Fallarbor Town Contest Lobby
Connected Maps
Nearby rooms and floors on this visit.
Travel Routes
|
Route
|
Destination
|
|---|---|
| Exit | Fallarbor Town |
Contest Artist Paintings
Inspect the saved Super Rank winner painting here.
Check the hall portrait
Super Rank.
Use this frame to view the saved Contest Hall winner painting for this lobby.
Contest Painting Steps
| Name | Details |
|---|---|
|
Check the hall portrait
|
Super Rank. |
Pokéblock Planner
Match Berry flavors to Cool, Beauty, Cute, Smart, or Tough gains for Super Rank, then pick natures and smoothness before feeding.
- Conditions
- 5
- Cool, Beauty, Cute, Smart, and Tough.
- Nature reactions
- 5
- Liked, disliked, or neutral by flavor.
- Berry picks
- 30
- Grouped by strongest flavor and smoothness.
- Contest moves
- 354
- Grouped by Contest category.
- Move effects
- 48
- Base appeal and jam values.
- Combos
- 235
- Starter and finisher chains.
- Heart ranks
- 5
- Normal, Super, Hyper, Master, and link thresholds.
- Formula steps
- 7
- Flavor, RPM, feel, nature, and caps.
- Blender notes
- 4
- Berry choice, speed, feel, and records.
- Prize notes
- 2
- Ribbons and repeat Master rewards.
- Sheen limit
- 255
- Full sheen stops more condition gains.
Pick the condition first
Cool, Beauty, Cute, Smart, or Tough.
Blend Berries whose strongest flavor matches the Contest condition you want to raise.
Match the Pokémon’s nature
Liked flavors gain more; disliked flavors gain less.
A nature can make a Pokéblock feel better, neutral, or worse, which changes the final condition boost.
Watch sheen
Low smoothness leaves more room.
Each Pokéblock adds sheen. Once sheen is full, more Pokéblocks do not raise Contest conditions.
Match moves to the Contest
Category fit changes excitement, appeal, and jam planning.
Bring moves that match the Contest category before filling the moveset around combos, high appeal, or useful jam.
Use the real appeal math
Base appeal, condition, combos, repeats, and the crowd all matter.
Plan the turn from the move effect first, then decide whether condition or combo bonuses are worth the move slot.
Plan round-one condition
The entry score also counts nearby conditions and sheen.
Raise the main condition first, but do not ignore the two nearby conditions when you need more opening hearts.
Chain combo moves
A completed combo adds the finisher move’s base appeal again.
Use the starter move first, then land the matching finisher on the next appeal.
Blend with the session in mind
Berries, player count, speed, and feel shape the result.
Plan the Berry mix first, then use better timing and more players when you want stronger, smoother Pokéblocks.
Calculate Pokéblock level and feel
Flavor subtraction, RPM, smoothness, nature, and sheen decide the final gain.
Use lower-feel blocks when you need more feedings before sheen fills up.
Know the prize target
Ribbons and repeat Master prizes come after judging.
Condition training and move category planning matter because the win decides the Ribbon or repeat Master reward.
