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Pokémon Ruby Version, Sapphire Version, and Emerald Version - Pokémon Contest

Pokémon Ruby Version, Sapphire Version, and Emerald Version - Pokémon Contest

Tags: pokemon-ruby-sapphire-and-emerald

Voting Score

A Pokémon will receive a score in the first part of the Contest as follows.

Score = int((B+C+L)/2)+A

where:

  • A = Primary attribute for the contest (for example Cool)
  • B and C = Secondary attributes for the contest (for example for Cool, these are Beauty and Tough)
  • L = Pokémon’s sheen

If the Pokémon is holding a Scarf, add 20 to the corresponding Contest attribute for the purposes of this formula. (If the attribute is now greater than 255, it becomes 255.) (The Red Scarf raises Cool; the Blue Scarf Beauty, the Pink Scarf Cute, the Green Scarf Smart, and the Yellow Scarf Tough.)

A Pokémon’s three other contestants, as well as their voting scores, are determined as soon as the player chooses an eligible Pokémon. (Fainted Pokémon can’t participate, and whether a Pokémon is poisoned, burned, paralyzed, frozen, or asleep is ignored in the contest.)

Move Type Compatibility

For each Contest type, there is a primary attribute, and two secondary attributes.

  • Cool Contest: Beauty, Tough
  • Beauty Contest: Cute, Cool
  • Cute Contest: Smart, Beauty
  • Smart Contest: Tough, Cute
  • Tough Contest: Cool, Smart

Other notes

The voting score determines which contestant can begin its appeal first (those with higher voting scores get to appeal first). In later appeal turns, appeal order is initially determined by the last turn’s appeals (those with higher appeals get to appeal first).

A Pokémon’s final score is equal to ((Appeal score)*2)+(Voting score). The Pokémon with the highest final score is the winner of the contest.

In a tie in scoring or determining appeal order, the Pokémon that wins the tie is determined at random.

If the player’s Pokémon wins a Master Rank contest, and its final score is at least 800, an artist will arrive after the contest.

The game displays hearts and stars as a rough gauge of a Pokémon’s voting and appeal scores:

  • The number of hearts a Pokémon gets when it is presented is determined as follows:
    Normal Rank
    10 or less: 0; 11-20: 1; 21-30: 2; 31-40: 3; 41-50: 4; 51-60: 5; 61-70: 6; 71-80: 7; 81 or greater: 8
    Super Rank
    90 or less: 0; 91-110: 1; 111-130: 2; 131-150: 3; 151-170: 4; 171-190: 5; 19 1-210: 6; 211-230: 7; 231 or greater: 8
    Hyper Rank
    170 or less: 0; 171-200: 1; 201-230: 2; 231-260: 3; 261-290: 4; 291-320: 5; 321-350: 6; 351-380: 7; 381 or greater: 8
    Master Rank
    320 or less: 0; 321-360: 1; 361-400: 2; 401-440: 3; 441-480: 4; 481-520: 5; 521-560: 6; 561-600: 7; 601 or greater: 8
    Link
    100 or less: 0; 101-200: 1; 201-300: 2; 301-400: 3; 401-450: 4; 451-500: 5; 501-550: 6; 551-600: 7; 601 or greater: 8
  • The number of stars a Pokémon gets in final scoring (max. 10, min. 0) is equal to ceil(X/63) where X is the Pokémon’s voting score. ("Ceil" means "round up").
  • The number of hearts a Pokémon gets in final scoring (max. 10, min. -10) is equal to ceil(abs(X)/40) where X is the Pokémon’s combined appeal score ("Abs" means "absolute value"; that is, if the number is negative, it is made positive). If X is negative, the hearts are black; otherwise they are pink. (Each of these hearts is equal to four red appeal hearts.)

If an appealer uses a move of an incompatible attribute (neither primary nor secondary), the crowd’s excitement ("Crowd") falls by 1: "X’s [attribute] didn’t go over well here..."

If an appealer repeats the move it made last turn, its appeal falls by 10 times the number of consecutive uses of the move, and the crowd’s excitement is unaffected.

If an appealer completes a combo, the appeal effect rises by the second move’s unmodified appeal effect.

If an appealer uses a move of the pertinent Contest type, Crowd rises by 1, and the appeal rises by 10. Then, if Crowd=5, the appeal rises by 50 more, and Crowd returns to 0.

Appeal effects

The appeal of moves such as Rain Dance depends on excitement of the crowd:

  • Crowd: 0; Appeal: 10 (Did not work well)
  • Crowd: 1; Appeal: 20 (Worked slightly well)
  • Crowd: 2; Appeal: 30 (Worked pretty well)
  • Crowd: 3; Appeal: 50 (Worked very well)
  • Crowd: 4; Appeal: 60 (Worked excellently)

These messages are shown when a jam effect is applied to an appealer.

