By Hushie
 

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 (hopefully) master contests. Or maybe at least just understand them better. Sort of.

Contest Basics

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 (BMG | PWN | PXRin the Forum Contest board or find other members on messenger, like AIM or Skype. 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. Afterwards, the Judge will add up the scores and the results will be posted.

Contest Play
The highest score at the end of the contest wins money, contest credits, and a ribbon. Contests can consist of two rounds: the Primary (stats) and the Appeals (actions). Most contests and festivals turn stats off and just have the appeals round.  Stats can be boosted using Berries to blend into Pokeblocks.

Winnings
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 (BMG | PWN | PXR) on Pokemon, Pokeblocks, Berries, and other Contest Items.

Quick Links
Here are some helpful links in an easy-to-find place:

RSE move list | Spreadsheet of RSE moves sorted by effect and attribute, noting combos
DPPt move list
BW move list
BW tier list

*Thanks to Jack of Clovers, May Norman, DarkGardevoir, AmericanTreeFrog, Ataro, Feng, JokesterJesse, SLCalamity, Ash K., WinterVines, and others for all of their help.  


List of Judges

Head Judge
Ash K.
Chief Judges
Morru Magnum
Siless
WinterVines
Judge Testers
Ash K.
Morru Magnumº
Siless
WinterVinesº
Passed Judge Quiz
BlueTowel
GrayMagic
Juliorain
Active Judges
Ash K. – mewashmew
GhostlyGlaceon
Lovecraft – sln2xdxº
Morru Magnum – hypernoelixer@yahoo.comº
Princess Crow – princessofcrows*
Siless – siless732
weirlind120
WinterVines – WinterVinesº
*Denotes BW mode only.
ºDenotes RSE/DPPt only.
Past or Inactive Judges
AmericanTreeFrog – AmericanTreeF
Ataro – sniperxpwnage
Ball – theball998
Buoysel. – buoyysel
Chainreaction01 – ChainreactionRPG
DarkGardevoir – clockknight
Derian – derianurpg
Dog of Hellsing – ttartrainer
Eeveedude – eeveedude2240
Feng – cooldunsparce
Gmandiddy – gmandiddy*
Iridium – pokelordultimate
Jack of Clovers – dismssngrsux
JokesterJesse – JesseJKJesse
Mitsuzo-kun – jacksonpkmn
Monbrey – Monbrey
Mubz – Mubz96*
Nitro – zinata360
PichuBoy – magickid931
ragnarok0422 – ragnarok0422
Sec – Rainsecbow
sheepskinfuton – sheepskinfuton
Shock64 – ShockNJ
SiberianTiger – SumerianRevenant
SLCalamity – politoedprince
Turtwig A – Bulbaturtwig*
WebMaster – WebDragoon1337
Xpedential – Xpedential101

Earnings and Ribbons

Contests pay out differently accordingly to their ranks. 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 applicable places are averaged.

Earnings: R/S/E & D/P/P

Normal Rank
First Place: $2,000 + $1,500CC + Ribbon
Second Place: $1,500 + $1,000CC
Third Place: $1,000 + $500CC
Fourth Place: $500 + $500CC

Super Rank
First Place: $2,000 + $2,000CC + Ribbon
Second Place: $1,500 + $1,500CC
Third Place: $1,000 + $1,000CC
Fourth Place: $500 + $500CC

Hyper Rank
First Place: $2,500 + $2,500CC + Ribbon
Second Place: $2,000 + $2,000CC
Third Place: $1,500 + $1,500CC
Fourth Place: $1,000 + $1,000CC

Master Rank
First Place: $2,500 + $3,500CC + Ribbon
Second Place: $2,000 + $3,000CC
Third Place: $1,500 + $2,500CC
Fourth Place: $1,000 + $2,000CC

Judges: $2,000 + $2,000CC per contest.