Flavor Targets
| Name | Details |
|---|---|
|
Spicy -> Cool
|
Red Pokéblock |
|
Dry -> Beauty
|
Blue Pokéblock |
|
Sweet -> Cute
|
Pink Pokéblock |
|
Bitter -> Smart
|
Green Pokéblock |
|
Sour -> Tough
|
Yellow Pokéblock |
Nature Reactions
| Name | Details |
|---|---|
|
Spicy / Cool
|
Likes: Lonely, Brave, Adamant, Naughty |
|
Dry / Beauty
|
Likes: Modest, Mild, Quiet, Rash |
|
Sweet / Cute
|
Likes: Timid, Hasty, Jolly, Naive |
|
Bitter / Smart
|
Likes: Calm, Gentle, Sassy, Careful |
|
Sour / Tough
|
Likes: Bold, Relaxed, Impish, Lax |
Strong Berry Picks
| Name | Details |
|---|---|
|
Enigma Berry
|
Cool; Spicy 40; Dry 40; Sweet 40; Bitter 40; Sour 40; smoothness 40 |
|
Spelon Berry
|
Cool; Spicy 40; Dry 10; smoothness 70 |
|
Liechi Berry
|
Cool; Spicy 40; Sweet 40; Sour 10; smoothness 80 |
|
Petaya Berry
|
Cool; Spicy 40; Bitter 40; smoothness 80 |
|
Tamato Berry
|
Cool; Spicy 20; Dry 10; smoothness 30 |
|
Hondew Berry
|
Cool; Spicy 10; Dry 10; Bitter 10; smoothness 20 |
|
Enigma Berry
|
Beauty; Spicy 40; Dry 40; Sweet 40; Bitter 40; Sour 40; smoothness 40 |
|
Pamtre Berry
|
Beauty; Dry 40; Sweet 10; smoothness 70 |
|
Apicot Berry
|
Beauty; Dry 40; Sour 40; smoothness 80 |
|
Ganlon Berry
|
Beauty; Dry 40; Bitter 40; smoothness 80 |
|
Cornn Berry
|
Beauty; Dry 20; Sweet 10; smoothness 30 |
|
Bluk Berry
|
Beauty; Dry 10; Sweet 10; smoothness 20 |
|
Enigma Berry
|
Cute; Spicy 40; Dry 40; Sweet 40; Bitter 40; Sour 40; smoothness 40 |
|
Watmel Berry
|
Cute; Sweet 40; Bitter 10; smoothness 70 |
|
Liechi Berry
|
Cute; Spicy 40; Sweet 40; Sour 10; smoothness 80 |
|
Salac Berry
|
Cute; Sweet 40; Sour 40; smoothness 80 |
|
Magost Berry
|
Cute; Sweet 20; Bitter 10; smoothness 30 |
|
Bluk Berry
|
Cute; Dry 10; Sweet 10; smoothness 20 |
|
Enigma Berry
|
Smart; Spicy 40; Dry 40; Sweet 40; Bitter 40; Sour 40; smoothness 40 |
|
Durin Berry
|
Smart; Bitter 40; Sour 10; smoothness 70 |
|
Ganlon Berry
|
Smart; Dry 40; Bitter 40; smoothness 80 |
|
Petaya Berry
|
Smart; Spicy 40; Bitter 40; smoothness 80 |
|
Rabuta Berry
|
Smart; Bitter 20; Sour 10; smoothness 30 |
|
Hondew Berry
|
Smart; Spicy 10; Dry 10; Bitter 10; smoothness 20 |
|
Enigma Berry
|
Tough; Spicy 40; Dry 40; Sweet 40; Bitter 40; Sour 40; smoothness 40 |
|
Belue Berry
|
Tough; Spicy 10; Sour 40; smoothness 70 |
|
Apicot Berry
|
Tough; Dry 40; Sour 40; smoothness 80 |
|
Salac Berry
|
Tough; Sweet 40; Sour 40; smoothness 80 |
|
Nomel Berry
|
Tough; Spicy 10; Sour 20; smoothness 30 |
|
Grepa Berry
|
Tough; Dry 10; Sweet 10; Sour 10; smoothness 20 |
Contest Move Matchups
| Name | Details |
|---|---|
|
Cool moves
|
83 moves; max appeal 60; max jam 40 |
|
Beauty moves
|
65 moves; max appeal 80; max jam 40 |
|
Cute moves
|
49 moves; max appeal 40; max jam 40 |
|
Smart moves
|
83 moves; max appeal 80; max jam 40 |
|
Tough moves
|
74 moves; max appeal 80; max jam 40 |
Contest Scoring
| Name | Details |
|---|---|
|
Round-one condition score
|
Main condition + half of both nearby conditions and sheen |
|
Cool condition score
|
Cool + half of Tough, Beauty, and sheen |
|
Beauty condition score
|
Beauty + half of Cool, Cute, and sheen |
|
Cute condition score
|
Cute + half of Beauty, Smart, and sheen |
|
Smart condition score
|
Smart + half of Cute, Tough, and sheen |
|
Tough condition score
|
Tough + half of Smart, Cool, and sheen |
|
Move appeal and jam
|
Each move effect has a base appeal value and, when it startles, a jam value. |
|
Condition bonus
|
Some effects add the move condition, or three times that condition. |
|
Combo bonus
|
A completed combo adds the finisher move’s base appeal again. |
|
Repeat penalty
|
Repeated moves add 10 jam per repeat step. |
|
Audience excitement
|
A matching category gives +1; a full audience adds 60 appeal. |
|
Cool Contest excitement
|
Cool +1; Beauty 0; Cute -1; Smart -1; Tough 0 |
|
Beauty Contest excitement
|
Cool 0; Beauty +1; Cute 0; Smart -1; Tough -1 |
|
Cute Contest excitement
|
Cool -1; Beauty 0; Cute +1; Smart 0; Tough -1 |
|
Smart Contest excitement
|
Cool -1; Beauty -1; Cute 0; Smart +1; Tough 0 |
|
Tough Contest excitement
|
Cool 0; Beauty -1; Cute -1; Smart 0; Tough +1 |
Contest Heart Thresholds
| Name | Details |
|---|---|
|
Normal Rank hearts
|
11 / 21 / 31 / 41 / 51 / 61 / 71 / 81 |
|
Super Rank hearts
|
91 / 111 / 131 / 151 / 171 / 191 / 211 / 231 |
|
Hyper Rank hearts
|
171 / 201 / 231 / 261 / 291 / 321 / 351 / 381 |
|
Master Rank hearts
|
321 / 361 / 401 / 441 / 481 / 521 / 561 / 601 |
|
Link Contest hearts
|
101 / 201 / 301 / 401 / 451 / 501 / 551 / 601 |
Contest Combos
| Name | Details |
|---|---|
|
Charge -> Shock Wave
|
Cool; +20 appeal base; +20 more when the combo lands |
|
Charge -> Spark
|
Cool; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Charge -> Thunder
|
Cool; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Charge -> Thunder Punch