  • Appeal -0 (avoid being startled): "X managed to avoid seeing it."
  • Appeal -0 (avoid being startled once): "X managed to avert its gaze."
  • Appeal -10: "X looked down out of distraction."
  • Appeal -20: "X turned back out of distraction."
  • Appeal -30: "X couldn’t help uttering a cry."
  • Appeal -40: "X couldn’t help leaping up."
  • Appeal <-40: "X tripped over out of distraction."

Startle and nervousness checks

Helper function

Function StartleCheck(X)
 If X prevented itself from being startled this turn
  It "managed to avoid seeing it"
  Return 0
 End If
 If X prevented itself from being startled temporarily this turn
  Decrease effect count
  It "managed to avert its gaze"
  Return 0
 Else
  If X must miss a turn ("X" icon)
   Return 0
  Else
   Return 1
  End If
 End If
End Function

Nervousness checks

E equals 60 if one Pokémon able to appeal follows the user.
E equals 30 if two Pokémon able to appeal follow the user.
E equals 20 if three Pokémon able to appeal follow the user.

For each Pokémon X after the user
  If X is about to make a combo move and the Judge
  is watching, C equals 10; else C equals 0.
  A equals X’s condition.
  B equals int(A/10)*10.
  D(X) = C minus B



A = 0

For each Pokémon X after the user, in appeal order
 C = Random integer from 0 through 99
 R2 = D(X)+E
 If C >= R2
  X "was unaffected"
  A = A + 1
 Else
  If StartleCheck(X) = 0
   X "was unaffected"
   A = A + 1
  Else
   X "became nervous"
   A = A + 1
  End If
 End If 
End For
If A = 0, it "messed up"

Startle checks

A = 0
For each Pokémon X before the user, in appeal order
 StartleCheck(X)
 A = A + 1
End For
If A = 0, it "messed up"

Contest Moves

Within parentheses, the first number is the appeal effect; the second number is the jam effect for other Pokémon; and the third number is as follows:

  • 0: Appeal effect is constant.
  • 1: Prevents user from being startled.
  • 2: Startles the Pokémon immediately preceding the user by the jam effect.
  • 3: Startles all previous appealers by the jam effect.
  • 4: Affects appealers other than startling them.
  • 5: Appeal effect can change.
  • 6: Appeal order is changed for the next turn.

The appeal effect rises by 10 for each 10 condition points (or for each condition star) the Pokémon has. The maximum possible appeal a Pokémon can earn at once is 160 (or 16 red appeal hearts). There is no maximum appeal limit for the five appeal turns. It is possible to receive a negative appeal score.

A nervous Pokémon can become startled.

If a Pokémon can’t appeal, it can’t be startled or be a "previous appealer."

00: (40,0,0)

  • POUND (Tough)
  • MEGA PUNCH (Tough)
  • FIRE PUNCH (Beauty)
  • ICE PUNCH (Beauty)
  • THUNDERPUNCH (Cool)
  • SCRATCH (Tough)
  • VICEGRIP (Tough)
  • VINE WHIP (Cool)
  • MEGA KICK (Cool)
  • HORN ATTACK (Cool)
  • TACKLE (Tough)
  • EMBER (Beauty)
  • FLAMETHROWER (Beauty)
  • WATER GUN (Cute)
  • HYDRO PUMP (Beauty)
  • BLIZZARD (Beauty)
  • PECK (Cool)
  • DRILL PECK (Cool)
  • SOLARBEAM (Cool)
  • THUNDERSHOCK (Cool)
  • THUNDERBOLT (Cool)
  • EGG BOMB (Tough)
  • FIRE BLAST (Beauty)
  • SOFTBOILED (Beauty)
  • BONEMERANG (Tough)
  • STRUGGLE (Cool)
  • TRIPLE KICK (Cool)
  • FLAME WHEEL (Beauty)
  • SNORE (Cute)
  • POWDER SNOW (Beauty)
  • ZAP CANNON (Cool)
  • BONE RUSH (Tough)
  • SACRED FIRE (Beauty)
  • METAL CLAW (Cool)
  • SPIT UP (Tough)
  • HEAT WAVE (Beauty)
  • BLAZE KICK (Beauty)
  • MUD SPORT (Cute)
  • WEATHER BALL (Smart)
  • WATER SPORT (Cute)

01: (60,0,0) User receives a doubled jam effect the next time it becomes startled this turn.

  • JUMP KICK (Cool)
  • TAKE DOWN (Tough)
  • DOUBLE-EDGE (Tough)
  • SUBMISSION (Cool)
  • HI JUMP KICK (Cool)
  • SUPERPOWER (Tough)
  • OVERHEAT (Beauty)
  • VOLT TACKLE (Cool)
  • PSYCHO BOOST (Smart)

02: (80,0,0) User can make no more appeals.

  • SELFDESTRUCT (Beauty)
  • EXPLOSION (Beauty)
  • DESTINY BOND (Smart)
  • MEMENTO (Tough)

03: (30,0,0) Can be repeatedly used without penalty.

