#------------------------------- [MEGAHORN] #Megahorn ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [ATTACKORDER] #Attack Order ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesBetterIfIncreasesCrowdExcitement ContestFlags = ContestDescription = Works best if the audience's excitement goes up. #------------------------------- [BUGBUZZ] #Bug Buzz ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesBetterIfIncreasesCrowdExcitement ContestFlags = ContestDescription = Works best if the audience's excitement goes up. #------------------------------- [FIRSTIMPRESSION] #First Impression ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnRoundNumberLower ContestFlags = ContestDescription = Appeal is better the earlier the round. #------------------------------- [POLLENPUFF] #Pollen Puff ContestType = COOL ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [LEECHLIFE] #Leech Life ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [LUNGE] #Lunge ContestType = COOL ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [XSCISSOR] #X-Scissor ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [SIGNALBEAM] #Signal Beam ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [UTURN] #U-turn ContestType = CUTE ContestHearts = 4 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [STEAMROLLER] #Steamroller ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [BUGBITE] #Bug Bite ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [SILVERWIND] #Silver Wind ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [FELLSTINGER] #Fell Stinger ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [STRUGGLEBUG] #Struggle Bug ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [FURYCUTTER] #Fury Cutter ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [PINMISSILE] #Pin Missile ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [TWINEEDLE] #Twineedle ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [INFESTATION] #Infestation ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [DEFENDORDER] #Defend Order ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [HEALORDER] #Heal Order ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = EqualsCrowdExcitement ContestFlags = ContestDescription = The appeal depends on the audience's excitement. #------------------------------- [POWDER] #Powder ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [QUIVERDANCE] #Quiver Dance ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [RAGEPOWDER] #Rage Powder ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [SPIDERWEB] #Spider Web ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [STICKYWEB] #Sticky Web ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [STRINGSHOT] #String Shot ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [TAILGLOW] #Tail Glow ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [HYPERSPACEFURY] #Hyperspace Fury ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [FOULPLAY] #Foul Play ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Badly startles those that have made appeals. #------------------------------- [DARKESTLARIAT] #Darkest Lariat ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [NIGHTDAZE] #Night Daze ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [CRUNCH] #Crunch ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [DARKPULSE] #Dark Pulse ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [THROATCHOP] #Throat Chop ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [NIGHTSLASH] #Night Slash ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [SUCKERPUNCH] #Sucker Punch ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [KNOCKOFF] #Knock Off ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [ASSURANCE] #Assurance ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [BITE] #Bite ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [BRUTALSWING] #Brutal Swing ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [FEINTATTACK] #Feint Attack ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [THIEF] #Thief ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SNARL] #Snarl ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [PAYBACK] #Payback ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [PURSUIT] #Pursuit ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [BEATUP] #Beat Up ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [FLING] #Fling ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [POWERTRIP] #Power Trip ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [PUNISHMENT] #Punishment ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judges attention. #------------------------------- [DARKVOID] #Dark Void ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [EMBARGO] #Embargo ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [FAKETEARS] #Fake Tears ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [FLATTER] #Flatter ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [HONECLAWS] #Hone Claws ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [MEMENTO] #Memento ContestType = TOUGH ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [NASTYPLOT] #Nasty Plot ContestType = CUTE ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [PARTINGSHOT] #Parting Shot ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [QUASH] #Quash ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [SNATCH] #Snatch ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SWITCHEROO] #Switcheroo ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [TAUNT] #Taunt ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [TOPSYTURVY] #Topsy-Turvy ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [TORMENT] #Torment ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [ROAROFTIME] #Roar of Time ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = GainAppealValueOfOtherInFront ContestFlags = ContestDescription = Adds the score of the previous Pokémon's appeal to yours. #------------------------------- [DRACOMETEOR] #Draco Meteor ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [OUTRAGE] #Outrage ContestType = COOL ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [CLANGINGSCALES] #Clanging Scales ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [COREENFORCER] #Core Enforcer ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [DRAGONRUSH] #Dragon Rush ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SPACIALREND] #Spacial Rend ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [DRAGONHAMMER] #Dragon Hammer ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [DRAGONPULSE] #Dragon Pulse ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesBetterIfIncreasesCrowdExcitement ContestFlags = ContestDescription = Works best if the audience's excitement goes up. #------------------------------- [DRAGONCLAW] #Dragon Claw ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [DRAGONBREATH] #Dragon Breath ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [DRAGONTAIL] #Dragon Tail ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [DUALCHOP] #Dual Chop ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [TWISTER] #Twister ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [DRAGONRAGE] #Dragon Rage ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [DRAGONDANCE] #Dragon Dance ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [BOLTSTRIKE] #Bolt Strike ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [VOLTTACKLE] #Volt Tackle ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [ZAPCANNON] #Zap Cannon ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [THUNDER] #Thunder