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Charge -> Thunder Shock
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Charge -> Thunder Wave
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Charge -> Thunderbolt
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Charge -> Volt Tackle
|
Cool; +60 appeal base; +60 more when the combo lands |
|
Confusion -> Teleport
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Double Team -> Agility
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Double Team -> Quick Attack
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Double Team -> Teleport
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Dragon Breath -> Dragon Claw
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Dragon Breath -> Dragon Dance
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Dragon Breath -> Dragon Rage
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Dragon Dance -> Dragon Breath
|
Cool; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Dragon Dance -> Dragon Claw
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Dragon Dance -> Dragon Rage
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Dragon Rage -> Dragon Breath
|
Cool; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Dragon Rage -> Dragon Claw
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Dragon Rage -> Dragon Dance
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Endure -> Reversal
|
Cool; +20 appeal base; +20 more when the combo lands |
|
Fake Out -> Vital Throw
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Fire Punch -> Thunder Punch
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Focus Energy -> Brick Break
|
Cool; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Focus Energy -> Cross Chop
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Focus Energy -> Dynamic Punch
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Focus Energy -> Mega Kick
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Focus Energy -> Sky Uppercut
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Focus Energy -> Triple Kick
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Growth -> Bullet Seed
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Growth -> Frenzy Plant
|
Cool; +40 appeal base; +40 more when the combo lands; 40 jam |
|
Growth -> Razor Leaf
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Growth -> Solar Beam
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Growth -> Vine Whip
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Horn Attack -> Fury Attack
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Horn Attack -> Horn Drill
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Ice Punch -> Thunder Punch
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Kinesis -> Teleport
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Leer -> Horn Attack
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Lock On -> Thunder
|
Cool; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Lock On -> Zap Cannon
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Metal Sound -> Metal Claw
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Mind Reader -> Dynamic Punch
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Mind Reader -> Hi Jump Kick
|
Cool; +60 appeal base; +60 more when the combo lands |
|
Mind Reader -> Jump Kick
|
Cool; +60 appeal base; +60 more when the combo lands |
|
Mind Reader -> Mega Kick
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Mind Reader -> Submission
|
Cool; +60 appeal base; +60 more when the combo lands |
|
Peck -> Drill Peck
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Peck -> Fury Attack
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Psychic -> Teleport
|
Cool; +10 appeal base; +10 more when the combo lands |
|
Rage -> Leer
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Thunder
|
Cool; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Scary Face -> Leer
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Scratch -> Slash
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Sunny Day -> Solar Beam
|
Cool; +40 appeal base; +40 more when the combo lands |
|
Swords Dance -> Crush Claw
|
Cool; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Swords Dance -> Cut
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Swords Dance -> False Swipe
|
Cool; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Swords Dance -> Fury Cutter
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Swords Dance -> Slash
|
Cool; +30 appeal base; +30 more when the combo lands |
|
Taunt -> Detect
|
Cool; +20 appeal base; +20 more when the combo lands |
|
Vice Grip -> Guillotine
|
Cool; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Calm Mind -> Light Screen
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Calm Mind -> Meditate
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Calm Mind -> Psybeam
