Welcome to the Contest section of the URPG. Here you will find a list of general information and rules coordinators may need. Use this knowledge to master your appeals, win ribbons, and dazzle on the contest stage!
Appeals and Hearts
When contesting, coordinators will constantly come across the terms appeal points and hearts. They are basically the same thing. To get appeal points, simply multiply the number of hearts by 10. The maximum possible appeal a Pokemon can earn at once is 160 appeal points or 16 hearts.
Starting a Contest
To start a contest, visit the Contest Sign-ups thread (PWN | PXR) in the Forum Contest board or find other members on Discord. Once a Judge agrees to participate, all participants must agree on mode, attribute, rank, and other rules. Private Message your Pokemon and moves to the Judge each turn.
In an RSE or ORAS contest, if a coordinator would send an end move before the final round, they must justify why doing so isn’t throwing the contest to the judge. Coordinators must still send some form of confirmation to the Judge each round after they used an end move. End moves include the following: Destiny Bond, Explosion, Final Gambit, Healing Wish, Lunar Dance, Memento, Self-Destruct.
The highest score (or ties for highest, when applicable) at the end of the contest wins money, Contest Credits, and a ribbon. Use Ribbons to participate in even higher ranked contest to earn even more money and Contest Credits. In addition, Contest Credits can also be spent at the Berry Store (PWN | PXR) on Pokemon, Berries, and other Contest Items.
Past or Inactive Judges
Passed Judge Quiz
Contests pay out differently depending on the rank. CC refers to Contest Credits. These can be used in the Berry Store to buy Pokémon or anything else there. First Place wins a ribbon based on the rank and attribute type of the contest. In the case of a tie, the earnings of applicable places are averaged. Note that no ribbons are awarded in case of four-way ties in any rank, as well as three-way ties in Hyper and Master Rank.
Earnings: RSE, DPPt, & ORAS
$1,500 + $1,500 CC per contest.
Normal Rank/Super Rank
First Place: $2,000 + 2,000 CC + Ribbon
Second Place: $1,500 + 1,500 CC
Third Place: $1,000 + 1,000 CC
Fourth Place: $500 + 500 CC
Hyper Rank/Master Rank
First Place: $2,500 + 2,500 CC + Ribbon
Second Place: $2,000 + 2,000 CC
Third Place: $1,500 + 1,500 CC
Fourth Place: $1,000 + 1,000 CC
Prizes for Festivals
The last 3 places in the festival get $1,250, then for each placement after these initial 3, add $250 to both $ and CC. The winner makes an extra $500 + 500 CC, and the Judge will receive the same pay as this.
Additionally, the top 25% of participants (rounded down) in the Festival will receive a ribbon equal to the Festival’s rank (all Festivals are Normal Rank unless approved by the Head of Contests). This ribbon may be of any attribute that was featured in the contest.
Ribbons and Trading
If you are trading away or gifting a Pokémon with Ribbons you earned to another member, those ribbons will be removed from that Pokémon and you will be allowed to keep them in your stats for Berry Store purchasing purposes only. You must keep track of unconsumed Ribbons you get this way in your stats. If you will re-obtain that very same Pokémon, you won’t be able to re-attach its Ribbons even if they’re unconsumed. This rule doesn’t apply for trade-and-trade-backs meant to evolve a Pokémon.
RSE: ORAS: DPPt:
Cool: Normal, Super, Hyper, Master
RSE: ORAS: DPPt:
Beauty: Normal, Super, Hyper, Master
RSE: ORAS: DPPt:
Cute: Normal, Super, Hyper, Master
RSE: ORAS: DPPt:
Smart: Normal, Super, Hyper, Master
RSE: ORAS: DPPt:
Tough: Normal, Super, Hyper, Master
Note: There is no difference between RSE/DPPt/ORAS ribbons.