Earnings: B/W

Normal Rank
Winner: $2,000 + $1,500 CC + Ribbon
Loser: $1,000 + $500 CC

Super Rank
Winner: $2,000 + $2,000 CC + Ribbon
Loser: $1,000 + $1,000 CC

Hyper Rank
Winner: $2,000 + $3,000 CC + Ribbon
Loser: $1,000 + $1,500 CC

Master Rank
Winner: $2,000 + $4,000 CC + Ribbon
Loser: $1,000 + $2,000 CC

Earnings: Division League
Winner: $2,000 + $2,500 CC
Loser: $1,000 + $1,500 CC

Judges: $750 per Pokemon used per side in any combination of CC and normal $.
Prizes for Festival Contests
Last place gets $1000, then for each step up in the prize ladder, add $500 to each. The judge gets $500 more than first place.  This can be in any combination of CC and normal $.
Ribbons   
Cool: Normal, Super, Hyper, Master

   
Beauty: Normal, Super, Hyper, Master

   
Cute: Normal, Super, Hyper, Master

   
Smart: Normal, Super, Hyper, Master

   
Tough: Normal, Super, Hyper, Master


Contest Rules

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 they are selected and the Primary Round starts (if Attribute/Stats are allowed), 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.

Available Modes:

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.
BW: A battle-style contest using battle strategies and move combos to earn points.
Festivals: An FFA-styled contest that has extended turns and multiple attributes.
Division Battle: A BW Contest Gym battle against a Division Leader.

Contest Attribute and Rank

Attribute

There are only five choices: 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.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 Cinccino to participate in a Super Rank Cool Contest, it needs to win a Normal Rank Cool Contest.  However, if it already has a Super Rank Cool Ribbon, it can participate in Hyper Rank Cool Contests but needs a second Normal Rank Cool Ribbon to participate in further Super Rank Cool Contests.


Clauses

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.

Traditional Stats Allowed: Turns original stats on, based on Pokeblocks.
Active Stats Allowed: Turns active stats on for bonuses during the appeals round. Only applicable in RSE Contests.
Items Allowed: Pokemon are allowed to hold Scarves. Can only be turned on if stats are allowed.
Gameboy Clause: Each participant selects up to four moves for each of their Pokemon to use in the contest before it begins.
Nervous Clause: Pokemon are not allowed to use moves that have a chance of making Pokemon nervous. Only applicable in RSE Contests.
OP Combo Clause Clause: The move Curse only combos with Mean Look. Dragon Dance –> Dragon Rage is not a combo. The move Destiny Bond does not combo with any other move. Only applicable in RSE Contests.

 


Move Compatibility

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:
Attribute 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 


Ruby/Sapphire/Emerald Style (RSE)

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. If Traditional stats are on, this is a combined score; if not, only the score from the appeals round is used.

Stats

In RSE, two types of stats can be used: Traditional and Active. Traditional stats are like in-game stats, based on how many Pokeblocks a coordinator feeds their Pokemon (purchased from the Berry Store). Traditional stats are calculated in a separate Primary round and then added onto the appeal score at the end.

Active stats is a system that uses a range of points per stat that affects the appeals around instead of being separate. Trainers can freely select these point values without having to buy anything extra. The two stats modes can be ran at the same time.

Appeal Order

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 higher points get to appeal first. (Not that this is opposite of DPPt.) 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 highest score. Ties are still rolled.

Appeal Round

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 -10: “X looked down out of distraction.”

Appeal -20: “X turned back out of distraction.”

Appeal -30: “X couldn?t help uttering a cry.”

Appeal -40: “X couldn?t help leaping up.”

Appeal <-40: “X tripped over out of distraction.”

Crowd Meter
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.


Diamond/Pearl/Platinum Style (DPPt)

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.

Stats

Only Traditional stats may be used in this style.

Appeal Order

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.

Appeal Round

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 DPP 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.

Voltage

DPP 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 DPP 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).


Black/White Style (BW)

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.

Stats
No stats exist for this contest mode. Instead, the appeal round is affected by Abilities, which have special effects during the battle.

Appeal Order

Turn order only applies if battlers are using a Public mode. Coordinators can choose who goes first or randomly roll it.

Team Selection

Because the contest has no type attribute, Pokemon instead represent different attributes depending on their type. Before the battle begins, players must decide which attribute their Pokemon is defined as. Attribute affects how much PP their moves cost.

Normal – Cute
Flying – Cute
Electric – Cute
Fairy – Cute

Fighting – Cool
Dragon – Cool
Dark – Cool
Bug – Cool

Ground – Tough
Rock – Tough
Steel – Tough

Water – Beauty
Ice – Beauty
Fire – Beauty

Grass – Smart
Psychic – Smart
Ghost – Smart
Poison – Smart  


BW Abilities

Instead of stats, BW mode uses Abilities to add extra effects to battles. When sending a team to the Judge, be mindful of what each Pokemon’s Ability does to the contest.Adaptability – Moves that are of the same Attribute as the bearer cost half the PP.