ContestType = COOL ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [FUSIONBOLT] #Fusion Bolt ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [PLASMAFISTS] #Plasma Fists ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [THUNDERBOLT] #Thunderbolt ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [WILDCHARGE] #Wild Charge ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [DISCHARGE] #Discharge ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ZINGZAP] #Zing Zap ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [THUNDERPUNCH] #Thunder Punch ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [VOLTSWITCH] #Volt Switch ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [PARABOLICCHARGE] #Parabolic Charge ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SPARK] #Spark ContestType = COOL ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [THUNDERFANG] #Thunder Fang ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [SHOCKWAVE] #Shock Wave ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ELECTROWEB] #Electroweb ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [CHARGEBEAM] #Charge Beam ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [THUNDERSHOCK] #Thunder Shock ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [NUZZLE] #Nuzzle ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [ELECTROBALL] #Electro Ball ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [CHARGE] #Charge ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [EERIEIMPULSE] #Eerie Impulse ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [ELECTRICTERRAIN] #Electric Terrain ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ELECTRIFY] #Electrify ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [IONDELUGE] #Ion Deluge ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [MAGNETRISE] #Magnet Rise ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [MAGNETICFLUX] #Magnetic Flux ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [THUNDERWAVE] #Thunder Wave ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [LIGHTOFRUIN] #Light of Ruin ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [FLEURCANNON] #Fleur Cannon ContestType = BEAUTY ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [MOONBLAST] #Moonblast ContestType = BEAUTY ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [PLAYROUGH] #Play Rough ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [DAZZLINGGLEAM] #Dazzling Gleam ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [DRAININGKISS] #Draining Kiss ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [DISARMINGVOICE] #Disarming Voice ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [FAIRYWIND] #Fairy Wind ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [NATURESMADNESS] #Nature's Madness ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [AROMATICMIST] #Aromatic Mist ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [BABYDOLLEYES] #Baby-Doll Eyes ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [CHARM] #Charm ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [CRAFTYSHIELD] #Crafty Shield ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [FAIRYLOCK] #Fairy Lock ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [FLORALHEALING] #Floral Healing ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [FLOWERSHIELD] #Flower Shield ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [GEOMANCY] #Geomancy ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [MISTYTERRAIN] #Misty Terrain ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [MOONLIGHT] #Moonlight ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [SWEETKISS] #Sweet Kiss ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [FOCUSPUNCH] #Focus Punch ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [HIJUMPKICK] #High Jump Kick ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [CLOSECOMBAT] #Close Combat ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [FOCUSBLAST] #Focus Blast ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [SUPERPOWER] #Superpower ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [CROSSCHOP] #Cross Chop ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [DYNAMICPUNCH] #Dynamic Punch ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [FLYINGPRESS] #Flying Press ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [HAMMERARM] #Hammer Arm ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [JUMPKICK] #Jump Kick ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [SACREDSWORD] #Sacred Sword ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [SECRETSWORD] #Secret Sword ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [SKYUPPERCUT] #Sky Uppercut ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [AURASPHERE] #Aura Sphere ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [SUBMISSION] #Submission ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [BRICKBREAK] #Brick Break ContestType = COOL ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [DRAINPUNCH] #Drain Punch ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [VITALTHROW] #Vital Throw ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [WAKEUPSLAP] #Wake-Up Slap ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly #------------------------------- [LOWSWEEP] #Low Sweep ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [CIRCLETHROW] #Circle Throw ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [FORCEPALM] #Force Palm ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [REVENGE] #Revenge ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [ROLLINGKICK] #Rolling Kick ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [STORMTHROW] #Storm Throw ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [KARATECHOP] #Karate Chop ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [MACHPUNCH] #Mach Punch ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [POWERUPPUNCH] #Power-Up Punch ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good.. #------------------------------- [ROCKSMASH] #Rock Smash ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [VACUUMWAVE] #Vacuum Wave ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [DOUBLEKICK] #Double Kick ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [ARMTHRUST] #Arm Thrust ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [TRIPLEKICK] #Triple Kick ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [COUNTER] #Counter ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [FINALGAMBIT] #Final Gambit ContestType = TOUGH ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [LOWKICK] #Low Kick ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [REVERSAL] #Reversal ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [SEISMICTOSS] #Seismic Toss ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [BULKUP] #Bulk Up ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [DETECT] #Detect ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [MATBLOCK] #Mat Block ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [QUICKGUARD] #Quick Guard ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [VCREATE] #V-create ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [BLASTBURN] #Blast Burn ContestType = BEAUTY ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [ERUPTION] #Eruption ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [MINDBLOWN] #Mind Blown ContestType = SMART ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [SHELLTRAP] #Shell Trap ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [BLUEFLARE] #Blue Flare ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [BURNUP] #Burn Up ContestType = SMART ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [OVERHEAT] #Overheat ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [FLAREBLITZ] #Flare Blitz ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [FIREBLAST] #Fire Blast ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [FUSIONFLARE] #Fusion Flare ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [INFERNO] #Inferno ContestType = BEAUTY ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [MAGMASTORM] #Magma Storm ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [SACREDFIRE] #Sacred Fire ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SEARINGSHOT] #Searing Shot ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [HEATWAVE] #Heat Wave ContestType = BEAUTY ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [FLAMETHROWER] #Flamethrower ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [BLAZEKICK] #Blaze Kick ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [FIERYDANCE] #Fiery Dance ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [FIRELASH] #Fire Lash ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [FIREPLEDGE] #Fire Pledge ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [LAVAPLUME] #Lava Plume ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [FIREPUNCH] #Fire Punch ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [MYSTICALFIRE] #Mystical Fire ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [FLAMEBURST] #Flame Burst ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [FIREFANG] #Fire Fang ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [FLAMEWHEEL] #Flame Wheel ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [INCINERATE] #Incinerate ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [FLAMECHARGE] #Flame Charge ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [EMBER] #Ember ContestType = CUTE ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [FIRESPIN] #Fire Spin ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [HEATCRASH] #Heat Crash ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SUNNYDAY] #Sunny Day ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [WILLOWISP] #Will-O-Wisp ContestType = BEAUTY ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [SKYATTACK] #Sky Attack ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [BRAVEBIRD] #Brave Bird ContestType = COOL ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [DRAGONASCENT] #Dragon Ascent ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [HURRICANE] #Hurricane ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [AEROBLAST] #Aeroblast ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the appeal in front goes. #------------------------------- [BEAKBLAST] #Beak Blast ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [FLY] #Fly ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [BOUNCE] #Bounce ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [DRILLPECK] #Drill Peck ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [OBLIVIONWING] #Oblivion Wing ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [AIRSLASH] #Air Slash ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [CHATTER] #Chatter ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [AERIALACE] #Aerial Ace ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [AIRCUTTER] #Air Cutter ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [PLUCK] #Pluck ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [SKYDROP] #Sky Drop ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [WINGATTACK] #Wing Attack ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [ACROBATICS] #Acrobatics ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [GUST] #Gust ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [PECK] #Peck ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [DEFOG] #Defog ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [FEATHERDANCE] #Feather Dance ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [MIRRORMOVE] #Mirror Move ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [ROOST] #Roost ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [TAILWIND] #Tailwind ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [SHADOWFORCE] #Shadow Force ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [MOONGEISTBEAM] #Moongeist Beam ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [PHANTOMFORCE] #Phantom Force ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [SPECTRALTHIEF] #Spectral Thief ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SHADOWBONE] #Shadow Bone ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SHADOWBALL] #Shadow Ball ContestType = SMART ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [SPIRITSHACKLE] #Spirit Shackle ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [SHADOWCLAW] #Shadow Claw ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [HEX] #Hex ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [OMINOUSWIND] #Ominous Wind ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [SHADOWPUNCH] #Shadow Punch ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [SHADOWSNEAK] #Shadow Sneak ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [ASTONISH] #Astonish ContestType = CUTE ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [LICK] #Lick ContestType = CUTE ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [NIGHTSHADE] #Night Shade ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [CONFUSERAY] #Confuse Ray ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [CURSE] #Curse ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [DESTINYBOND] #Destiny Bond ContestType = SMART ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [GRUDGE] #Grudge ContestType = TOUGH ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [NIGHTMARE] #Nightmare ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SPITE] #Spite ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [TRICKORTREAT] #Trick-or-Treat ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [FRENZYPLANT] #Frenzy Plant ContestType = COOL ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [LEAFSTORM] #Leaf Storm ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [SOLARBLADE] #Solar Blade ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [PETALDANCE] #Petal Dance ContestType = BEAUTY ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [POWERWHIP] #Power Whip ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [SEEDFLARE] #Seed Flare ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [SOLARBEAM] #Solar Beam ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [WOODHAMMER] #Wood Hammer ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [ENERGYBALL] #Energy Ball ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [LEAFBLADE] #Leaf Blade ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [PETALBLIZZARD] #Petal Blizzard ContestType = BEAUTY ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [GRASSPLEDGE] #Grass Pledge ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [SEEDBOMB] #Seed Bomb ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [GIGADRAIN] #Giga Drain ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [HORNLEECH] #Horn Leech ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [TROPKICK] #Trop Kick ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [LEAFTORNADO] #Leaf Tornado ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [MAGICALLEAF] #Magical Leaf ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [NEEDLEARM] #Needle Arm ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [RAZORLEAF] #Razor