There are several rules coordinators can choose from when they start a contest. Keep in mind that not all rules apply to all types of contests. In a typical contest, the participants must agree on what contest mode, attribute, rank, and rules to use. After these are decided, players can begin selecting their moves. After moves are sent, the Judge judges the turn and posts the stats for the outcome of that turn. Moves are then sent again, and this continues until the end of the contest.
RSE: A 5-turn contest based on the games that uses combos, jam, nervousness, and a Crowd Meter to score points.
DPPt: A 4-turn contest based on the games that uses appealing to three different judges and a Voltage meter to score points.
ORAS: A 5-turn contest based on the revamped RSE contests featured in Omega Ruby and Alpha Sapphire.
Festivals: An FFA-styled contest that has extended turns and multiple attributes.
Contest Attribute and Rank
There are five diverse choices for Attributes: Cool, Beauty, Cute, Smart, and Tough. There are also different levels of these attributes, and all coordinators must meet the requirements to have a contest of a higher rank.
Pokémon cannot earn more ribbons of a type than they have of a lower rank and cannot participate in Contests which they cannot earn ribbons from. For example, in order for Alice the Dragonite to participate in a Super Rank Cool Contest, she needs to win a Normal Rank Cool Contest. However, if she already has a Super Rank Cool Ribbon, she can participate in Hyper Rank Cool Contests but needs a second Normal Rank Cool Ribbon to participate in further Super Rank Cool Contests.
Along with the contest modes, there are a couple of optional contest rules. If a rule is not specified to be on, then it is assumed to not be used.
Active Stats: Only applicable in RSE contests under sanctioned tests, meaning a Head or Chief Judge must pre-approve a contest for stats to be used. Stats can be used that have active effects during a contest.
Nervous Clause: Nervous-inducing moves instead have a 0% chance to inflict nervousness on other contestants. Only applicable in RSE or ORAS contests.
OP Combo Clause: Certain Combos instead do not combo with each other. For specifics, check out which Combos are banned on the appropriate move list. Only applicable in RSE or ORAS contests.
Gameboy Clause: Each participant selects up to four moves for each of their Pokemon to use in the contest before it begins.
In all forms of contests, move compatibility determines which moves are the most effective. Using the same attribute type of move as the contest is best, but all contest attributes also have two other attributes that are less effective and two that are neutral toward contest results. Sometimes using a matching attribute move can earn a coordinator extra points. All types of contest use the following chart:
1. Cool Contest
Compatible: Tough, Beauty
Incompatible: Cute, Smart
2. Beauty Contest
Compatible: Cool, Cute
Incompatible: Smart, Tough
3. Cute Contest
Compatible: Beauty, Smart
Incompatible: Cool, Tough
4. Smart Contest
Compatible: Cute, Tough
Incompatible: Cool, Beauty
5. Tough Contest
Compatible: Smart, Cool
Incompatible: Beauty, Cute
This mode is based on the original contest version from the RSE games. It needs four Coordinators. Players have five turns to appeal to the judge to increase their score. Each move can either add hearts (appeal points) or subtract hearts from the others (jam points). Move combinations are heavily involved. Players can also gain additional hearts from the audience (crowd meter) if specific conditions are met. The coordinator with the most points in the end wins.
This refers to which Pokemon gets to appeal first. The order for the first turn is randomly determined. Judges may use whatever ordering system they like, but many find it easiest to put the Pokemon in alphabetical order and then roll placement. Subsequent rounds are determined normally by highest score. In case of a tie in determining appeal order, the Pokemon who wins the tie is determined at random.
In this round, Coordinators pick moves for Pokemon to use in order to raise their score. Coordinators may use any additional moves they have purchased. RSE moves list located here.
There are 5 turns. Various things can increase or decrease score, including:
Appeal -0 (avoid being startled): “X managed to avoid it seeing it.”
Appeal -1: “X looked down out of distraction.”
Appeal -2: “X turned back out of distraction.”
Appeal -3: “X couldn?t help uttering a cry.”
