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 Roundis 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.
ThePerformance Roundwill 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.
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.
Posted: 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 ( ) 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
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
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
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
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
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).
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.
Posted: 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
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
Posted: 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
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
Posted: Tue Apr 07, 2015 6:48 pm
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.
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).
Brush:+3 Appeal To Obtain: 10 posts in any city Shampoo:+3 Appeal To Obtain: 10 posts in any city Conditioner:+3 Appeal To Obtain: 10 posts in any city Sheen Spritz:+2 Appeal To Obtain: 5 posts in any city 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:
Glasses:+7 Cool or Smart Appeal To Obtain: 20 posts in any city Monocle:+5 Smart or Cool Appeal To Obtain: 15 posts anywhere Natural Appeal Make-Up: +6 Beauty Appeal To Obtain: 20 posts anywhere
Back:
Cape:+10 Appeal To Obtain: 20 posts in any city
Neck:
Bow Tie:+4 Smart, Cute, or Cool Appeal To Obtain: 15 posts anywhere Bell Collar: +4 Cute Appeal To Obtain: 10 posts anywhere Necklace: +4 Beauty Appeal To Obtain: 10 posts anywhere
Bows:
Pink Bow:+3 Cute Appeal To Obtain: 10 posts anywhere Blue Bow:+3 Beauty Appeal To Obtain: 10 posts anywhere Red Bow:+3 Cool Appeal To Obtain: 10 posts anywhere Yellow Bow:+3 Tough Appeal To Obtain: 10 posts anywhere Green Bow:+3 Smart Appeal To Obtain: 10 posts anywhere
Body:
Faux Scar:+4 Tough or Cool Appeal To Obtain: 10 posts anywhere Arm Band/Waist Band/Sweatband: +5 Tough Appeal To Obtain: 15 posts anywhere Streamer Ribbons: +5 Cute or Beauty Appeal To Obtain: 10 posts in any city
Head:
Top Hat:+3 Cool or Smart Appeal To Obtain: 10 posts anywhere Cowboy Hat:+3 Tough or Cool Appeal To Obtain: 10 posts anywhere Headband:+3 Cute or Beauty Appeal To Obtain: 10 posts anywhere Sun Hat:+3 Beauty Appeal To Obtain: 10 posts anywhere
Hands:
Boxing Gloves:+5 Tough or Cool Appeal To Obtain: 10 posts anywhere Bracelets: +4 Cute or Beauty Appeal To Obtain: 10 posts anywhere Spiked Bracelet: +4 Tough Appeal To Obtain: 10 posts anywhere 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.
Blue Scarf:All beauty categorized moves gain +1 appeal point To Obtain: 20 Posts anywhere with a contest hall Green Scarf:All smart categorized moves gain +1 appeal point To Obtain: 20 Posts anywhere with a contest hall Pink Scarf:All cute categorized moves gain +1 appeal point To Obtain: 20 Posts anywhere with a contest hall Red Scarf:All cool categorized moves gain +1 appeal point To Obtain: 20 Posts anywhere with a contest hall Yellow Scarf:All tough categorized moves gain +1 appeal point To Obtain: 20 Posts anywhere with a contest hall
Lenses:
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 Misdirecting 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:
Sound 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 Tiger's Claw: Moves do x1.5 their effect in the battle round during the last turn only. To Obtain: 30 posts anywhere 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.
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 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 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 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 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 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
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.
Berry GrowthXXXXXXXXXXXXXXXXXXXXXXXX
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 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 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.
Oran Berry:Heals 50HP Contests: +1 Beauty
Standard BerriesXXXXXXXXXXXXXXXXXXXXXXXX
To Obtain: 20 Post Growth: 25 posts to grow a tree Yield: 2-5 berries.