Aerilate – +1 heart if the bearer uses a Normal-type move.

Aftermath – If a direct attack by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total PP unless an active Pokémon that isn’t rotated out has Damp.

Air Lock – +1 heart each turn the bearer performs in weather.

Analytic – +1 heart if the bearer moves after the opponent.

Anger Point – PP is fully restored when bearer is hit by a critical.

Anticipation – If Stats are in effect user Pokemon steals a quarter of those points and adds them to its own (random opposing Pokemon is chosen).

Arena Trap – The opponent loses 10PP per turn.

Aroma Veil – +1 heart each time the opponent uses a move that is blocked by this ability

Aura Break – All move costs are reduced by 10PP if another Pokemon on the field has Dark Aura or Fairy Aura.

Bad Dreams – Sleeping opponents lose 20PP each turn they spend sleeping.

Battle Armor – Opposing Abilities cannot cause extra PP loss.

Big Pecks – All Cute-Attribute moves cost -10PP.

Blaze – If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.

Bulletproof – +1 heart each time the opponent uses a move that is blocked by this ability

Cheek Pouch – Gain 50PP upon ability activation

Chlorophyll – +1 heart for each attacking move performed under sunlight.

Clear Body – Opposing Abilities cannot cause extra PP loss.

Cloud Nine – +1 heart each turn the bearer performs in weather

Color Change – The Pokemon’s Attribute becomes the Attribute of the last attack to hit it.

Competitive – Gain 50PP upon ability activation

Compoundeyes – -20PP cost for each move that has 90% acc or less

Contrary – The PP cost of a move is the following: 60 minus the move’s normal cost

Cursed Body – 30% chance that the hitter loses 30PP (rolled separately to Disable chance)

Cute Charm – 30% chance that the hitter loses 30PP if they’re of the opposite gender (rolled separately to attraction chance)

Damp – -20PP cost for each Beauty-attribute move

Dark Aura – -10PP cost whenever a dark-type move is used by the bearer

Defeatist – PP cost of moves is doubled if bearer is below 50% HP

Defiant – Gain 50PP upon ability activation

Download – Your Pokemon’s Attribute becomes one that is neutral to the scanned Pokemon’s Attribute (Trainer’s choice)

Drizzle – -10pp for each Beauty-attribute move used while Rain is up

Drought – -10pp for each Beauty-attribute move used while Sun is up

Dry Skin – Recover 20PP each time you heal from Rain

Early Bird – +1 heart each turn that user is asleep

Effect Spore – +1 heart upon successful ability activation

Fairy Aura – -10PP cost whenever a fairy-type move is used by the bearer

Filter – +2 hearts upon being struck by a super-effective move

Flame Body – 30% chance that the hitter loses 30PP (rolled separately to Burn chance)

Flare Boost – recovers 30PP each turn user is inflicted by Burn

Flash Fire – recovers 50PP upon Ability activation

Flower Gift – +1 heart upon Ability activation

Flower Veil – Opposing Abilities cannot cause extra PP loss.

Forecast – +1 heart each time Castform transforms

Forewarn – Divide the selected move’s BP by 50 then round to the nearest whole number. The Pokemon gets that many hearts.

Friend Guard – Allies’ move cost is reduced by 20PP

Frisk – +1 heart upon Frisk detecting an item

Fur Coat – +1 heart upon a physical move hitting the bearer

Gale Wings – Cost of flying-type moves reduced by 10PP

Gluttony – Recover 50PP upon Ability activation

Gooey – +1 heart upon a contact move hitting the bearer

Grass Pelt – +1 heart whenever Grassy Terrain is active

Guts – For every turn that the Pokemon is afflicted with a Status gain +1 heart.