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Curse -> Mean Look
|
Beauty; +20 appeal base; +20 more when the combo lands |
|
Dive -> Surf
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Earthquake -> Eruption
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Endure -> Eruption
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Fire Punch -> Ice Punch
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Growth -> Magical Leaf
|
Beauty; +20 appeal base; +20 more when the combo lands |
|
Growth -> Petal Dance
|
Beauty; +40 appeal base; +40 more when the combo lands; 40 jam |
|
Hail -> Blizzard
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Hail -> Powder Snow
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Ice Punch -> Fire Punch
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Lock On -> Tri Attack
|
Beauty; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Mean Look -> Perish Song
|
Beauty; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Powder Snow -> Blizzard
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Rain Dance -> Bubble Beam
|
Beauty; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Rain Dance -> Dive
|
Beauty; +20 appeal base; +20 more when the combo lands |
|
Rain Dance -> Hydro Cannon
|
Beauty; +40 appeal base; +40 more when the combo lands; 40 jam |
|
Rain Dance -> Hydro Pump
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Rain Dance -> Surf
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Water Pulse
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Water Spout
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Rain Dance -> Whirlpool
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Sing -> Perish Song
|
Beauty; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sunny Day -> Blast Burn
|
Beauty; +40 appeal base; +40 more when the combo lands; 40 jam |
|
Sunny Day -> Blaze Kick
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Ember
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Eruption
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Sunny Day -> Fire Blast
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Fire Punch
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Fire Spin
|
Beauty; +30 appeal base; +30 more when the combo lands |
|
Sunny Day -> Flame Wheel
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Flamethrower
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Heat Wave
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Moonlight
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Sunny Day -> Morning Sun
|
Beauty; +10 appeal base; +10 more when the combo lands |
|
Sunny Day -> Overheat
|
Beauty; +60 appeal base; +60 more when the combo lands |
|
Sunny Day -> Sacred Fire
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Sunny Day -> Will O Wisp
|
Beauty; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Surf -> Dive
|
Beauty; +20 appeal base; +20 more when the combo lands |
|
Taunt -> Mirror Coat
|
Beauty; +20 appeal base; +20 more when the combo lands |
|
Thunder Punch -> Fire Punch
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Thunder Punch -> Ice Punch
|
Beauty; +40 appeal base; +40 more when the combo lands |
|
Belly Drum -> Rest
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Charm -> Growl
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Charm -> Rest
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Charm -> Sweet Kiss
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Charm -> Tail Whip
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Endure -> Flail
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Harden -> Protect
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Mud Slap -> Mud Sport
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Mud Slap -> Sand Attack
|
Cute; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Mud Sport -> Mud Slap
|
Cute; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Mud Sport -> Water Gun
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Mud Sport -> Water Sport
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Rain Dance -> Bubble
|
Cute; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Rain Dance -> Water Gun
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Rain Dance -> Water Sport
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Rain Dance -> Withdraw
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Rest -> Sleep Talk
|
Cute; +30 appeal base; +30 more when the combo lands |
|
Rest -> Snore
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Sand Attack -> Mud Slap
|
Cute; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sandstorm -> Mud Slap
|
Cute; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sandstorm -> Sand Attack
|
Cute; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sing -> Refresh