Persim Berry:User recovers from confusion Contests: +1 Cool +1 Beauty +1 Cute +1 Tough Aspear Berry:User recovers from being frozen Contests: +1 Tough Cheri Berry:User recovers from paralysis Contests: +1 Cool Chesto Berry:User recovers from sleep Contests: +1 Beauty Rawst Berry User recovers from burn Contests: +1 Smart Pecha Berry User recovers from poisoning Contests: +1 Cute Figy Berry:Restores 25% HP, 1/5 chance of confusion Pokemon Contests: +1 Cool Wiki Berry:Restores 25% HP, 1/5 chance of confusion Pokemon Contests: +1 beauty Mago Berry:Restores 25% HP, 1/5 chance of confusion Pokemon Contests: +1 Cute Aguav Berry:Restores 25% HP, 1/5 chance of confusion Pokemon Contests: +1 Smart IapapaRestores 25% HP, 1/5 chance of confusion Pokemon Contests: +1 Tough 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 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
Roseli Berry:Reduces damage from a super effective Fairy attack by 50% (of total damage) Contests: +3 Cool Occa Berry:Reduces damage from a super effective Fire attack by 50% (of total damage) Contests: +1 Cool +1 Cute Passho Berry:Reduces damage from a super effective Water attack by 50% (of total damage) Contests: +1 beauty +1 Smart Wacan Berry:Reduces damage from a super effective Electric attack by 50% (of total damage) Contests: +1 Cute +1 Tough Rindo Berry:Reduces damage from a super effective Grass attack by 50% (of total damage) Contests: +1 Cool +1 Smart Yache Berry:Reduces damage from a super effective Ice attack by 50% (of total damage) Contests: +1 Beauty +1 Tough Chople Berry:Reduces damage from a super effective Fighting attack by 50% (of total damage) Contests: +1 Cool +1 Smart Kebia Berry:Reduces damage from a super effective Poison attack by 50% (of total damage) Contests: +1 Beauty +1 Tough Shuca Berry:Reduces damage from a super effective Ground attack by 50% (of total damage) Contests: +1 Cool +1 Cute Coba Berry:Reduces damage from a super effective Flying attack by 50% (of total damage) Contests: +1 Beauty +1 Smart Payapa Berry:Reduces damage from a super effective Psychic attack by 50% (of total damage) Contests: +1 Cute +1 Tough Tanga Berry:Reduces damage from a super effective Bug attack by 50% (of total damage) Contests: +2 Cool +1 Tough Charti Berry:Reduces damage from a super effective Rock attack by 50% (of total damage) Contests: +1 Cool +2 Beauty Kasib Berry:Reduces damage from a super effective Ghost attack by 50% (of total damage) Contests: +1 Beauty +2 Cute Haban Berry:Reduces damage from a super effective Dragon attack by 50% (of total damage) Contests: +1 Cute +2 Smart Colbur Berry:Reduces damage from a super effective Dark attack by 50% (of total damage) Contests: +1 Smart +2 Tough Babiri Berry:Reduces damage from a super effective Steel attack by 50% (of total damage) Contests: +2 Cool +1 Beauty Chilan Berry:Reduces damage from a Normal attack by 50% (of total damage) Contests: +2 Beauty +1 Cute Maranga Berry:Increases Special Defense by 1/10 upon being hit by a Special Attack Contests: +3 Tough 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
To Obtain: 50 Post anywhere Growth: 40 posts to grow a tree Yield: 1-3 berries
Apicot Berry:Raises Special Defense by one stage when HP falls below 25% Contests: +1 Cool +3 Beauty +3 Tough Petaya Berry:Raises Special Attack by one stage when HP falls below 25% Contests: +3 Cool +3 Smart +1 Tough Salac Berry:Raises Speed one stage when HP falls below 25% Contests: +3 Cute +1 Smart +3 Tough Ganlon Berry:Raises Defense by one stagewhen HP falls below 25% Contests: +3 Beauty +1 Cute +3 Smart Liechi Berry:Raises Attack by one stage when HP falls below 25% Contests: +3 Cool +1 Beauty +3 Cute 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
To Obtain: Only available from event item giveaways/rewards Growth: 40 posts to grow a tree Yield:1-3 berries.
Rowap Berry:If a foe's special move lands, the foe takes damage equal 12% of their max HP Contests: +4 Tough +1 Cool Jaboca Berry:If a foe's physical move lands, the foe takes damage equal 12% of their max HP Contests: +4 Smart +1 Tough Custap Berry:Causes the holder to go first once when HP falls below 25% Contests: +4 Cute +1 Smart 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 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
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.
Posted: 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.
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
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