  • RAGE (Cool)
  • METRONOME (Cute)
  • TRANSFORM (Smart)
  • FURY CUTTER (Cool)
  • SLEEP TALK (Cute)
  • PRESENT (Cute)
  • HIDDEN POWER (Smart)
  • RECYCLE (Smart)

04: (20,0,1) User is prevented from being startled once until end of turn.

  • COUNTER (Tough)
  • DOUBLE TEAM (Cool)
  • HARDEN (Tough)
  • MINIMIZE (Cute)
  • DEFENSE CURL (Cute)
  • REST (Cute)
  • SUBSTITUTE (Smart)
  • DETECT (Cool)
  • ENDURE (Tough)
  • RAPID SPIN (Cool)
  • MIRROR COAT (Beauty)
  • STOCKPILE (Tough)
  • DIVE (Beauty)
  • CALM MIND (Smart)

05: (10,0,1) User is prevented from being startled until end of turn.

  • FLY (Smart)
  • MIST (Beauty)
  • DIG (Smart)
  • TELEPORT (Cool)
  • WITHDRAW (Cute)
  • BARRIER (Cool)
  • LIGHT SCREEN (Beauty)
  • REFLECT (Smart)
  • BIDE (Tough)
  • PROTECT (Cute)
  • SAFEGUARD (Beauty)
  • INGRAIN (Smart)
  • MAGIC COAT (Beauty)
  • IRON DEFENSE (Tough)
  • BOUNCE (Cute)

0A: (20,30,2)

  • HEADBUTT (Tough)
  • POISON STING (Smart)
  • TWINEEDLE (Cool)
  • ABSORB (Smart)
  • STRING SHOT (Smart)
  • CONFUSION (Smart)
  • CONSTRICT (Tough)
  • LEECH LIFE (Smart)
  • SMELLINGSALT (Smart)
  • LUSTER PURGE (Smart)
  • ASTONISH (Smart)

0B: (20,20,3)

  • LEECH SEED (Smart)
  • THUNDER (Cool)
  • DREAM EATER (Smart)
  • BUBBLE (Cute)
  • TRI ATTACK (Beauty)

0C: (10,40,2)

  • STOMP (Tough)
  • BODY SLAM (Tough)
  • ACID (Smart)
  • LOW KICK (Tough)
  • MEGA DRAIN (Smart)
  • LICK (Tough)
  • SLUDGE (Tough)
  • SKULL BASH (Tough)
  • DIZZY PUNCH (Cool)
  • HYPER FANG (Cool)
  • SPARK (Cool)
  • PAIN SPLIT (Smart)
  • IRON TAIL (Cool)
  • CRUNCH (Tough)
  • WILL-O-WISP (Beauty)
  • BRICK BREAK (Cool)
  • KNOCK OFF (Smart)
  • MIST BALL (Smart)
  • NEEDLE ARM (Smart)
  • CRUSH CLAW (Cool)
  • EXTRASENSORY (Cool)

0D: (10,30,3)

  • ROLLING KICK (Cool)
  • BITE (Tough)
  • BUBBLEBEAM (Beauty)
  • SLEEP POWDER (Smart)
  • EARTHQUAKE (Tough)
  • PSYCHIC (Smart)
  • HYPNOSIS (Smart)
  • SCREECH (Smart)
  • FOCUS ENERGY (Cool)
  • SMOG (Tough)
  • GLARE (Tough)
  • LOVELY KISS (Beauty)
  • SPORE (Beauty)
  • ROCK SLIDE (Tough)
  • NIGHTMARE (Smart)
  • ICY WIND (Beauty)
  • FALSE SWIPE (Cool)
  • DRAGONBREATH (Cool)
  • SWEET SCENT (Cute)
  • HAIL (Beauty)
  • HYPER VOICE (Cool)
  • METAL SOUND (Smart)
  • GRASSWHISTLE (Smart)
  • MUD SHOT (Tough)

10: (30,0,4) Previous appealers lose attention of the Judge.

  • SMOKESCREEN (Smart)
  • FLASH (Beauty)
  • SHADOW BALL (Smart)

11: (20,10,3) If the Judge is watching a previous appealer, the jam effect for that appealer is 50.

  • DOUBLESLAP (Tough)
  • SAND-ATTACK (Cute)
  • FURY ATTACK (Cool)
  • PIN MISSILE (Cool)
  • BONE CLUB (Tough)
  • SPIKE CANNON (Cool)
  • FURY SWIPES (Tough)
  • COTTON SPORE (Beauty)
  • SCARY FACE (Tough)
  • SLUDGE BOMB (Tough)
  • MUD-SLAP (Cute)
  • OCTAZOOKA (Tough)
  • GIGA DRAIN (Smart)
  • DYNAMICPUNCH (Cool)
  • ARM THRUST (Tough)
  • MUDDY WATER (Tough)

12: (40,40,3) User can not appeal next turn.

