Ball ♥♥♥♥ Quite an appealing move.


Battle Pokemon

Jaime
Contest: Tough
Location: Hearthome City
Personality: You would think Jaime was trying for the cool contest with the way he poses around, but the sleeveless shirt and sporty headband around his forehead complete the 'Tough' appearance. With an ego the size of Lumoise, he can often deflect-- or rather, completely ignore-- insults, but if you manage to get past his selective hearing and pop his confidence with some sharp words, he falls to pieces. It's a good thing his pokemon know how to snap him out of it, and knock him down a bit when he gets a little too carried away with his confidence.
Pokemon:
Infernape
Bulldoze ♥♥ Badly startles the last Pokémon to act before the user.
Close Combat ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Dig ♥♥ Prevents the user from being startled one time this turn.
Fire Punch ♥♥♥♥ Quite an appealing move.

Battle Pokemon

Alai
Contest: Beauty
Location: Celestic Town
Personality: Alai is not what you'd expect from a Beauty contest leader. She almost always has a bit of grease, dust, dirt, or charcoal on her face, she's usually wearing overalls over some plaid shirt, and her dark brown hair is in high ponytails. But there's a saying she has to anyone that questions it-- everyone knows the brightest crystals come from the dirtiest charcoal. She takes her contests seriously, and can often be found spending hours polishing her Torkoal's shell and training. When she's not doing that, she's usually doing mechanic work wherever she can find it, or working on her own projects. She's friendly, upbeat, and full of energy, and though she's usually grinning, she knows when to take things seriously, and doesn't appreciate anyone insulting anything she loves-- her pokemon, contests, or anything else.
Pokemon:
Torkoal
Fire Spin ♥♥♥ Temporarily stops the crowd from growing excited.
Inferno ♥ Badly startles the last Pokémon to act before the user.
Earth Power ♥♥♥♥ Quite an appealing move.
Will-O-Wisp ♥♥♥ Makes audience expect little of other contestants.

Battle Pokemon

Suzie
Contest: Cute
Location: Floaroma Town
Personality: Suzie is what you'd expect from a cute coordinator-- she's happy and a bit childish, she loves frills and adorable things. She just has some... unique ideas of what's cute. The normal stuff, sure... but her pokemon of choice don't always fall under that category, and yet she fawns over them endlessly. She also manages to keep a cool head even when losing, despite otherwise childish behaviors.
Pokemon:
Slowpoke
Belly Drum ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Amnesia ♥ Prevents the user from being startled until the turn ends.
Mud-Slap ♥♥♥ Makes audience expect little of other contestants.
Sleep Talk ♥ Effectiveness varies depending on when it is used.

Battle Pokemon

Moira
Contest: Cool
Location: Lake Valor
Personality: If she were a guy, she'd be your stereotypical 'greaser'. She styles her long dark hair to be slicked back, she wears a leather jacket and she rides a motorcycle. The difference is, she's not only aware of the stereotype, she embraces it. She's incredibly comfortable in her own skin, and she doesn't have any problem with people poking fun at her cliche dress style-- she even does it herself!
Pokemon:
Blaziken
Brave Bird ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Flare Blitz ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Focus Blast ♥♥♥♥ Quite an appealing move.
Slash ♥♥♥♥ Quite an appealing move.

Battle Pokemon





Kalos
Daysten
Contest: Smart
Location: North Lumoise City
Personality: About as weird as his name, Daysten doesn't seem like the sort that you'd find in a Smart contest, let alone standing as the champion of it in his region. Besides sharp green eyes, there's just about nothing that seems fitting for it, from his eccentric gestures, loud voice, fast movements, and dumb moments, he seems more of a goof that's up to something mischievous, than a tactician with style. When it comes to contests, though, that's just about what he is-- though, even he'll admit, he didn't exactly strategize his whole moveset. It sort of just fell into place.
Pokemon:
Vivillon
Powder ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Poison Powder ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn; Prevents opponents from using high appeal (4 or more) moves for one round
Aromatherapy ♥ Prevents the user from being startled until the turn end
Calm Mind ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%


Battle Pokemon

Andrew
Contest: Tough
Location: Aquacorde Town
Personality: As the man who lead the initiative to form Kalos' participation in Contests, recruited many of the leaders, and helped reach out to the national Contest Committee, Andrew is remarkably passionate about contests. He gets excited at the mere mention of them, and will try and get any trainer involved, which is probably why he set himself up so close to the starting area, where new trainers are abound. If anyone even agrees to try a contest after talking to them, he's liable to give them a hug-- he really wants this to become a thing in Kalos. His sister is already trying to do the same in another region.
Pokemon:
Umbreon
Curse ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Snarl ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience
Dig ♥♥ Prevents the user from being startled one time this turn
Take Down ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal

Battle Pokemon


Demetrius
Contest: Beauty
Location: Coumarine City
Personality: Demetrius is... an unexpected leader, given how shy, modest, and reserved he seems, but he takes the responsibility very seriously. Even though he seems like someone who could be walked all over, he stands his ground, and he'll stare down or even argue with someone who's being aggressively wrong and trying to push their way over him. When it comest to contests, he cares greatly for his pokemon, and the two are virtually inseparable. For being such a strong team, they're both surprisingly modest and laid back, and will happily help young coordinators practice or form strategic movesets.
Pokemon:
Dragonair
Draco Meteor ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Safeguard ♥♥ Prevents the user from being startled one time this turn
Dragon Pulse ♥♥♥♥ Quite an appealing move; +2 Excitement
Rain Dance ♥ Works better the more the crowd is excited; + excitement meter

Battle Pokemon

Karen
Contest: Cute
Location: Santalune City
Personality: Karen is probably the... least enthusiastic about contests coming to Kalos, even compared to Terra. Terra is at least very into what she's doing, and works with her pokemon well, despite a weird dynamic. Karen seems... resigned to this, but often shows more passion for other contest categories than her own. She longs for just about any other category, but the pokemon she got was the pokemon that had the drive, and her Clefairy dragged her to the top of the cute contest, it's deserving title. For all her apathy, Karen puts on the outfit and performs with her pokemon like a pro when the time comes, she's just not quite as enthralled behind, or off, stage as she ought to be.
Pokemon:
Clefairy
Belly Drum ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Lucky Chant ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Last Resort ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up
Snore ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect; Moves that do +2 appeal or less fail to excite the audience

Battle Pokemon



Terra
Contest: Cool
Location: Ambrette Town
Personality: Terra has a look about her that says 'Don't mess with this chick'. Maybe it's just a case of RBF, though, because if you talk to her, she really doesn't seem interested in having beef with anyone. It's a wonder she was recruited into this whole shindig, with how little effort she wants to put into things. There's a solid possibility the only reason she agreed, was because she was told she'd be put up in Ambrette, and could spend all her time just sitting on the beach, catching ocean spray, sleeping, and doing whatever until a challenger arrived for her ribbon.
Pokemon:
Alolan Marowak
Flare Blitz ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Detect ♥ Prevents the user from being startled until the turn ends.
Double Team ♥ Gets the Pokémon pumped up. Helps prevent nervousness; 1/2 Startle effect. Increases the chance of a combo by 20%
Flame Charge ♥ Works well if the user is pumped up; +5 Appeal if the user is Pumped Up


Battle Pokemon



NPC Coordinators

These NPCs will be used by mods in official contests, for ribbons. The pokemon/team depends on the level of difficulty being challenged by the RPer. Additionally, Leaders may now show up in toughter contests as well, with their pokemon restricted to a lower base appeal. This gives more variety in competitors, and lets leaders do more than wait to be challenged.

NPC Taz
Personality: Taz is the tour guide of contests. He's always swooping in and offering a helping hand to people who have questions and are getting their bearings. He's happy to help, he's incredibly open minded, he's quirky and whimsical and does everything artistic. He's very close to his pokemon, and while contests are undoubtedly something he is passionate about, he has no drive to take it to the top, and is perfectly content traveling around to help fill slots and provide challenges for people at various levels.

Team 1

Beauty
Varon, the Charmeleon
Base Appeal: 0-20
Moveset:
Dragon Pulse ♥♥♥♥ Quite an appealing move; +2 Excitement
Fire Blast ♥ Works better the more the crowd is excited; + excitement meter
Flame Burst ♥♥♥ Makes audience expect little of other contestants; -2 to opponent's appeal for two turns; no excitement till end of turn
Inferno ♥ Badly startles the last Pokémon to act before the user; -4 Appeal to the pokemon that went previously

Cool
Daze, the Tyrogue
Base Appeal: 0-50
Moveset:
Endure ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Counter ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Work Up ♥♥♥ Excites the audience a lot if used first; +2 excitement if used first in a round, +3 if used first in the very first round
Rock Slide ♥♥ Startles all of the Pokémon to act before the user; -2 Appeal to contestants that acted before the user


Tough
, the
Base Appeal: 0-20
Moveset:


Cute
, the
Base Appeal: 0-20
Moveset:


Smart
, the
Base Appeal: 0-20
Moveset:





Team 2

Beauty
Chas, the Dragonair
Base Appeal: 30-50
Moveset:
Sunny Day ♥ Works better the more the crowd is excited.
Water Pulse ♥♥♥ Makes audience expect little of other contestants.
Blizzard ♥ Badly startles the last Pokémon to act before the user.
Aqua Tail ♥♥♥♥ Quite an appealing move.

