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Pokemon Ruby Version

386 Pokémon, 354 moves, 389 locations, 677 trainers.

Pokemon Ruby Version

Map Guide

Pinpoint trainers, items, hidden pickups, exits, puzzle spots, and special encounters on the real map.

Map guide for the current location

Connected Maps

Nearby rooms and floors on this visit.

Travel Routes

Route
Destination
Exit Verdanturf Town

Contest Artist Paintings

Inspect the saved Normal Rank winner painting here.

Contest Hall
Winner painting

Check the hall portrait

Normal Rank.

Use this frame to view the saved Contest Hall winner painting for this lobby.

Contest Painting Steps

Name Details
Check the hall portrait
Normal Rank.

Pokéblock Planner

Match Berry flavors to Cool, Beauty, Cute, Smart, or Tough gains for Normal Rank, then pick natures and smoothness before feeding.

Normal Rank
5 Contest conditions
25 natures
354 Contest moves
48 move effects
235 combos
Sheen max 255
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.

Items And Rewards

Item
How to get it
Cost
Reward

Receive this item from a person or story event here.