  • THRASH (Tough)
  • HYPER BEAM (Cool)
  • PETAL DANCE (Beauty)
  • OUTRAGE (Cool)
  • TEETER DANCE (Cute)
  • BLAST BURN (Beauty)
  • HYDRO CANNON (Beauty)
  • FRENZY PLANT (Cool)

13: (20,10,3) Jam effect for previous appealers who made an appeal of the same type as this move’s type is 40.

  • SLAM (Tough)
  • ICE BEAM (Beauty)
  • AURORA BEAM (Beauty)
  • SEISMIC TOSS (Tough)
  • STRENGTH (Tough)
  • NIGHT SHADE (Smart)
  • RECOVER (Smart)
  • CHARM (Cute)
  • FAKE OUT (Cute)
  • AIR CUTTER (Cool)
  • SKY UPPERCUT (Cool)
  • ICICLE SPEAR (Beauty)
  • DRAGON CLAW (Cool)

1A: (20,0,4) Unnerves following appealers.

  • SING (Cute)
  • DISABLE (Smart)
  • SPIDER WEB (Smart)
  • SWEET KISS (Cute)
  • SPIKES (Smart)
  • MEAN LOOK (Beauty)
  • ATTRACT (Cute)
  • BATON PASS (Cute)
  • ENCORE (Cute)
  • TORMENT (Tough)
  • FLATTER (Smart)
  • TAUNT (Smart)
  • HELPING HAND (Smart)
  • YAWN (Cute)
  • BLOCK (Cute)

1B: (30,0,4) Previous appealers receive a condition of zero.

  • POISONPOWDER (Smart)
  • TOXIC (Smart)
  • HAZE (Beauty)
  • POISON GAS (Smart)
  • FORESIGHT (Smart)
  • IMPRISON (Smart)
  • POISON FANG (Smart)
  • ODOR SLEUTH (Smart)
  • TICKLE (Cute)
  • POISON TAIL (Smart)

1D: (20,0,5) Appeal effect rises by 40 if user is in position 1.

  • SWIFT (Cool)
  • FAINT ATTACK (Smart)
  • SWAGGER (Cute)
  • SHADOW PUNCH (Smart)
  • AERIAL ACE (Cool)
  • MAGICAL LEAF (Beauty)
  • SHOCK WAVE (Cool)

1E: (20,0,5) Appeal effect rises by 40 if user is in position 4.

  • TAIL WHIP (Cute)
  • GROWL (Cute)
  • WATERFALL (Tough)
  • SPLASH (Cute)
  • REVERSAL (Cool)
  • HEAL BELL (Beauty)
  • FACADE (Cute)
  • ENDEAVOR (Tough)
  • FEATHERDANCE (Beauty)
  • AROMATHERAPY (Smart)
  • FAKE TEARS (Smart)

1F: (10,0,5) Appeal effect rises by half of the combined appeal of previous appealers, rounded down to the nearest multiple of 10 (minimum 0).

  • THIEF (Tough)
  • ROLE PLAY (Cute)
  • SKILL SWAP (Smart)
  • COVET (Cute)

20: (10,0,5) Appeal effect rises by the appeal of the Pokémon immediately preceding the user (minimum 0).

  • MIMIC (Cute)
  • MIRROR MOVE (Smart)
  • SKETCH (Smart)

21: (10,0,5) Appeal effect rises by: 0 (position 1), 10 (position 2), 30 (position 3), or 50 (position 4).

  • DRAGON RAGE (Cool)
  • FLAIL (Cute)
  • SPITE (Tough)
  • ERUPTION (Beauty)
  • GRUDGE (Tough)
  • SLACK OFF (Cute)
  • WATER SPOUT (Beauty)

22: (10,0,5) Appeal effect rises by 0, 10, 30, 50, or 70.

  • MORNING SUN (Beauty)
  • SYNTHESIS (Smart)
  • MOONLIGHT (Beauty)
  • ASSIST (Cute)

23: (20,0,5) Appeal effect rises by 40 if this move’s type is the same as that of the previous appealer’s appeal.

  • COMET PUNCH (Tough)
  • WING ATTACK (Cool)
  • DOUBLE KICK (Cool)
  • SONICBOOM (Cool)
  • ROCK THROW (Tough)
  • BARRAGE (Tough)
  • CONVERSION (Beauty)
  • CONVERSION 2 (Beauty)
  • MILK DRINK (Cute)
  • STEEL WING (Cool)
  • MEGAHORN (Cool)
  • PSYCH UP (Smart)
  • CHARGE (Smart)
  • TRICK (Smart)
  • METEOR MASH (Cool)
  • ROCK BLAST (Tough)

25: (30,0,5) If the appeal of the Pokémon immediately preceding the user was less than 30, appeal effect rises by 30; if greater than 30, appeal effect is reduced by 30; if equal to 30 or if the user moved first, appeal effect is unchanged.