Appeal -4: “X couldn?t help leaping up.”
Appeal -5+: “X tripped over out of distraction.”
RSE uses the Crowd Meter, an applause gauge that tracks using moves of the same contest attribute. It can earn Coordinators extra points if they fill the meter. This depends on move compatibility.
If a Pokemon uses a move of the contest type, the Crowd Meter is increased by 1 and the appeal score is also increased by +1. “Crowd cheers,” can be said. When the Crowd Meter reaches 5, the message, “Crowd goes wild!” is shown and the appeal score is increased by +5. Note that you still get +1 for matching the contest attribute type, so the score is really +6. Then, the Crowd Meter returns to 0 again.
If a Pokemon uses a move of a compatible attribute, the Crowd Meter is neither increased or decreased. The flavor text, “Crowd looks on.” is used.
If a Pokemon uses a move of an incompatible attribute, the crowd’s excitement is decreased by 1. The flavor text, “X’s [attribute] didn’t go over well here…” is used. The Pokemon’s appeal score isn’t decreased by 1, however.
For example, in a Cool contest, Cool attribute attacks to raise the Applause Meter and earn +1 Appeal Point. Tough or Beauty attacks will not help or hurt the Meter. If Cute or Smart attacks are used, it will lower the Applause Meter by 1 level.
This contest mode is a slightly altered version from the DPPt games. It needs four Coordinators. In DPPt, there are three judges to appeal to: the lead/main judge and two side judges. Players have four turns to appeal to any of the three judges to increase their score. Jam points and move combinations are not played in this mode. Players can gain additional hearts from the three judges (voltage) if specific conditions are met. The coordinator with the most points in the end wins. If Traditional stats are on, this is a combined score; if not, only the score from the appeals round is used.
This refers to which Pokemon gets to act first. If traditional stats are on, the voting score from the Primary round determines which contestant can begin its appeal first. Those with higher voting scores get to appeal first. In subsequent appeal rounds, appeal order is determined by the last round’s appeals. Those with lower scores get to appeal first. (Note that this is opposite of RSE.) In case of a tie in scoring or determining appeal order, the Pokemon who wins the tie is determined at random.
If stats are off, the order for the first turn is randomly rolled. Judges may use whatever ordering system they like, but many find it easiest to put the Pokemon in alphabetical order and then roll placement. Subsequent rounds are determined normally by lowest score. Ties are still rolled.
Unlike RSE, DPPt doesn’t use combos, jam, or nervousness. Coordinators choose moves for their Pokemon to perform, and in addition, they also choose which judge to appeal to. Picking the right judge to maximize score and fill Voltage meters is the main strategy of this mode. A Pokemon cannot choose the same move twice in a row in DPPt Mode contests. The DPPt move list is found here.
In addition to Voltage, there is also another way that helps to increase appeal score each turn. Every turn, each Judge will hand out extra hearts based on the number of appeals they have viewed. 1 Appeal = +3 Hearts. 2 Appeals = +2 Hearts. 3 Appeals = +1 Heart. All 4 Appeals = No Hearts.
DPPt Style contests use Voltage instead of the Contest Meter, but it is essentially the same concept. Unlike RSE Contest Mode, the Pokemon’s appeal score will not gain a bonus point even if he performs a move of the Contest type. The Voltage will increase when a Pokemon uses a move of the Contest type and decrease when a Pokemon uses a move of an incompatible attribute. It will neither increase nor decrease if a compatible move is used.
There are three judges to appeal to in the DPPt Contest Mode. Each one has a separate Voltage meter. The two side judges will increase your appeal by +5 if you max out their Voltage (Voltage: 5); the main/lead judge will increase your appeal by +8 if you max out his Voltage (Voltage: 5).