Harvest – Recover 50PP upon Berry being restored

Healer – +1 heart upon successful Ability activation

Heatproof – Beauty-Attribute moves used by the opponent cost an extra 20pp

Heavy Metal – Earn one extra heart for using a weight-based move

Honey Gather – +1 heart for using Cool-Attribute moves

Huge Power – 10PP cost for using Physical moves

Hustle – -10pp cost for using Physical moves

Hydration – Recover 20PP upon ability activation

Hyper Cutter – Recover 50PP each time Ability negates an attack drop

Ice Body – Recover 20PP each time you heal from Hail

Illuminate – One extra heart upon completing a Combo

Illusion – Recover 50pp upon Illusion being broken

Immunity – Moves that can cause Poison/Toxic cost the opponent 20pp more to use

Imposter – +1 heart upon Ability activation

Infiltrator – Moves cost -10PP when Reflect, Light Screen or Safeguard is up

Inner Focus – Moves that can cause flinching cost the opponent 20pp more to use

Insomnia – Moves that can cause sleep cost the opponent 20pp more to use

Intimidate – Pokemon affected by Intimidate loses 30pp

Iron Barbs – +1 heart upon Ability activation

Iron Fist – Punching moves cost -10pp to perform

Justified – Recover 20pp when hit by a Dark move

Keen Eye – Moves that can cause accuracy loss cost the opponent 20pp more to use

Klutz – -10pp cost for all moves if the user is holding an item

Leaf Guard – Recover 20pp every turn in sunlight

Levitate – Tough-attribute moves cost the opponent 10pp more to use

Light Metal – Cost for using weight-based moves is halved

Lightningrod – recovers 50PP upon an electric attack being absorbed

Limber – Moves that can cause paralysis cost the opponent 20pp more to use

Liquid Ooze – HP-draining moves cost the opponent 20pp more to use

Magic Bounce – Recover 20pp upon ability activation

Magic Guard – Recover 10pp a turn

Magician – Recover 20PP upon ability activation

Magma Armour – Moves that can cause Freeze cost the opponent 20pp more to use

Magnet Pull – +1 heart each turn your opponent is Steel-typed

Marvel Scale – All moves cost 50% pp while this ability is active

Mega Launcher – The cost of all moves affected by this ability is reduced by 20PP

Minus – Earn an extra heart for each move while a Plus-bearing mon is on the field

Mold Breaker – +1 heart each time this Ability activates

Moody – One of the following occurs randomly: Recover 30pp, Recover 20pp, Recover 10pp, Lose 40pp, Lose 30pp, Lose 20pp, Lose 10pp

Motor Drive – Restore 50pp on activation

Moxie – Restore 30pp when a Pokemon is KOed by the bearer.

Mulitscale – Moves cost -10pp when this ability is active

Multitype – +1 heart every turn

Mummy – Pokemon who don’t have Mummy as a natural ability cost double PP to perform moves

Natural Cure – Recover 30pp upon healing using this ability

No Guard – +1 heart each time a move would have missed without No Guard

Normalize – All moves have the Cute Attribute.

Oblivious – Moves that can cause attraction cost the opponent 20pp more to use

Overcoat – +10pp per turn in hazardous weather

Overgrow – If current HP is 1/3 or less, Smart moves cost half PP

Own Tempo – Moves that can cause confusion cost the opponent 20pp more to use

Parental Bond – On the first hit of this ability, the moves have a regular PP cost. On the second, the moves have a 50% reduced cost. No additional hearts are given on the second hit.

Pickpocket – Restore 10PP on Activation

Pickup – 10% chance to pick up a berry of your choice after the battle. Trainers must post in the Berry Store to collect.

Pixilate – +1 heart if the bearer uses a Normal-type move.

Plus – Earn an extra heart for each move while a Minus-bearing mon is on the field

Poison Heal – +10 PP per turn if you’re poisoned.

Poison Point – Earn an extra Heart if you induce poison on your opponent.

Poison Touch – Earn an extra Heart if you induce poison on your opponent.

Prankster – –10PP cost for using Status moves

Pressure – +10pp cost to all opponent moves, whilst ability is in effect.

Protean – Changes attribute to move attribute (?)

Pure Power – –10PP cost for using Physical moves

Quick Feet – recovers 30PP each turn user is inflicted by Paralysis

Rain Dish – +1 Heart every round when the weather is Rain

Rattled – +1 Heart when hit by a Dark-, Bug-, or Ghost-type attack

Reckless – Costs 10pp extra to use recoil-inducing attacks

Refrigerate – +1 heart if the bearer uses a Normal-type move.

Regenerator – Regains a third of the maximum PP when switched back in.

Rivalry – When the opposite gender is on the field, physical attacks cost half the PP

Rock Head – Recoil attacks cost 10PP less.

Rough Skin – Non-bearer loses 20PP on contact with the bearer of this ability.

Run Away – +1 heart upon switching out

Sand Force – +1 Heart when they use a Tough-attribute Move.

Sand Rush – +1 heart for each attacking move performed under Sandy Weather.