Cool
Luke, the Lucario
Base Appeal: 30-50
Moveset:
Dark Pulse ♥♥♥♥ Quite an appealing move.
Shadow Claw ♥♥♥♥ Quite an appealing move.
Quick Guard ♥♥ Works great if the user goes first this turn.
Agility ♥♥♥ Causes the user to move earlier on the next turn.

Tough
Gavant, the Chesnaught
Base Appeal: 30-50
Moveset:
Bulldoze ♥♥ Badly startles the last Pokémon to act before the user.
Hammer Arm ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled.
Dig ♥♥ Prevents the user from being startled one time this turn
Focus Punch ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn


Cute
Marigold, the Spinda
Base Appeal: 30-50
Moveset:
Dizzy Punch ♥♥♥ Badly startles Pokémon that the audience has high expectations of.
Fake Tears ♥♥♥♥ Makes the audience quickly grow bored when an appeal move has little effect.
Teeter Dance ♥♥♥♥ Startles all other Pokémon. User cannot act in the next turn.
Flail ♥ Works better the later it is used in a turn.

Smart
Jerome, the Gengar
Base Appeal: 30-50
Moveset:
Destiny Bond ♥♥♥♥♥♥♥ A move of huge appeal, but using it prevents the user from taking further contest moves.
Confuse Ray ♥♥ Badly startles Pokémon that the audience has high expectations of.
Shadow Ball ♥♥♥♥ Quite an appealing move.
Taunt ♥♥ Badly startles Pokémon that the audience has high expectations of.




NPC Todd
Personality:

Team 1

Cool
Poochyena
Base Appeal: 0-20
Moveset:
Fire Fang ♥♥♥♥ Quite an appealing move
Ice Fang ♥♥♥♥ Quite an appealing move
Hyper Voice ♥♥ Startles all of the Pokémon to act before the user.
Retaliate ♥♥♥ Affected by how well the previous Pokémon's move went.

Cute
Spinarak
Base Appeal: 0-20
Moveset:
Struggle Bug ♥♥ Works great if the user goes last this turn.
Bug Bite ♥♥♥ Makes audience expect little of other contestants.
Attract ♥♥ Makes the remaining Pokémon nervous.
Bounce ♥ Prevents the user from being startled until the turn ends.

Tough
Axew
Base Appeal: 0-20
Moveset:
Rock Smash ♥♥♥♥ Quite an appealing move.
Rock Throw ♥♥♥♥ Quite an appealing move.
Wide Guard ♥ Prevents the user from being startled until the turn ends.
Body Slam ♥ Badly startles the last Pokémon to act before the user.

Beauty
Clefairy
Base Appeal: 0-20
Moveset:
Ice Beam ♥ Badly startles the last Pokémon to act before the user.
Rain Dance ♥ Works better the more the crowd is excited.
Cosmic Power ♥ Gets the Pokémon pumped up. Helps prevent nervousness, too.
Magical Leaf ♥♥ Works great if the user goes first this turn.

Smart
Bellsprout
Base Appeal: 0-20
Moveset:
Ingrain ♥ Gets the Pokémon pumped up. Helps prevent nervousness, too.
Absorb ♥♥♥♥ Quite an appealing move.
Poison Powder ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn.
Sucker Punch ♥♥♥ Excites the audience a lot if used first.


Team 2

Smart
Gloom
Base Appeal: 30-50
Moveset:
Acid ♥♥♥ Badly startles Pokémon that the audience has high expectations of.
Poison Powder ♥♥♥ Brings down the energy of any Pokémon that have already used a move this turn.
Worry Seed ♥♥ Makes the remaining Pokémon nervous.
Stun Spore ♥♥ Badly startles all Pokémon that successfully showed their appeal.