This mode emulates the in-game contests in the ORAS games. They strongly resemble RSE contests, even more so than DPPt contests do. Four coordinators are still required, the contests still last five rounds, appeal order is still determined the same way as in RSE, and every appeal effect in RSE is also present in ORAS. Besides three new types of appeals (used by moves such as Aeroblast, Crafty Shield, and Fake Tears), new effects and attributes for old moves, and a new list of combos (viewable on the ORAS movelist), these mechanics are only present in ORAS contests:
Just like in RSE, using the same attribute appeal as the contest awards the appealer one point and increases the CM by one, and using a compatible attribute has no additional effect. If an incompatible appeal is used in an ORAS contest, the appealer loses one point in addition to the CM being lowered by one. The incompatible appeal loses a point even if the CM is at 0.
Instead of penalizing one point per time in a row that a move has been used (besides the first), ORAS contests penalizes all repeat appeals equally. Repeat appeals cannot affect the CM; this affects incompatible appeals as well as appeals of the contest’s attribute. The appeal will not gain or lose points for its attribute. All repeat appeals will lose one point, regardless of how many times in a row they’ve been used.
Instead of doubling the base appeal of the second appeal in a combo, the second appeal simply gets an additional three points. Not all RSE combos work in ORAS contests, and ORAS has some new combos not present in RSE contests. Be sure to check the combo list at the bottom of the ORAS movelist. Currently, the only banned combo is Endure -> Pain Split.
Please note that B/W Contests and the Leader’s Division are currently discontinued indefinitely.
This version of contests was based partly on the anime and heavily on URPG battles. It needs two Coordinators. It is set up like a battle, using any official battle rules. There is no overall contest attribute type. The contest ends when one players knocks out (KOs) all of the opposing Trainer’s Pokemon or if they run out of PP. Both players start with 300 PP. The coordinator with the highest score at the end wins. KOing Pokemon and move combos boost their scores. Each move costs an amount PP to use, and that price will increase or decrease as certain conditions are met. Ribbons are awarded according to the battle size.
For more information on B/W Contests, including Abilities, Team Selection and more, please refer to the Black White Megathread.
Festivals work similar to FFAs. They usually occur when a judge decides to host one, rather than a Coordinator asking a Judge to do one. Festivals must consist of at least 8 coordinators.
The number of turns a festival will last is determined by the following formula: Turn Number = 6 + X/4, where X is the number of participating coordinators. Turn Number value is always rounded down (i.e. a result of 8.75 would be rounded down to 8 turns).
The Crowd Meter/Voltage maximum can also be decided, but 5 is the minimum CM/VM. The players or the Judge can decide the contest mode and other rules.
Anyone who has been a judge for less than 2 months cannot ref Festivals. Each judge may judge as many Festivals per week as they wish.
Coordinators play out a festival just like a contest, only with more people. They send their mon and moves privately to the Judge until it’s over. Judges will keep track of turns, scores, combos, crowd meter/voltage, etc, like normal.
Because there is no single attribute to a festival, a Judge can decide, based on the number of turns, what style of attributes to play. Both are randomly rolled. The first is to roll individual attributes and continuing even if a duplicate is rolled. Alternatively, they are rolled from a list with the intent to have every attribute in at least one round.
Depending on the number of contestants, the number of Ribbons that will be awarded is decided by taking the (number of contestants/4) places, rounded down. Since there isn’t a single attribute, the winner of a ribbon can choose its type. However, this attribute must have been present as a round in the festival. The higher the score your Pokemon manages to obtain, the higher you place, which also means the higher chance of you managing to win a ribbon and the more money and Contest Credits you get. Any festival that gives above Normal Rank ribbons must be approved by a Head or Chief Judge. Entry to such festivals should require all participants be qualified for that rank.
One key difference between festivals and regular contests is the rate of nervousness. In festivals, the chance of nervousness is 30% with no condition stars, and the rate is reduced by 5% for each condition star you have (minimum of 15% chance).