Sand Stream – -10pp for each Tough-attribute move used while Sandstorm is up

Sand Veil – +1 heart if this Ability causes a miss

Sap Sipper – +2 Hearts when hit by a Grass Move

Scrappy +1 heart for each Normal-type attack to hit a Ghost Pokemon

Serene Grace – +10 PP cost for every move that is affected by this ability.

Shadow Tag – The opponent loses 10PP per turn.

Shed Skin – +1 Heart if this ability works

Sheer Force – -10PP cost for every move effected by this ability

Shell Armor – +20pp cost for opponent to use moves with a crit chance

Shield Dust – +1 heart each time the opponent uses a move that can potentially cause an effect blocked by this ability

Simple – PP costs and heals are doubled

Skill Link – Regain 5PP for each multi-hit move hit on opponent?

Slow Start – All PP usage is doubled until 5 rounds, and then it returns to normal.

Sniper – +2 Hearts if this ability activates

Snow Cloak – +1 heart if this Ability causes a miss

Snow Warning – -10PP cost for using Beauty-Attribute moves while Hail is up

Solar Power – Earns an extra heart each turn if sun is play, however loses -10 PP at the end of the round.

Solid Rock – +1 heart upon being struck by a super-effective move

Soundproof – +1 heart upon being struck by a Sound Move.

Speed Boost – +10PP move cost if opponent is faster than bearer

Stall – -10PP cost if the user moves after the opponent.

Stance Change – +10PP when the bearers form is changed.

Static – Earn an extra Heart if you induce Paralysis on your opponent through this ability.

Steadfast – Earn an extra Heart if you are Flinched.****

Stench – Earn an extra Heart if you cause the opponent to flinch.

Sticky Hold – +1 Heart if someone tries to take your item away from you.

Storm Drain – +2 Hearts when hit by a Water Move

Strong Jaw – The cost of all moves affected by this ability is reduced by 10PP

Sturdy – +2 Hearts if this ability is used

Suction Cups – +1 Heart if your opponent tries to end or switch out. Bonus does not work when you try and withdraw it out yourself.

Super Luck – +1 heart for every Critical Hit.

Swarm – If current HP is 1/3 or less, Cool-attribute appeals cost half the PP.

Sweet Veil – Moves that can cause sleep cost the opponent 20PP more to use

Swift Swim – +1 heart for each attacking move performed under Rainy Weather.

Symbiosis – Upon activation of this ability, the user gains +2 hearts

Synchronize – +1 Heart if you’ve been inflicted with a status.

Tangled Feet – -10PP cost when you are confused.

Technician – -10PP cost for all moves effected by this ability.

Telepathy – +1 heart each time you avoid a move with this Ability

Teravolt – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze

Thick Fat – Beauty-attribute moves used against the bearer of this ability, cost 10PP more.

Tinted Lens – -10pp cost for all ineffective moves

Torrent – If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.

Tough Claws – The cost of all moves affected by this ability is reduced by 10PP

Toxic Boost – -10pp cost when the user is under toxic status

Trace – Copies PP when switched in

Truant – +2 Hearts for every move used.

Turboblaze – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze

Unaware – -10pp cost when positive changes are ignored, and +10pp cost when negative stat changes are ignored

Unburden – When an item is used up, -10PP cost for all moves.

Unnerve – -20PP cost for all bearer moves if opponent is holding a Berry

Victory Star – -10PP cost for the bearer and its allies.

Vital Spirit – If the user is tried to put to sleep, +1 Heart

Volt Absorb – recovers 50PP upon a Electric attack being absorbed

Water Absorb – recovers 50PP upon a water attack being absorbed

Water Veil – +1 heart upon being struck by a move that can Burn

Weak Armor – User regains 10x number of physical hits in PP at the end of the turn.

White Smoke – Opposing Abilities cannot cause PP loss.

Wonder Guard – +1 heart for being struck by a move that doesn’t deal damage

Wonder Skin – +1 heart upon ability activation

Zen Mode – When the ability has been activated, Darmantian will have 200PP. If the Darmantian had a PP lower than 200 before transformation, it will keep the same PP.


Appeal Round

Once the battle begins, Coordinators perform moves until all Pokemon on one side are KOed or one team runs out of PP. BW move list located here. All moves have a tier value, which determines how much PP a move costs:

Move compatibility still applies in BW Contests. Coordinators start with 300 PP. Every time a move is used, PP is subtracted. A move performed that is the same attribute type as the Pokemon costs 10 less PP. An incompatible move costs 10 extra PP. A compatible move’s cost doesn’t change.