  • KARATE CHOP (Tough)
  • RAZOR WIND (Cool)
  • SURF (Beauty)
  • RAZOR LEAF (Cool)
  • SKY ATTACK (Cool)
  • CRABHAMMER (Tough)
  • SLASH (Cool)
  • AEROBLAST (Cool)
  • CROSS CHOP (Cool)
  • CAMOUFLAGE (Smart)
  • LEAF BLADE (Cool)

26: (10,0,5) Raises the user’s condition by 10 (maximum 30).

  • SWORDS DANCE (Beauty)
  • GROWTH (Beauty)
  • MEDITATE (Beauty)
  • AMNESIA (Cute)
  • ACID ARMOR (Tough)
  • SHARPEN (Cute)
  • BELLY DRUM (Cute)
  • ANCIENTPOWER (Tough)
  • SWALLOW (Tough)
  • REFRESH (Cute)
  • TAIL GLOW (Beauty)
  • SILVER WIND (Beauty)
  • COSMIC POWER (Cool)
  • HOWL (Cool)
  • BULK UP (Beauty)
  • DRAGON DANCE (Cool)

27: (10,0,5) Appeal equals 10 + (3 * user’s condition).

  • ROCK SMASH (Tough)
  • SECRET POWER (Smart)

28: (30,0,6) User’s placement next turn is 1. (Will appeal before others that used a move of this kind.)

  • AGILITY (Cool)
  • QUICK ATTACK (Cool)
  • MACH PUNCH (Cool)
  • EXTREMESPEED (Cool)

29: (30,0,6) User’s placement next turn is 4. (Will appeal after others that used a move of this kind.)

  • CURSE (Tough)
  • VITAL THROW (Cool)
  • FOCUS PUNCH (Tough)
  • REVENGE (Tough)

2B: (30,0,6) The appeal order next turn is random. (Overrides effects that cause a Pokémon to appeal in a given position.)

  • GUST (Smart)
  • WHIRLWIND (Smart)
  • ROAR (Cool)
  • SUPERSONIC (Smart)
  • PSYBEAM (Beauty)
  • CONFUSE RAY (Smart)
  • SANDSTORM (Tough)
  • TWISTER (Cool)
  • UPROAR (Cute)
  • SIGNAL BEAM (Beauty)
  • WATER PULSE (Beauty)

2C: (10,0,5) An appeal that excites the audience in any Contest.

  • RETURN (Cute)
  • FRUSTRATION (Cute)

2D: (20,10,3) Jam effect for each previous Pokémon is equal to half of that Pokémon’s appeal, rounded down to the nearest multiple of 10 (minimum 10).

  • GUILLOTINE (Cool)
  • CUT (Cool)
  • HORN DRILL (Cool)
  • STUN SPORE (Smart)
  • THUNDER WAVE (Cool)
  • FISSURE (Tough)
  • PSYWAVE (Smart)
  • SUPER FANG (Tough)
  • PERISH SONG (Beauty)
  • PURSUIT (Smart)
  • BEAT UP (Smart)
  • SNATCH (Smart)
  • SHEER COLD (Beauty)
  • BULLET SEED (Cool)

2E: (10,0,5) The appeal works best the more the crowd is excited.

  • PAY DAY (Smart)
  • MAGNITUDE (Tough)
  • RAIN DANCE (Tough)
  • SUNNY DAY (Beauty)
  • NATURE POWER (Beauty)

2F: (30,0,4) Appeals that follow this one this turn will be ignored by the audience. (This effect can’t be reset.)