Festivals pay similar to FFAs, with higher scores earning more funds. However, like contests, Festivals pay in both dollars and Contest Credits. The bottom three scorers will gain $1,250 + 1,250 CC, and each place above that will earn $250 +250 CC. The winner makes an extra $500 + 500 CC, and the Judge will receive the same pay as this.
Gray Nine judges and earns $3,000 + 3,000 CC
Morru wins and earns $3,000 + 3,000 CC
weirlind120 gets 2nd and earns $2,250 + 2,250 CC
diamondpearl876 gets 3rd and earns $2,000 + 2,000 CC
Ash K. gets 4th and earns $1,750 + 1,750 CC
Johnbdm gets 5th and earns $1,500 + 1,500 CC
Rick gets 6th and earns $1,250 + 1,250 CC
Nitro gets 7th and earns $1,250 + 1,250 CC
Xali gets 8th and earns $1,250 + 1,250 CC
Stats can’t be used in contests unless a Head or Chief Judge approves of it beforehand.
This system was designed as an add-on for RSE style contests. This style doesn’t require a Trainer to buy anything. All attributes have 8 levels. Coordinators can acquire stats by purchasing Pokéblocks. Different levels impact the appeal round in different ways, so choose carefully. As the Pokéblocks are on a scale of 0-255, they translate with the following table.
|Pokéblock value||Active Stat value|
Coolness is a Pokémon’s ability to maintain its mental state under stress and exude confidence when others would have run out. Every odd rank of Coolness gives a Pokémon a 25% chance to ignore nervousness when it would otherwise succeed. If a Pokémon resists nervousness due to this effect, it is jammed equal to the number of Pokémon that resisted nervousness due to their Coolness (check the normal miss chance for Nervousness first). Every even rank of Coolness lowers the Jamming damage the user takes while in Combo Standby by 0.5 hearts (even if the combo does not, or cannot, complete), but also reduces the (pre-combo bonus) appeal score of the Combo finisher by the same amount to a minimum of 1 heart; the focus required to maintain oneself in a stat of combo readiness is exhausting and leads to the combo’d move being less impressive than normal.
Beauty is a Pokémon’s ability to make itself the center of attention. Every odd rank of beauty gives the user a +0.5 heart bonus for matching the contest attribute with its move (seperate from the standard bonus). Every even rank of Beauty gives the user a 25% chance to boost the crowd level whenever they successfully perform a move that is not incompatible with the contest type. This focus on the Beauty user does lower its offensive contest potential as the focus, even of the other Pokémon, is on the user and not the move, and so each odd rank of Beauty lowers the jamming damage of moves by the user by 0.5 hearts.
Cuteness is a Pokémon’s ability to distract opponents in such a way that it proves difficult targetting the user. Every odd rank of Cuteness lowers the damage of single target Jamming moves by 0.5 heart. Cuteness also enables the user to maintain an “appeal” state when struck with nervousness, gaining them a boost of 1 heart per even rank whenever they fail to move due to nervousness. The Pokemon suffers especially from moves where it’s no longer the primary target, however, making multi-target jamming moves 0.5 hearts per odd rank more effective against the cute user.
Smartness is a Pokémon’s ability to tactically react to the situation at hand. Every odd rank of Smartness gives the Pokemon a +1 ‘priority’ for moves that determine acting positions during the next turn. (This priority means that later moves with less priority will not move the Pokémon from the place designated by the move it used). Every even rank gives a bonus after each successful combo (post-combo bonus itself) of 1 heart, but the amount of focus required leads the Pokemon to be easily distracted, increasing the damage of single-target jamming attacks by 1 heart and multi-target jamming attacks by 0.5 hearts while the user is in Combo Standby for each odd rank of Smartness. (Half hearts are tracked until the end of the turn, but during scoring are not applied unless another half heart completes it.)