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Water Sport -> Mud Sport
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Water Sport -> Refresh
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Water Sport -> Water Gun
|
Cute; +40 appeal base; +40 more when the combo lands |
|
Yawn -> Rest
|
Cute; +20 appeal base; +20 more when the combo lands |
|
Yawn -> Slack Off
|
Cute; +10 appeal base; +10 more when the combo lands |
|
Calm Mind -> Confusion
|
Smart; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Calm Mind -> Dream Eater
|
Smart; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Calm Mind -> Future Sight
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Calm Mind -> Luster Purge
|
Smart; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Calm Mind -> Mist Ball
|
Smart; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Calm Mind -> Psychic
|
Smart; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Calm Mind -> Psycho Boost
|
Smart; +60 appeal base; +60 more when the combo lands |
|
Calm Mind -> Psywave
|
Smart; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Calm Mind -> Reflect
|
Smart; +10 appeal base; +10 more when the combo lands |
|
Charm -> Flatter
|
Smart; +20 appeal base; +20 more when the combo lands |
|
Confusion -> Future Sight
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Confusion -> Kinesis
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Confusion -> Psychic
|
Smart; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Curse -> Destiny Bond
|
Smart; +80 appeal base; +80 more when the combo lands |
|
Endure -> Destiny Bond
|
Smart; +80 appeal base; +80 more when the combo lands |
|
Endure -> Pain Split
|
Smart; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Fake Out -> Faint Attack
|
Smart; +20 appeal base; +20 more when the combo lands |
|
Fake Out -> Knock Off
|
Smart; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Growth -> Absorb
|
Smart; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Growth -> Giga Drain
|
Smart; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Growth -> Mega Drain
|
Smart; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Hail -> Weather Ball
|
Smart; +40 appeal base; +40 more when the combo lands |
|
Hypnosis -> Dream Eater
|
Smart; +20 appeal base; +20 more when the combo lands; 20 jam |
|
Hypnosis -> Nightmare
|
Smart; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Kinesis -> Confusion
|
Smart; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Kinesis -> Future Sight
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Kinesis -> Psychic
|
Smart; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Leer -> Faint Attack
|
Smart; +20 appeal base; +20 more when the combo lands |
|
Mean Look -> Destiny Bond
|
Smart; +80 appeal base; +80 more when the combo lands |
|
Pound -> Faint Attack
|
Smart; +20 appeal base; +20 more when the combo lands |
|
Psychic -> Confusion
|
Smart; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Psychic -> Future Sight
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Psychic -> Kinesis
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Weather Ball
|
Smart; +40 appeal base; +40 more when the combo lands |
|
Rock Throw -> Rock Tomb
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Sandstorm -> Sand Tomb
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Sandstorm -> Weather Ball
|
Smart; +40 appeal base; +40 more when the combo lands |
|
Smog -> Smokescreen
|
Smart; +30 appeal base; +30 more when the combo lands |
|
String Shot -> Spider Web
|
Smart; +20 appeal base; +20 more when the combo lands |
|
Sunny Day -> Synthesis
|
Smart; +10 appeal base; +10 more when the combo lands |
|
Sunny Day -> Weather Ball
|
Smart; +40 appeal base; +40 more when the combo lands |
|
Sweet Scent -> Poison Powder
|
Smart; +30 appeal base; +30 more when the combo lands |
|
Sweet Scent -> Sleep Powder
|
Smart; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Sweet Scent -> Stun Spore
|
Smart; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Bone Club -> Bone Rush
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Bone Club -> Bonemerang
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Bone Rush -> Bone Club
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Bone Rush -> Bonemerang
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Bonemerang -> Bone Club
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Bonemerang -> Bone Rush
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Curse -> Grudge
|
Tough; +10 appeal base; +10 more when the combo lands |
|
Curse -> Spite
|
Tough; +10 appeal base; +10 more when the combo lands |
|
Defense Curl -> Rollout
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Defense Curl -> Tackle
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Earthquake -> Fissure
