Files
infinitefusion-e18/PBS/movesx_contest.txt
2026-05-11 11:32:36 -04:00

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#-------------------------------
[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.