Toughness is a Pokémon’s ability to ignore the fatigue of performance. Every odd rank of Toughness is considered 0.5 hearts for determining position in a round (Half hearts here work as normal hearts, a 6 heart mon is faster than a 5.5 heart is faster than a 5.0 heart). Whenever a Tough Pokémon acts, it gains 1 Stamina Point per even rank of Toughness; any time a Pokémon with 5 or more Stamina Points would be jammed, struck with nervousness, or lose condition stars (only when it has condition stars), and no other effect cancels these out, that Pokémon loses 5 Stamina points instead. When a Tough Pokémon’s stamina does falter, however, it does so drastically, causing the Pokémon to be jammed for 1 heart per odd rank of Toughness.
Judges are an important part of the URPG. Judges are absolutely necessary for Contests to function properly. Contests are a good source of income, for both Coordinators and Judges. Additionally, there is a plethora of exciting rewards in the Berry Store that Judges have a steady stream of income to take advantage of. Contests also provide a different experience from battles, and being the only other current form of live content, add a second fun activity bolstered by the presence of Discord. Finally, becoming a Judge has never been more exciting, with new modes and subsections being worked on daily, as well as a variety of current modes to take advantage of.
Note: Judges should be reasonably fast, accurate, have all the information in front of them, ready to answer any question, and most importantly, be respectful of the contest. There is no favoring one coordinator over the other; that is cheating.
You should have a general understanding of how contests work in the URPG. The more modes, the better.
You should familiarize yourself with the information in the Judging Encyclopedia. You should be able to use your resources. Use the move lists when you need to know how each move works when appealed.
Familiarize yourself with the judging formulas, move type compatibility, crowd meter/judge voltage, appeal orders, and contest terms. Most judges know the following, or at least the crux of these, so they can judge accurately and at a relatively fast speed.
Try practice judging by looking at forum contests and see if you can get the same results as the Judge. You can also see if you get the same thing as the Judge in your own contests.
Take the Judge Quiz (located below) for RSE/DPPt/ORAS style.
After you pass one of the Judge Quizzes, you can take the Judge Test for the corresponding mode(s). In the Judge Test, you will have to judge a contest given by a Judge Tester. All you have to do is contact any Judge Tester on Discord or through the forums to be tested. If you fail the Judge Test, you must wait at least one week (168 hours) before taking it again.
If you have any questions about anything about judging or becoming a judge, feel free to contact a Head or Chief Judge.
Before you are able take the Judge Test, you must pass the Judge Quiz. There are 32 questions on the Judge Quiz. You must get all of the questions correct to pass.
Once you pass, the Judge Tester will guide you through the answers you did not get. You must PM your answers to an available Judge Tester. They will then send you back the answers that are incorrect. You then respond with your revision of those incorrect answers, and keep doing so until you pass. Nobody except a Judge Tester is able to help you on the Judge Quiz, and you are not able to discuss the Judge Quiz with anyone except a Judge Tester. Any questions about it should be done through PM with one of the Judge Testers.
You will send all answers via PM to any of the following people. Please include question and answer. Assume that clauses which are not specified otherwise are off and other things not mentioned (what the remaining Pokémon did, for instance) have no effect on the answer. Also, please explain answers. For example, if a question asks how many hearts a Pokemon receives, do not just state total amount; state if the hearts come from multiple sources and which sources they are. Only PM to one of the judge testers.
*Ash K: Available
*Gray Nine: Available
1. Name five differences between a festival and a normal contest.
2. How many rounds does an RSE, DPPt, and ORAS contest have?
3. Name five things that RSE Contests have that DPPt Contests don’t.
4. What happens when there is a tie in determining the performance order?
5. A Gallade which has just used Mean Look appeals with Destiny Bond while the crowd meter is at 4 in a Smart Contest. What will Gallade’s score be for that turn?
6. At the beginning of a Beauty Contest, a Blaziken appealed with Blaze Kick, then a Marowak appealed with Bonemerang. What will each of their scores be for that turn?