Leaf ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [VINEWHIP] #Vine Whip ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [LEAFAGE] #Leafage ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [MEGADRAIN] #Mega Drain ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [BULLETSEED] #Bullet Seed ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [ABSORB] #Absorb ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [GRASSKNOT] #Grass Knot ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [AROMATHERAPY] #Aromatherapy ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [COTTONGUARD] #Cotton Guard ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [COTTONSPORE] #Cotton Spore ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [FORESTSCURSE] #Forest's Curse ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [GRASSWHISTLE] #Grass Whistle ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [GRASSYTERRAIN] #Grassy Terrain ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [INGRAIN] #Ingrain ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [LEECHSEED] #Leech Seed ContestType = SMART ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SLEEPPOWDER] #Sleep Powder ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SPIKYSHIELD] #Spiky Shield ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [SPORE] #Spore ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [STRENGTHSAP] #Strength Sap ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [STUNSPORE] #Stun Spore ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [SYNTHESIS] #Synthesis ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [WORRYSEED] #Worry Seed ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [PRECIPICEBLADES] #Precipice Blades ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [EARTHQUAKE] #Earthquake ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [HIGHHORSEPOWER] #High Horsepower ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [EARTHPOWER] #Earth Power ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [LANDSWRATH] #Land's Wrath ContestType = BEAUTY ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [THOUSANDARROWS] #Thousand Arrows ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [THOUSANDWAVES] #Thousand Waves ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [DIG] #Dig ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [DRILLRUN] #Drill Run ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidGreat ContestFlags = ContestDescription = Works better if the last appeal was good. #------------------------------- [STOMPINGTANTRUM] #Stomping Tantrum ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [BONECLUB] #Bone Club ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [MUDBOMB] #Mud Bomb ContestType = CUTE ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [BULLDOZE] #Bulldoze ContestType = TOUGH ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [MUDSHOT] #Mud Shot ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [BONEMERANG] #Bonemerang ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [SANDTOMB] #Sand Tomb ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [BONERUSH] #Bone Rush ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [MUDSLAP] #Mud-Slap ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [FISSURE] #Fissure ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [MAGNITUDE] #Magnitude ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [MUDSPORT] #Mud Sport ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [ROTOTILLER] #Rototiller ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [SANDATTACK] #Sand Attack ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [SHOREUP] #Shore Up ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [SPIKES] #Spikes ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [FREEZESHOCK] #Freeze Shock ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidGreat ContestFlags = ContestDescription = Works better if the last appeal was good. #------------------------------- [ICEBURN] #Ice Burn ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [BLIZZARD] #Blizzard ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [ICEHAMMER] #Ice Hammer ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ICEBEAM] #Ice Beam ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [ICICLECRASH] #Icicle Crash ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [ICEPUNCH] #Ice Punch ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [FREEZEDRY] #Freeze-Dry ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [AURORABEAM] #Aurora Beam ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [GLACIATE] #Glaciate ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [ICEFANG] #Ice Fang ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [AVALANCHE] #Avalanche ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [FROSTBREATH] #Frost Breath ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ICYWIND] #Icy Wind ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [ICESHARD] #Ice Shard ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [POWDERSNOW] #Powder Snow ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [ICEBALL] #Ice Ball ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [ICICLESPEAR] #Icicle Spear ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [SHEERCOLD] #Sheer Cold ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [AURORAVEIL] #Aurora Veil ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [HAIL] #Hail ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [HAZE] #Haze ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [MIST] #Mist ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [EXPLOSION] #Explosion ContestType = BEAUTY ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [SELFDESTRUCT] #Self-Destruct ContestType = BEAUTY ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [GIGAIMPACT] #Giga Impact ContestType = TOUGH ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [HYPERBEAM] #Hyper Beam ContestType = COOL ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [BOOMBURST] #Boomburst ContestType = TOUGH ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [LASTRESORT] #Last Resort ContestType = CUTE ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [SKULLBASH] #Skull Bash ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [DOUBLEEDGE] #Double-Edge ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [HEADCHARGE] #Head Charge ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [MEGAKICK] #Mega Kick ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [MULTIATTACK] #Multi-Attack ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [TECHNOBLAST] #Techno Blast ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [THRASH] #Thrash ContestType = TOUGH ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [EGGBOMB] #Egg Bomb ContestType = CUTE ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [JUDGMENT] #Judgment ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [HYPERVOICE] #Hyper Voice ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [REVELATIONDANCE] #Revelation Dance ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [ROCKCLIMB] #Rock Climb ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [TAKEDOWN] #Take Down ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [UPROAR] #Uproar ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [BODYSLAM] #Body Slam ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [EXTREMESPEED] #Extreme Speed ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [HYPERFANG] #Hyper