  • BIND (Tough)
  • WRAP (Tough)
  • LEER (Cool)
  • FIRE SPIN (Beauty)
  • CLAMP (Tough)
  • KINESIS (Smart)
  • MIND READER (Smart)
  • LOCK-ON (Smart)
  • ROLLOUT (Tough)
  • FUTURE SIGHT (Smart)
  • WHIRLPOOL (Beauty)
  • FOLLOW ME (Cute)
  • WISH (Cute)
  • ICE BALL (Beauty)
  • ROCK TOMB (Smart)
  • SAND TOMB (Smart)
  • DOOM DESIRE (Cool)
10Contest Combos
  • RAIN DANCE: WATER GUN, HYDRO PUMP, SURF, BUBBLEBEAM, THUNDER, WITHDRAW, WATERFALL, CLAMP, BUBBLE, CRABHAMMER, OCTAZOOKA, WHIRLPOOL, DIVE, HYDRO CANNON, WEATHER BALL, WATER SPOUT, MUDDY WATER, WATER SPORT, WATER PULSE
  • RAGE: THRASH, LEER, SCARY FACE
  • FOCUS ENERGY: KARATE CHOP, MEGA PUNCH, MEGA KICK, HEADBUTT, TAKE DOWN, DOUBLE-EDGE, TRIPLE KICK, BONE RUSH, DYNAMICPUNCH, CROSS CHOP, FOCUS PUNCH, BRICK BREAK, ARM THRUST, SKY UPPERCUT
  • HYPNOSIS: DREAM EATER, NIGHTMARE
  • ENDURE: FLAIL, REVERSAL, DESTINY BOND, PAIN SPLIT, ENDEAVOR, ERUPTION
  • HORN ATTACK: FURY ATTACK, HORN DRILL
  • SWORDS DANCE: CUT, CRABHAMMER, SLASH, FALSE SWIPE, FURY CUTTER, CRUSH CLAW
  • STOCKPILE: SPIT UP, SWALLOW
  • SUNNY DAY: FIRE PUNCH, EMBER, FLAMETHROWER, SOLARBEAM, FIRE SPIN, FIRE BLAST, FLAME WHEEL, SACRED FIRE, MORNING SUN, SYNTHESIS, MOONLIGHT, HEAT WAVE, WILL-O-WISP, ERUPTION, BLAZE KICK, BLAST BURN, WEATHER BALL, OVERHEAT
  • REST: SNORE, SLEEP TALK
  • VICEGRIP: GUILLOTINE, BIND
  • DEFENSE CURL: TACKLE, ROLLOUT
  • CHARGE: THUNDERPUNCH, THUNDERSHOCK, THUNDERBOLT, THUNDER WAVE, THUNDER, SPARK, VOLT TACKLE, SHOCK WAVE
  • ROCK THROW: ROCK SLIDE, ROCK TOMB
  • YAWN: REST, SLACK OFF
  • SCARY FACE: LEER, BITE, SUPER FANG, CRUNCH
  • POWDER SNOW: BLIZZARD
  • LOCK-ON: THUNDER, TRI ATTACK, OCTAZOOKA, ZAP CANNON, SUPERPOWER
  • SOFTBOILED: EGG BOMB
  • MEAN LOOK: DESTINY BOND, PERISH SONG
  • SCRATCH: FURY SWIPES, SLASH
  • GROWTH: VINE WHIP, ABSORB, MEGA DRAIN, RAZOR LEAF, SOLARBEAM, PETAL DANCE, GIGA DRAIN, BULLET SEED, FRENZY PLANT, MAGICAL LEAF
  • HAIL: BLIZZARD, POWDER SNOW, WEATHER BALL
  • SANDSTORM: SAND-ATTACK, MUD-SLAP, WEATHER BALL, SAND TOMB
  • BELLY DRUM: REST
  • MIND READER: MEGA PUNCH, MEGA KICK, JUMP KICK, SUBMISSION, HI JUMP KICK, DYNAMICPUNCH
  • DRAGONBREATH: DRAGON RAGE, DRAGON CLAW, DRAGON DANCE
  • DRAGON RAGE: DRAGONBREATH, DRAGON CLAW, DRAGON DANCE
  • DRAGON DANCE: DRAGON RAGE, DRAGONBREATH, DRAGON CLAW
  • SURF: DIVE
  • DIVE: SURF
  • STRING SHOT: SPIDER WEB
  • LEER: SCRATCH, STOMP, HORN ATTACK, TACKLE, BITE, GLARE, SCARY FACE, FAINT ATTACK
  • TAUNT: COUNTER, DETECT, MIRROR COAT
  • CHARM: TAIL WHIP, GROWL, REST, SWEET KISS, FLATTER
  • HARDEN: TACKLE, TAKE DOWN, DOUBLE-EDGE, PROTECT, ROLLOUT
  • SING: PERISH SONG, REFRESH
  • EARTHQUAKE: FISSURE, ERUPTION
  • DOUBLE TEAM: AGILITY, QUICK ATTACK, TELEPORT
  • CURSE: SPITE, DESTINY BOND, MEAN LOOK, GRUDGE
  • SWEET SCENT: POISONPOWDER, STUN SPORE, SLEEP POWDER
  • SLUDGE: SLUDGE BOMB
  • SLUDGE BOMB: SLUDGE
  • THUNDERPUNCH: FIRE PUNCH, ICE PUNCH
  • FIRE PUNCH: ICE PUNCH, THUNDERPUNCH
  • ICE PUNCH: FIRE PUNCH, THUNDERPUNCH
  • PECK: FURY ATTACK, DRILL PECK
  • METAL SOUND: METAL CLAW
  • MUD SPORT: WATER GUN, MUD-SLAP, WATER SPORT
  • WATER SPORT: WATER GUN, REFRESH, MUD SPORT
  • BONE CLUB: BONEMERANG, BONE RUSH
  • BONEMERANG: BONE CLUB, BONE RUSH
  • BONE RUSH: BONE CLUB, BONEMERANG
  • SAND-ATTACK: MUD-SLAP
  • MUD-SLAP: SAND-ATTACK, MUD SPORT
  • FAKE OUT: SEISMIC TOSS, FAINT ATTACK, VITAL THROW, KNOCK OFF, ARM THRUST
  • PSYCHIC: CONFUSION, TELEPORT, KINESIS, FUTURE SIGHT
  • KINESIS: CONFUSION, PSYCHIC, TELEPORT, FUTURE SIGHT
  • CONFUSION: PSYCHIC, TELEPORT, KINESIS, FUTURE SIGHT
  • POUND: DOUBLESLAP, SLAM, FAINT ATTACK
  • SMOG: SMOKESCREEN
  • CALM MIND: PSYBEAM, CONFUSION, PSYCHIC, MEDITATE, LIGHT SCREEN, REFLECT, DREAM EATER, PSYWAVE, FUTURE SIGHT, LUSTER PURGE, MIST BALL, PSYCHO BOOST

Contest Trainers

For Pokémon Ruby Version and Pokémon Sapphire Version.