7. A Blastoise with two condition stars that used Yawn last turn appeals with Rest in a Cute Contest when the Crowd Meter is at 4. Next, Charizard uses Blast Burn. What will Blastoise’s score be for that turn?
8. An Electivire managed to appeal first in the second round of a contest. List three possible reasons to that.
9. An Audino is using Substitute for the third time in a row in a Smart Contest when the Crowd Meter is at 4. Next, Slowking uses Psywave. What will Audino’s score be for that turn?
10. A Blissey is using Hidden Power for the third time in a row in a Smart Contest when the Crowd Meter is at 3. Next, Shaymin uses Seed Flare. What will Blissey’s score be for that turn?
11. A Togekiss had used Baton Pass and made all of the Pokemon appealing after it nervous. Serperior is one of them and it already has two condition stars. What is the chances of Serperior being too nervous to move?
12. A Zangoose with three condition stars that used Slash last turn appeals with Rock Smash in a Tough Contest when the Crowd Meter is at 2. Next, Dragonite uses Dragon Rush. What will Zangoose’s score be for that turn?
13. A Geodude that used Earthquake last turn appeals with Magnitude in a Cute Contest when the Crowd Meter is at 3. Next, Abra uses Psyshock. What will Geodude’s score be for that turn?
14. If a Pokemon goes second in a RSE Contest and uses Attract, all the other Pokemon become Nervous. True or false? Explain why.
15. A Snorlax that had used Protect last turn appeals with Double-Edge in a Smart Contest when the Crowd Meter is at 4. Next, Latios uses Luster Purge. What will Snorlax’s score be for that turn?
16. A Wobbuffet that used Mimic last turn appeals with Destiny Bond in a Cool Contest when the Crowd Meter is at 1. Next, Whimsicott uses Leech Seed. What will Wobbuffet’s score be for that turn?
17. Slowbro is the last appealer for this round, and the total appeal hearts for the previous appealers are as shown. Starmie = 10 Hearts. Chandelure = 2 Hearts. Excadrill = 5 Heart. Slowbro then appeals with Skill Swap in a Smart Contest. What will Slowbro’s score be for that turn?
18: Smeargle is the second appealer and appeals with Sketch in a Tough Contest. However, the first appealer is a Bibarel who has 3 black hearts (jams). What will Smeargle’s score be for that turn?
19. Jirachi that used Draco Meteor last turn uses Doom Desire in a Cool Contest with the Crowd Meter at 3. Next, Regigigas that used Crush Grip last turn appeals with Payback. What will Regigigas’ score be for that turn?
20. This is the third round of a R/S/E Contest, displaying both the total appeal points that the Pokemon has already received, and the hearts that it had just received for the turn (in no particular order). Asterisks represent condition stars. State the order in which they will perform for next turn.
Scyther 13♥ (+10♥ this turn)
Feebas 15♥ (+4♥ this turn)
Skitty 6♥ (+6♥ this turn) [**]
Castform 12♥ (+11♥ this turn)
21. How many judges are there? How many points do each give and for what?
22. In a Smart Contest, Alakazam is the first appealer and appealed with Psychic. The Voltage is placed at 2 currently and throughout the turn, no one else but Alakazam appealed towards the lead judge. How many appeal hearts did Alakazam earn?
23. A Magmortar managed to appeal first in the second round of a contest. List two possible reasons to that.
24. This is the third round of a D/P/P Contest, displaying both the total appeal points that the Pokemon has already received, and the hearts that it had just received for the turn (in no particular order). State the order in which they will perform for next turn.
Chimchar 13♥ (+5♥ this turn)
Caterpie 15♥ (+7♥ this turn)
Chingling 7♥ (+4♥ this turn)
Charmander 10♥ (+2♥ this turn)
25. If a Sylveon uses Captivate in rounds 1, 2, and 3 of a Tough Contest, how many points will it earn each round?
26. Tapu Koko uses Agility in round 1, then Electro Ball in round 2 of a Cool contest. No other Pokemon used an appeal to change appeal order during round 1. How many points does Tapu Koko score each round?