Fang ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [MEGAPUNCH] #Mega Punch ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [RAZORWIND] #Razor Wind ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [SLAM] #Slam ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [STRENGTH] #Strength ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [TRIATTACK] #Tri Attack ContestType = BEAUTY ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [CRUSHCLAW] #Crush Claw ContestType = COOL ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [RELICSONG] #Relic Song ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [CHIPAWAY] #Chip Away ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [DIZZYPUNCH] #Dizzy Punch ContestType = COOL ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [FACADE] #Facade ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [HEADBUTT] #Headbutt ContestType = TOUGH ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [RETALIATE] #Retaliate ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [SECRETPOWER] #Secret Power ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [SLASH] #Slash ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [SMELLINGSALT] #Smelling Salts ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [HORNATTACK] #Horn Attack ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [STOMP] #Stomp ContestType = TOUGH ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [COVET] #Covet ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [HIDDENPOWER] #Hidden Power ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [ROUND] #Round ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [SWIFT] #Swift ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [VICEGRIP] #Vice Grip ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [CUT] #Cut ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [RAPIDSPIN] #Rapid Spin ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [SNORE] #Snore ContestType = CUTE ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [STRUGGLE] #Struggle ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [WEATHERBALL] #Weather Ball ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [ECHOEDVOICE] #Echoed Voice ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [FAKEOUT] #Fake Out ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [FALSESWIPE] #False Swipe ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [HOLDBACK] #Hold Back ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [PAYDAY] #Pay Day ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [POUND] #Pound ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [QUICKATTACK] #Quick Attack ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [SCRATCH] #Scratch ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [TACKLE] #Tackle ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [DOUBLEHIT] #Double Hit ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [FEINT] #Feint ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [TAILSLAP] #Tail Slap ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [RAGE] #Rage ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [SPIKECANNON] #Spike Cannon ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [COMETPUNCH] #Comet Punch ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [FURYSWIPES] #Fury Swipes ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [BARRAGE] #Barrage ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [BIND] #Bind ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [DOUBLESLAP] #Double Slap ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [FURYATTACK] #Fury Attack ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [WRAP] #Wrap ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [CONSTRICT] #Constrict ContestType = TOUGH ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [BIDE] #Bide ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [CRUSHGRIP] #Crush Grip ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [ENDEAVOR] #Endeavor ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [FLAIL] #Flail ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [FRUSTRATION] #Frustration ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = MaxesCrowdExcitement ContestFlags = ContestDescription = Gets the audience going! #------------------------------- [GUILLOTINE] #Guillotine ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [HORNDRILL] #Horn Drill ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [NATURALGIFT] #Natural Gift ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [PRESENT] #Present ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [RETURN] #Return ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = MaxesCrowdExcitement ContestFlags = ContestDescription = Gets the audience going! #------------------------------- [SONICBOOM] #Sonic Boom ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [SPITUP] #Spit Up ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [SUPERFANG] #Super Fang ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [TRUMPCARD] #Trump Card ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnRoundNumberHigher ContestFlags = ContestDescription = Appeal is better the later the round. #------------------------------- [WRINGOUT] #Wring Out ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [ACUPRESSURE] #Acupressure ContestType = COOL ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [AFTERYOU] #After You ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [ASSIST] #Assist ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [ATTRACT] #Attract ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [BATONPASS] #Baton Pass ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [BELLYDRUM] #Belly Drum ContestType = CUTE ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [BESTOW] #Bestow ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = EqualsCrowdExcitement ContestFlags = ContestDescription = The appeal depends on the audience's excitement. #------------------------------- [BLOCK] #Block ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [CAMOUFLAGE] #Camouflage ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoesGreatIfOtherInFrontDidPoor ContestFlags = ContestDescription = Works better if the last appeal did poorly. #------------------------------- [CAPTIVATE] #Captivate ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [CELEBRATE] #Celebrate ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [CONFIDE] #Confide ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [CONVERSION] #Conversion ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [CONVERSION2] #Conversion 2 ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [COPYCAT] #Copycat ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [DEFENSECURL] #Defense Curl ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [DISABLE] #Disable ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [DOUBLETEAM] #Double Team ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [ENCORE] #Encore ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [ENDURE] #Endure ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [ENTRAINMENT] #Entrainment ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [FLASH] #Flash ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [FOCUSENERGY] #Focus Energy ContestType = COOL ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [FOLLOWME] #Follow Me ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [FORESIGHT] #Foresight ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [GLARE] #Glare ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [GROWL] #Growl ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [GROWTH] #Growth ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [HAPPYHOUR] #Happy Hour ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [HARDEN] #Harden ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [HEALBELL] #Heal Bell ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [HELPINGHAND] #Helping Hand ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [HOLDHANDS] #Hold Hands ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [HOWL] #Howl ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [LASERFOCUS] #Laser Focus ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [LEER] #Leer ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [LOCKON] #Lock-On ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [LOVELYKISS] #Lovely Kiss ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [LUCKYCHANT] #Lucky Chant ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [MEFIRST] #Me First ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [MEANLOOK] #Mean Look ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [METRONOME] #Metronome ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [MILKDRINK] #Milk Drink ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [MIMIC] #Mimic ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [MINDREADER] #Mind Reader ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [MINIMIZE] #Minimize ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [MORNINGSUN] #Morning Sun ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [NATUREPOWER] #Nature Power ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [NOBLEROAR] #Noble Roar ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [ODORSLEUTH] #Odor Sleuth ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [PAINSPLIT] #Pain Split ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [PERISHSONG] #Perish Song ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [PLAYNICE] #Play Nice ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [PROTECT] #Protect ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [PSYCHUP] #Psych Up ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [RECOVER] #Recover ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [RECYCLE] #Recycle ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [REFLECTTYPE] #Reflect Type ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [REFRESH] #Refresh ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [ROAR] #Roar ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveLater ContestFlags = ContestDescription = Causes the user to move later on the next turn. #------------------------------- [SAFEGUARD] #Safeguard ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [SCARYFACE] #Scary Face ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [SCREECH] #Screech ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SHARPEN] #Sharpen ContestType = CUTE ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [SHELLSMASH] #Shell Smash ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SIMPLEBEAM] #Simple Beam ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [SING] #Sing ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [SKETCH] #Sketch ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SLACKOFF] #Slack Off ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [SLEEPTALK] #Sleep Talk ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [SMOKESCREEN] #Smokescreen ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [SOFTBOILED] #Soft-Boiled ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [SPLASH] #Splash ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [SPOTLIGHT] #Spotlight ContestType = BEAUTY ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [STOCKPILE] #Stockpile ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [SUBSTITUTE] #Substitute ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [SUPERSONIC] #Supersonic ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [SWAGGER] #Swagger ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [SWALLOW] #Swallow ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [SWEETSCENT] #Sweet Scent ContestType = CUTE ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SWORDSDANCE] #Swords Dance ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [TAILWHIP] #Tail Whip ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [TEARFULLOOK] #Tearful Look ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [TEETERDANCE] #Teeter Dance ContestType = CUTE ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [TICKLE] #Tickle ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [TRANSFORM] #Transform ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [WHIRLWIND] #Whirlwind ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [WISH] #Wish ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [WORKUP] #Work Up ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [YAWN] #Yawn ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [BELCH] #Belch ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [GUNKSHOT] #Gunk Shot ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SLUDGEWAVE] #Sludge Wave ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [SLUDGEBOMB] #Sludge Bomb ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [POISONJAB] #Poison Jab ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [CROSSPOISON] #Cross Poison ContestType = COOL ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [SLUDGE] #Sludge ContestType = TOUGH ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [VENOSHOCK] #Venoshock ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [CLEARSMOG] #Clear Smog ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [POISONFANG] #Poison Fang ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [POISONTAIL] #Poison Tail ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [ACID] #Acid ContestType = SMART ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [ACIDSPRAY] #Acid Spray ContestType = BEAUTY ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatUsedSameType ContestFlags = ContestDescription = Startles Pokémon that used a move of the same type. #------------------------------- [SMOG] #Smog ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [POISONSTING] #Poison Sting ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [ACIDARMOR] #Acid Armor ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [BANEFULBUNKER] #Baneful Bunker ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [COIL] #Coil ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [GASTROACID] #Gastro Acid ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [POISONGAS] #Poison Gas ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [POISONPOWDER] #Poison Powder ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [PURIFY] #Purify ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [TOXIC] #Toxic ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [TOXICSPIKES] #Toxic Spikes ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [TOXICTHREAD] #Toxic Thread ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [VENOMDRENCH] #Venom Drench ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = LowerSpiritOfOthersThatMoved ContestFlags = ContestDescription = Lowers the spirit of those that made appeals. #------------------------------- [PRISMATICLASER] #Prismatic Laser ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [PSYCHOBOOST] #Psycho Boost ContestType = SMART ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [FUTURESIGHT] #Future Sight ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [SYNCHRONOISE] #Synchronoise ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [DREAMEATER] #Dream Eater ContestType = SMART ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [PHOTONGEYSER] #Photon Geyser ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [PSYSTRIKE] #Psystrike ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [PSYCHIC] #Psychic ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [PSYCHICFANGS] #Psychic Fangs ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [EXTRASENSORY] #Extrasensory ContestType = COOL ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [HYPERSPACEHOLE] #Hyperspace Hole ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [PSYSHOCK] #Psyshock ContestType = BEAUTY ContestHearts = 1 ContestJam = 4 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [ZENHEADBUTT] #Zen Headbutt ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [LUSTERPURGE] #Luster Purge ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [MISTBALL] #Mist Ball ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [PSYCHOCUT] #Psycho Cut ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [PSYBEAM] #Psybeam ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [HEARTSTAMP] #Heart Stamp ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [CONFUSION] #Confusion ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [STOREDPOWER] #Stored Power ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnUsersSpirit ContestFlags = ContestDescription = Works well if the user's spirit is good. #------------------------------- [MIRRORCOAT] #Mirror Coat ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [PSYWAVE] #Psywave ContestType = SMART ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOthersGoodAppeals ContestFlags = ContestDescription = Startles all Pokémon, more so those that made good appeals. #------------------------------- [AGILITY] #Agility ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [ALLYSWITCH] #Ally Switch ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [AMNESIA] #Amnesia ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [BARRIER] #Barrier ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [CALMMIND] #Calm Mind ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [COSMICPOWER] #Cosmic Power ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [GRAVITY] #Gravity ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [GUARDSPLIT] #Guard Split ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [GUARDSWAP] #Guard Swap ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [HEALBLOCK] #Heal Block ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [HEALPULSE] #Heal Pulse ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [HEALINGWISH] #Healing Wish ContestType = BEAUTY ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [HEARTSWAP] #Heart Swap ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [HYPNOSIS] #Hypnosis ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [IMPRISON] #Imprison ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [INSTRUCT] #Instruct ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [KINESIS] #Kinesis ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [LIGHTSCREEN] #Light Screen ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [LUNARDANCE] #Lunar Dance ContestType = BEAUTY ContestHearts = 8 ContestJam = 0 ContestFunctionCode = NoMoreMoves ContestFlags = ContestDescription = Makes a great appeal, but prevents the user from taking further contest moves. #------------------------------- [MAGICCOAT] #Magic Coat ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [MAGICROOM] #Magic Room ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [MEDITATE] #Meditate ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [MIRACLEEYE] #Miracle Eye ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [POWERSPLIT] #Power Split ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [POWERSWAP] #Power Swap ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [POWERTRICK] #Power Trick ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementLower ContestFlags = ContestDescription = Works better the less the audience is excited. #------------------------------- [PSYCHICTERRAIN] #Psychic Terrain ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [PSYCHOSHIFT] #Psycho Shift ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [REFLECT] #Reflect ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [REST] #Rest ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [ROLEPLAY] #Role Play ContestType = CUTE ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SKILLSWAP] #Skill Swap ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesSameAppealValueAsOtherInFront ContestFlags = ContestDescription = Earns the same amount as the previous Pokémon's appeal. #------------------------------- [SPEEDSWAP] #Speed Swap ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [TELEKINESIS] #Telekinesis ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [TELEPORT] #Teleport ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [TRICK] #Trick ContestType = SMART ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [TRICKROOM] #Trick Room ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [WONDERROOM] #Wonder Room ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [HEADSMASH] #Head Smash ContestType = TOUGH ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [ROCKWRECKER] #Rock Wrecker ContestType = TOUGH ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [DIAMONDSTORM] #Diamond Storm ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [STONEEDGE] #Stone Edge ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [POWERGEM] #Power Gem ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [ROCKSLIDE] #Rock Slide ContestType = TOUGH ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [ANCIENTPOWER] #Ancient Power ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [ROCKTOMB] #Rock Tomb ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [ROCKTHROW] #Rock Throw ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [SMACKDOWN] #Smack Down ContestType = TOUGH ContestHearts = 3 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [ACCELEROCK] #Accelerock ContestType = SMART ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [ROLLOUT] #Rollout ContestType = CUTE ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [ROCKBLAST] #Rock Blast ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AppealIsRandom ContestFlags = ContestDescription = Increases the users appeal by varying amounts. #------------------------------- [ROCKPOLISH] #Rock Polish ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [SANDSTORM] #Sandstorm ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = ScrambleOrderNextTurn ContestFlags = ContestDescription = Scrambles the order of appeals on the next turn. #------------------------------- [STEALTHROCK] #Stealth Rock ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [WIDEGUARD] #Wide Guard ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [DOOMDESIRE] #Doom Desire ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [IRONTAIL] #Iron Tail ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [SUNSTEELSTRIKE] #Sunsteel Strike ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [METEORMASH] #Meteor Mash ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [ANCHORSHOT] #Anchor Shot ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [FLASHCANNON] #Flash Cannon ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [IRONHEAD] #Iron Head ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [SMARTSTRIKE] #Smart Strike ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [STEELWING] #Steel Wing ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [DOUBLEIRONBASH] #Double Iron Bash ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenMatchesLastTurnMoveType ContestFlags = ContestDescription = Works well if it is the same type as the move used by the last Pokémon. #------------------------------- [MIRRORSHOT] #Mirror Shot ContestType = BEAUTY ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [MAGNETBOMB] #Magnet Bomb ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [GEARGRIND] #Gear Grind ContestType = SMART ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [METALCLAW] #Metal Claw ContestType = COOL ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [BULLETPUNCH] #Bullet Punch ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [GYROBALL] #Gyro Ball ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DoesBetterLaterPerformed ContestFlags = ContestDescription = The appeal works better the later it is performed in a turn. #------------------------------- [HEAVYSLAM] #Heavy Slam ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [METALBURST] #Metal Burst ContestType = COOL ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [AUTOTOMIZE] #Autotomize ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [GEARUP] #Gear Up ContestType = SMART ContestHearts = 0 ContestJam = 0 ContestFunctionCode = DoubleNextAppeal ContestFlags = ContestDescription = User earns double the score in it's next appeal. #------------------------------- [IRONDEFENSE] #Iron Defense ContestType = TOUGH ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [KINGSSHIELD] #King's Shield ContestType = COOL ContestHearts = 1 ContestJam = 0 ContestFunctionCode = AvoidBeingStartled ContestFlags = ContestDescription = Can avoid being startled by others until the turn ends. #------------------------------- [METALSOUND] #Metal Sound ContestType = SMART ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SHIFTGEAR] #Shift Gear ContestType = SMART ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [HYDROCANNON] #Hydro Cannon ContestType = BEAUTY ContestHearts = 4 ContestJam = 4 ContestFunctionCode = StartleOthersMissNextTurn ContestFlags = ContestDescription = Startles all other Pokémon. User cannot act in the next turn. #------------------------------- [WATERSPOUT] #Water Spout ContestType = BEAUTY ContestHearts = 6 ContestJam = 0 ContestFunctionCode = EasilyStartled ContestFlags = ContestDescription = After this move, the user is more easily startled. #------------------------------- [HYDROPUMP] #Hydro Pump ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [ORIGINPULSE] #Origin Pulse ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenFirst ContestFlags = ContestDescription = The appeal works great if performed first. #------------------------------- [STEAMERUPTION] #Steam Eruption ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesGreatWhenLast ContestFlags = ContestDescription = The appeal works great if performed last. #------------------------------- [CRABHAMMER] #Crabhammer ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [AQUATAIL] #Aqua Tail ContestType = BEAUTY ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [MUDDYWATER] #Muddy Water ContestType = TOUGH ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [SPARKLINGARIA] #Sparkling Aria ContestType = BEAUTY ContestHearts = 3 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [SURF] #Surf ContestType = BEAUTY ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [LIQUIDATION] #Liquidation ContestType = SMART ContestHearts = 2 ContestJam = 3 ContestFunctionCode = StartleOtherInFront ContestFlags = ContestDescription = Startles the last Pokémon to act before the user. #------------------------------- [DIVE] #Dive ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once. #------------------------------- [SCALD] #Scald ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = MakeAllOthersAfterUserNervous ContestFlags = ContestDescription = Makes the remaining Pokémon nervous. #------------------------------- [WATERPLEDGE] #Water Pledge ContestType = BEAUTY ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [WATERFALL] #Waterfall ContestType = TOUGH ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [RAZORSHELL] #Razor Shell ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = CanUseRepeatedly ContestFlags = ContestDescription = Can be used repeatedly without boring the judge. #------------------------------- [BRINE] #Brine ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DependsOnAppealInFront ContestFlags = ContestDescription = Affected by how well the previous Pokémon's move went. #------------------------------- [BUBBLEBEAM] #Bubble Beam ContestType = BEAUTY ContestHearts = 1 ContestJam = 3 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [OCTAZOOKA] #Octazooka ContestType = TOUGH ContestHearts = 2 ContestJam = 0 ContestFunctionCode = DoesBetterIfIncreasesCrowdExcitement ContestFlags = ContestDescription = Works best if the audience's excitement goes up. #------------------------------- [WATERPULSE] #Water Pulse ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = StealsAttention ContestFlags = ContestDescription = Makes the judge expect little of other contestants. #------------------------------- [AQUAJET] #Aqua Jet ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [BUBBLE] #Bubble ContestType = CUTE ContestHearts = 2 ContestJam = 2 ContestFunctionCode = StartleOthersThatMoved ContestFlags = ContestDescription = Startles those that have made appeals. #------------------------------- [WATERGUN] #Water Gun ContestType = CUTE ContestHearts = 4 ContestJam = 0 ContestFunctionCode = Basic ContestFlags = ContestDescription = A highly appealing move. #------------------------------- [CLAMP] #Clamp ContestType = TOUGH ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [WHIRLPOOL] #Whirlpool ContestType = BEAUTY ContestHearts = 3 ContestJam = 0 ContestFunctionCode = PauseCrowdExcitement ContestFlags = ContestDescription = Temporarily stops the audience from growing excited. #------------------------------- [WATERSHURIKEN] #Water Shuriken ContestType = COOL ContestHearts = 3 ContestJam = 0 ContestFunctionCode = DoNextMoveEarlier ContestFlags = ContestDescription = Causes the user to move earlier on the next turn. #------------------------------- [AQUARING] #Aqua Ring ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = GetPumpedUp ContestFlags = ContestDescription = Ups the user's spirit. Helps prevent nervousness. #------------------------------- [RAINDANCE] #Rain Dance ContestType = BEAUTY ContestHearts = 1 ContestJam = 0 ContestFunctionCode = DependsOnCrowdExcitementHigher ContestFlags = ContestDescription = Works better the more the audience is excited. #------------------------------- [SOAK] #Soak ContestType = CUTE ContestHearts = 2 ContestJam = 1 ContestFunctionCode = StartleOtherWithJudgeAttention ContestFlags = ContestDescription = Startles the Pokémon that has the judge's attention. #------------------------------- [WATERSPORT] #Water Sport ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AlwaysExcitesCrowd ContestFlags = ContestDescription = Excites the audience in any kind of contest. #------------------------------- [WITHDRAW] #Withdraw ContestType = CUTE ContestHearts = 2 ContestJam = 0 ContestFunctionCode = AvoidBeingStartledOnce ContestFlags = ContestDescription = Can avoid being startled by others once.