NameTrainerMovesCool BeautyCuteSmartToughSheen RankContests
POOCHY (POOCHYENA)JIMMYROAR, BITE, TAKE DOWN, HOWL104103450NormalCo      To
ZIGOON (ZIGZAGOON)EDITHREST, TAIL WHIP, TACKLE, COVET101061260Normal    Cu    
DUSTER (DUSTOX)EVANSILVER WIND, MOONLIGHT, LIGHT SCREEN, GUST2101012470Normal  Be      
DOTS (SEEDOT)KELSEYBIDE, SYNTHESIS, BULLET SEED, GROWTH3352780Normal      SmTo
TATAY (TAILLOW)MADISONWING ATTACK, AGILITY, AERIAL ACE, GROWL1335490NormalCo        
NINDA (NINCADA)RAYMONDLEECH LIFE, FALSE SWIPE, FURY SWIPES, MIND READER521078100Normal      Sm  
SMISH (SHROOMISH)GRANTSTUN SPORE, LEECH SEED, MEGA DRAIN, ATTRACT33102250Normal      Sm  
GULWEE (WINGULL)PAIGEMIST, WATER GUN, GROWL, PURSUIT351101060Normal  BeCu    
SLOKTH (SLAKOTH)ALECSTRENGTH, COUNTER, YAWN, ENCORE104451870Normal  BeCu  To
WHIRIS (WHISMUR)SYDNEYASTONISH, SCREECH, UPROAR, HYPER VOICE2272780NormalCo    Sm  
MAHITA (MAKUHITA)MORRISSEISMIC TOSS, VITAL THROW, TACKLE, REVERSAL9118190NormalCo      To
RONAR (ARON)MARIAHMETAL CLAW, IRON DEFENSE, HEADBUTT, TAKE DOWN5102102100NormalCo      To
ZUTZU (ZUBAT)RUSSELLHAZE, MEAN LOOK, CONFUSE RAY, LEECH LIFE42221050Normal  BeCuSm  
GULIN (GULPIN)MELANIESLUDGE, AMNESIA, TOXIC, YAWN110110560Normal    Cu    
RIKELEC (ELECTRIKE)CHANCESPARK, THUNDER WAVE, THUNDER, ROAR201011170NormalCoBe      
RELIA (ROSELIA)KARINAPETAL DANCE, MAGICAL LEAF, GRASSWHISTLE, INGRAIN5015751020100Super  Be  Sm  
DUODO (DODUO)BOBBYPECK, FURY ATTACK, RETURN, GROWL1521158535110SuperCoBeCuSmTo
PINCHIN (TRAPINCH)CLAIREBITE, SAND-ATTACK, DIG, FAINT ATTACK7525251025120Super    CuSmTo
NACAC (CACNEA)WILLIESPIKES, LEER, POISON STING, SAND-ATTACK1030256525130SuperCo    Sm  
SHRAND (SANDSHREW)CASSIDYSLASH, DEFENSE CURL, SWIFT, FURY SWIPES30903010100140SuperCo      To
TOYBAL (BALTOY)MORGANSELFDESTRUCT, ROCK TOMB, PSYBEAM, CONFUSION5040103535150Super  Be  Sm  
LENUM (NUMEL)SUMMERMAGNITUDE, EARTHQUAKE, SUNNY DAY, FLAMETHROWER405404040100SuperCoBe    To
SPININ (SPINDA)MILESTEETER DANCE, PSYCH UP, HYPNOSIS, UPROAR2575251025110Super    CuSm  
SWABY (SWABLU)AUDREYMIRROR MOVE, PERISH SONG, SAFEGUARD, MIST3030403025120Super  Be  Sm  
NOONE (LINOONE)AVERYGROWL, COVET, SAND-ATTACK, REST4040301030130Super  BeCu    
KECON (KECLEON)ARIANATHIEF, SCREECH, ANCIENTPOWER, BIND1010407535140Super      SmTo
GOLDEN (GOLDEEN)ASHTONHORN ATTACK, FURY ATTACK, HORN DRILL, TAIL WHIP703053025150SuperCoBe      
BOBOACH (BARBOACH)SANDRAMUD SPORT, WATER SPORT, EARTHQUAKE, FUTURE SIGHT4545602515100Super    CuSmTo
CORPY (SKARMORY)CARSONSWIFT, DOUBLE TEAM, AGILITY, CUT4030256020110SuperCoBe    To
TADO (LOTAD)KATRINAASTONISH, GROWL, RAIN DANCE, WATER PULSE1515301575120Super  BeCuSm  
LAIRN (LAIRON)RONNIEMETAL SOUND, METAL CLAW, HARDEN, TAKE DOWN30503510090200Hyper      SmTo