27. An Alolan Ninetales that used Hail last round uses Powder Snow in a Smart contest. How many points does it score?
Judge out the following scenarios and give the round results as if you were judging a real contest. You should be able to provide a neat judging format and stats, along with any side status or conditions in the stats, such as Combo Standby, Condition Stars, or ‘X’ for not being allowed to perform. State the nervous chance, but assume all Pokemon complete their appeal.
Crowd Meter (CM) / Voltage will be given as well.[*] = 1 Condition Star. [**] = 2 Condition Stars. [***] = 3 Condition Stars.
Rules: R/S/E Cool Contest
1st: Porygon2 10♥
2nd: Raichu 8♥
3rd: Alakazam 6♥ [*]
4th: Starmie 4♥
Crowd Meter is at 2.
Appeals: Porygon2 – Lock On; Raichu – Encore; Alakazam – Skill Swap; Starmie – Hyper Beam
Rules: R/S/E Smart Contest
1st: Gengar 8♥ (Combo Standby: Endure)
2nd: Starmie 5♥ [*] (Combo Standby: Surf)
3rd: Milotic 3♥ (Combo Standby: Rain Dance)
4th: Venusaur 0♥ (Used Giga Drain for two times consecutively already)
Crowd Meter is at 4.
Appeals: Gengar – Destiny Bond; Starmie – Dive; Milotic – Hypnosis; Venusaur – Giga Drain
Rules: D/P/P Cool Contest
Lead Judge, Dexter [Voltage = 4]
Second Judge, Ash [Voltage = 3]
Third Judge, Giovanni [Voltage = 0]
1st Blaziken 6♥ (Used Focus Energy before this)
2nd Scizor 6♥
3rd Charizard 10♥ (Used Outrage before this)
4th Kangaskhan 10♥ (Used Rage before this)
Appeals: Blaziken – Sky Uppercut on Ash; Scizor – Quick Attack on Ash; Charizard – Outrage on Dexter; Kangaskhan – Dizzy Punch on Giovanni
Rules: ORAS Beauty Contest
1st: Gardevoir 7♥ [**] (Combo Standby: Wish)
2nd: Lurantis 9♥ (Used Weather Ball for three times consecutively already)
3rd: Trevenant 3♥ [*]
4th: Heliolisk 1♥
Crowd Meter is at 2.
Appeals: Gardevoir – Misty Terrain; Lurantis – Weather Ball; Trevenant – Forest’s Curse; Heliolisk – Parabolic Charge
Rules: ORAS Tough Contest
1st: Minun 11♥ (Combo Standby: Charge)
2nd: Seviper 6♥
3rd: Linoone 3♥ [***]
4th: Magcargo 4♥ [*]
Crowd Meter is at 3.
Appeals: Minun – Shock Wave; Seviper – Glare; Linoone – Covet; Magcargo – Shell Smash
One of the first things Judges must do once they pass the test is make their judging log in the Contes Results subforum (PWN | PXR). There isn’t really a set way to do this, but all logs, regardless of format, should include some key information that can be tracked. As long as those elements are there, Judges are free to come up with whatever crazy styles they want.
What Judges Should Include:
Normal Rank RSE Tough Contest
OP Combo Clause ON
Nervous Clause ON
[Brief contest description here]
The Doctor & Mew win with 24♥, earning $1,500 + 1,500 Contest Credits + on Mew
John Hammond & Tyrantrum get second with 21♥, earning $1,000 + 1,000 Contest Credits
Chris Columbus & Stunfisk get third with 14♥, earning $1500 + 500 Contest Credits
Jack Skellington & Delibird get fourth with 4♥, earning $500 Contest Credits
Frozen Overlord Winter judges and gets $1,500 + $1,500 Contest Credits
Winter’s all-time Judge Wages: $1,998,000 + $1,998,000 Contest Credits