Tough
Hitmontop
Base Appeal: 20-50
Moveset:
Endure ♥♥♥ Causes the user to move later on the next turn; Moves the user back in the order by one
Close Combat ♥♥♥♥♥♥ A very appealing move, but after using this move, the user is more easily startled; If the pokemon is startled during this or the next turn, it takes -6 appeal
Counter ♥♥ Works great if the user goes last this turn; +3 if the user goes last in that turn
Dig ♥♥ Prevents the user from being startled one time this turn
 

Loonamist
Crew

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Loonamist
Crew

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PostPosted: Tue Apr 07, 2015 6:53 pm
NPC system

Contest NPCs exp yield is determined off their base appeal, and whether they can (or do) use combo moves. Unlike the battle exp system, they are not limited by the level of the wild pokemon in the area, however they will take 15 NPC encounter posts to compete against, just like battle NPCs. This will be waved for the duration of this event! This means that you can freely compete against NPC's without expending NPC posts you've saved up, but remember, you need to quote a mod. This system is extremely Beta, but because the primary source of appeal is a pokemon's Base Appeal, which is earned, and then kept for the most part, exp caps at fifty. This is also because a lot of similar strategies and performances could (and likely will, almost should) be used ( "practiced" ) multiple times. Should the contest become more strategy (which hopefully it will), and less application of items and berries earned in the past, the exp may be adjusted to reflect this.

Additionally, exp earned by contests is not effected by GS Balls, Lucky Eggs, or similar items. Contest-Specific versions of these items may be created in the future, or items may be changed to include Contest exp. For now, we appreciate your help in testing the system, and checking whether the exp yield seems adequate.

The Difficulty-Exp measurement

If an opponent has 0-5 base appeal and cannot, or does not, use a combo turn, it will yield 10 exp

If an opponent has 0-5 base appeal and does use a combo turn at 20% success, it will yield 13 exp

If an opponent has 0-5 base appeal and does use a combo turn at 30%-70% success, it will yield 17 exp

If an opponent has 0-5 base appeal and does use a combo turn at 100% success, it will yield 20 exp
-------------=------------------------------------=-------------------------------

If an opponent has 6-10 base appeal and cannot, or does not, use a combo turn, it will yield 15 exp

If an opponent has 6-10 base appeal and does use a combo turn at 20% success, it will yield 18 exp

If an opponent has 6-10 base appeal and does use a combo turn at 30%-70% success, it will yield 20 exp

If an opponent has 6-10 base appeal and does use a combo turn at 100% success, it will yield 25 exp
-------------=------------------------------------=-------------------------------

If an opponent has 11-20 base appeal and cannot, or does not, use a combo turn, it will yield 20 exp

If an opponent has 11-20base appeal and does use a combo turn at 20% success, it will yield 23 exp

If an opponent has 11-20 base appeal and does use a combo turn at 30%-70% success, it will yield 25 exp

If an opponent has 11-20 base appeal and does use a combo turn at 100% success, it will yield 30 exp
-------------=------------------------------------=-------------------------------

If an opponent has 21-30 base appeal and cannot, or does not, use a combo turn, it will yield 25 exp

If an opponent has 21-30 base appeal and does use a combo turn at 20% success, it will yield 28 exp

If an opponent has 21-30 base appeal and does use a combo turn at 30%-70% success, it will yield 30 exp

If an opponent has 21-30 base appeal and does use a combo turn at 100% success, it will yield 35 exp
-------------=------------------------------------=-------------------------------

If an opponent has 31-40 base appeal and cannot, or does not, use a combo turn, it will yield 30 exp

If an opponent has 31-40 base appeal and does use a combo turn at 20% success, it will yield 33 exp

If an opponent has 31-40 base appeal and does use a combo turn at 30%-70% success, it will yield 35 exp

If an opponent has 31-40 base appeal and does use a combo turn at 100% success, it will yield 40 exp
-------------=------------------------------------=-------------------------------

If an opponent has 41-50 base appeal and cannot, or does not, use a combo turn, it will yield 35 exp

If an opponent has 41-50 base appeal and does use a combo turn at 20% success, it will yield 38 exp

If an opponent has 41-50 base appeal and does use a combo turn at 30%-70% success, it will yield 40 exp

If an opponent has 41-50 base appeal and does use a combo turn at 100% success, it will yield 45 exp
-------------=------------------------------------=-------------------------------

If an opponent has 51+ base appeal and cannot, or does not, use a combo turn, it will yield 40 exp

If an opponent has base appeal and does use a combo turn at 20% success, it will yield 43 exp

If an opponent has 51+ base appeal and does use a combo turn at 30%-70% success, it will yield 45 exp

If an opponent has 51+ base appeal and does use a combo turn at 100% success, it will yield 50 exp
 
PostPosted: Tue Apr 07, 2015 6:54 pm
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Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Tue Apr 07, 2015 6:55 pm
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PostPosted: Tue Apr 07, 2015 6:57 pm
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Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50

Loonamist
Crew

8,750 Points
  • Member 100
  • Gaian 50
PostPosted: Tue Apr 07, 2015 7:00 pm
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POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ

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