NUZLE (NUZLEAF)CLAUDIAGROWTH, RAZOR WIND, EXPLOSION, EXTRASENSORY7575653570210HyperCoBe      
NINAS (NINJASK)ELIASSCREECH, FURY SWIPES, SAND-ATTACK, BATON PASS3050957070220Hyper    CuSmTo
WELOW (SWELLOW)JADEAGILITY, AERIAL ACE, WING ATTACK, FLY6585357540230HyperCoBe      
YENA (MIGHTYENA)FRANCISTAUNT, THIEF, ODOR SLEUTH, TAKE DOWN4080357070240Hyper      SmTo
TIFLY (BEAUTIFLY)ALISHAMORNING SUN, SILVER WIND, STUN SPORE, SECRET POWER40702580100250Hyper  Be  Sm  
KINGSEA (SEAKING)SAULFLAIL, SUPERSONIC, HORN ATTACK, FURY ATTACK8060307090200HyperCo  CuSmTo
ERUPAM (CAMERUPT)FELICIAEARTHQUAKE, FISSURE, OVERHEAT, HYPER BEAM10080205065210HyperCoBe    To
CHOPAM (MACHOP)EMILIOSEISMIC TOSS, FOCUS ENERGY, KARATE CHOP, SCARY FACE7085256050220Hyper        To
LOMBE (LOMBRE)KARLAATTRACT, FLASH, UPROAR, GROWL4060904570230Hyper  BeCuSm  
VIPES (SEVIPER)DARRYLPOISON FANG, GLARE, WRAP, SCREECH35509040100240Hyper      SmTo
MERAIL (WAILMER)SELENAWATER PULSE, REST, WATER SPOUT, SPLASH301001005030250Hyper  BeCu    
KARPAG (MAGIKARP)NOELTACKLE, SPLASH, FLAIL, TACKLE303016050160255Hyper    Cu  To
LUNONE (LUNATONE)LACEYEXPLOSION, FUTURE SIGHT, PSYCHIC, CONFUSION5070607050210Hyper  Be  Sm  
PELIPE (PELIPPER)CORBINMIST, HAIL, HYPER BEAM, WING ATTACK9580853535220HyperCoBe      
RADOS (GYARADOS)JUSTINAHYPER BEAM, HYDRO PUMP, RAIN DANCE, BITE1602002040160255MasterCoBe    To
LOUDERD (LOUDRED)RALPHHYPER VOICE, STOMP, ROAR, HOWL1705055150160255MasterCo      To
CATTED (DELCATTY)ROSAATTRACT, ASSIST, FAINT ATTACK, TAIL WHIP4020015018560255Master  BeCuSm  
SLING (SLAKING)KEATONCOVET, COUNTER, ENCORE, SLACK OFF8585170110150255Master    CuSmTo
TARIA (ALTARIA)MAYRADRAGON DANCE, HYPER BEAM, PERISH SONG, SAFEGUARD170150303090255MasterCoBe      
SHEDJA (KIRLIA)LAMARSHOCK WAVE, SHADOW BALL, SKILL SWAP, RETURN230606023080255MasterCo    Sm  
PLUMILE (VILEPLUME)AUBREYPETAL DANCE, SWEET SCENT, STUN SPORE, FLASH3520015013040255Master  BeCuSm  
KULLUSK (DUSKULL)NIGELDISABLE, FUTURE SIGHT, NIGHT SHADE, PURSUIT2535230150160255Master    CuSmTo
UTAN (XATU)CAMILLENIGHT SHADE, FUTURE SIGHT, CONFUSE RAY, PSYCHIC3535150130170255Master    CuSmTo
PEDOS (SHARPEDO)DEONAGILITY, SWAGGER, TAUNT, TAKE DOWN1407014075100255MasterCo  Cu  To
LUVIS (LUVDISC)JANELLESWEET KISS, ATTRACT, TAKE DOWN, CHARM5010022040190255Master    Cu  To
HEROSS (HERACROSS)HEATHSTRENGTH, ENDURE, REVERSAL, ROCK TOMB17070110240140255MasterCo      To
RODLECT (ELECTRODE)SASHAEXPLOSION, LIGHT SCREEN, SWIFT, FLASH200200303550255MasterCoBe      
CHUPY (PICHU)FRANKIESWEET KISS, ATTRACT, REST, TAIL WHIP25150180115120255Master  BeCuSm  
WOBET (WOBBUFFET)HELENCOUNTER, MIRROR COAT, SAFEGUARD, DESTINY BOND6023050220210255MasterCoBe  SmTo