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Endure -> Endeavor
|
Tough; +20 appeal base; +20 more when the combo lands |
|
Fake Out -> Arm Thrust
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Fake Out -> Seismic Toss
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Focus Energy -> Arm Thrust
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Focus Energy -> Bone Rush
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Focus Energy -> Double Edge
|
Tough; +60 appeal base; +60 more when the combo lands |
|
Focus Energy -> Focus Punch
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Focus Energy -> Headbutt
|
Tough; +20 appeal base; +20 more when the combo lands; 30 jam |
|
Focus Energy -> Karate Chop
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Focus Energy -> Mega Punch
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Focus Energy -> Take Down
|
Tough; +60 appeal base; +60 more when the combo lands |
|
Harden -> Double Edge
|
Tough; +60 appeal base; +60 more when the combo lands |
|
Harden -> Rollout
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Harden -> Tackle
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Harden -> Take Down
|
Tough; +60 appeal base; +60 more when the combo lands |
|
Leer -> Bite
|
Tough; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Leer -> Glare
|
Tough; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Leer -> Scary Face
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Leer -> Scratch
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Leer -> Stomp
|
Tough; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Leer -> Tackle
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Lock On -> Octazooka
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Lock On -> Superpower
|
Tough; +60 appeal base; +60 more when the combo lands |
|
Mind Reader -> Mega Punch
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Pound -> Double Slap
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Pound -> Slam
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Rage -> Scary Face
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Rage -> Thrash
|
Tough; +40 appeal base; +40 more when the combo lands; 40 jam |
|
Rain Dance -> Clamp
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Crabhammer
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Rain Dance -> Muddy Water
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Rain Dance -> Octazooka
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Rain Dance -> Waterfall
|
Tough; +20 appeal base; +20 more when the combo lands |
|
Rock Throw -> Rock Slide
|
Tough; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Scary Face -> Bite
|
Tough; +10 appeal base; +10 more when the combo lands; 30 jam |
|
Scary Face -> Crunch
|
Tough; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Scary Face -> Super Fang
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Scratch -> Fury Swipes
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sludge -> Sludge Bomb
|
Tough; +20 appeal base; +20 more when the combo lands; 10 jam |
|
Sludge Bomb -> Sludge
|
Tough; +10 appeal base; +10 more when the combo lands; 40 jam |
|
Soft Boiled -> Egg Bomb
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Stockpile -> Spit Up
|
Tough; +40 appeal base; +40 more when the combo lands |
|
Stockpile -> Swallow
|
Tough; +10 appeal base; +10 more when the combo lands |
|
Swords Dance -> Crabhammer
|
Tough; +30 appeal base; +30 more when the combo lands |
|
Taunt -> Counter
|
Tough; +20 appeal base; +20 more when the combo lands |
|
Vice Grip -> Bind
|
Tough; +30 appeal base; +30 more when the combo lands |
Pokéblock Formula
| Name | Details |
|---|---|
|
Flavor totals
|
Add each Berry’s Spicy, Dry, Sweet, Bitter, Sour, and smoothness values. |
|
Flavor subtraction
|
Spicy loses Dry, Dry loses Sweet, Sweet loses Bitter, Bitter loses Sour, and Sour loses original Spicy. |
|
RPM level
|
Remaining flavors are multiplied by max RPM / 333 + 100, then rounded to the nearest whole point. |
|
Feel and smoothness
|
Feel is average smoothness minus player count, with a floor of 0. |
|
Nature adjustment
|
Liked flavors add more condition; disliked flavors add less. |
|
Sheen cap
|
Condition gains stop once sheen is full. |
|
Value cap
|
Finished flavors and feel are capped at 255. |
Berry Blender Sessions
| Name | Details |
|---|---|
|
Choose Berries before the spin
|
Each player contributes one Berry. |
|
Aim for faster spins
|
Higher maximum speed raises the final level. |
|
Use more players for smoother blocks
|
Lower feel leaves more room to feed. |
|
Track maximum speed
|
Records are saved by player count. |
Contest Prizes
| Name | Details |
|---|---|
|
Win the category and rank for a Ribbon
|
The prize comes after judging. |
|
Repeat Master wins can give a Luxury Ball
|
Same Master category, already won. |