Extra Points

Coordinators can earn points by KOing Pokemon. Pokemon fall into four different tiers, which are all worth different points. Pokemon Tier List. If a Pokemon runs out of PP, it is not considered a KO by the opponent and they do not earn points for its KO.

Besides moves and KOs, there are some extra ways that Coordinators can earn points in a BW Contest:

Ribbons

Ribbons are awarded based on the number of Pokemon, divided in half, rounded down. This means in a 6v6, 3 ribbons can be earned. BW Contests that are higher than a 6v6 must be approved by a Head or Chief Judge before they are legal for prizes.

Coordinators get to choose which ribbons they receive and which Pokemon they go on. Choosable ribbon types depend on which attributes were represented in battle. The Pokemon who receives the ribbon does not have to be of that matching attribute. More than one ribbon can be placed on one Pokemon. Coodinators inform the Judge which Pokemon receive which ribbon(s) for the contest log.


Festivals

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 are composed of 6 or more coordinators. The number of turns this contest takes is decided by the judge in the beginning, but at the minimum, a Festival must have a number of rounds equal to the number of participating coordinators. This means that if you have 7 Trainers, the festival must be 7 turns even though 6 people is the minimum amount of participants to run one. The Crowd Meter/Voltage maximum can also be decided, but 5 is the minimum CM/VM. In addition, special rules and the option to turn stats on or off can be chosen by the Judge. The players or the Judge can decide the contest mode and other rules.

Anyone who has been a judge for less than a month cannot ref Festivals. Each judge is also limited to judging two Festivals per week.

Appeal Rounds

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. In the other way, they are rolled from the list with the intent to have a round with every attribute. If a festival is only 5 turns, it’s recommended to do one round of each attribute.

Ribbons

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 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).

Payouts

Festivals pay similar to FFAs, with higher scores earning more funds. However, like contests, Festivals pay in both dollars and contest credits.  The lowest scorer will gain $500 + 500 CC, and each level above that will gain +250 to each, with the Judge earning +250 to both above the top scorer.

For example:

Winter judges and earns $2,250 + 2,250 CC
Ash K. wins and earns $2,000 + 2,000 CC
Felly gets 2nd and earns $1,750 + 1,750 CC
Rick gets 3rd and earns $1,500 + 1,500 CC
Morru gets 4th and earns $1,250 + 1,250 CC
John gets 5th and earns $1,000 + 1,000 CC
PV gets 6th and earns $750 + 750 CC
Monbrey gets 7th and earns $500 + 500 CCStats

Traditional stats can be turned on or off for festivals. If off, score is unaltered. If on, the following equation is used for the Primary and Final scores:

Primary Round for RSE/DPP/BW Festivals

Equation= {(A + B + C + D + E + F)/n}*S
where:

Final Judging for RSE/DPP Contest Modes/Festivals

Equation= ((Acting Score) * 2) + (Primary Score))


Contest Stats

There are two types of contest stats: Traditional and Active. Traditional Stats may be applied to all contest types except BW. Active stats are RSE only. Most contests do not use stats.

Traditional Stats

These stats are the classic game-based style. Stats can be increased by feeding your Pokemon Pokeblocks, made from Berries that can be purchased and blended in the Berry Store. All stats are permanent and must be kept track of in your Trainer stats. They can be reset at the Berry Store.

Berries and Pokeblocks

You may purchase berries at the Berry Store; they are also available as prizes in various parts of the URPG. They can be used to blend into Pokeblocks for Coordinators. When you blend berries, you will receive a colored Pokeblock that you can feed to your Pokemon. Each Pokeblock comes with 5 attributes and an add-on: Cool; Beauty; Cute; Smart; Tough, and Luster (Feel). Each attribute will be raised depending on the Pokeblock eaten, up to a maximum attribute level of 255 each. You are limited to the number of Pokeblocks a Pokemon can eat before it becomes “full.”

Pokeblock Limit
The general rule is that the attributes and the Luster is capped at 255. For attributes, if the attribute level is over 255 (eg. 270), it remains capped at 255. For instance, if you have a Pokemon whose Beauty is at 200, and you feed it a Pokeblock worth 100 Beauty, the final Beauty attribute level is still 255.

However, the Luster is strictly capped at 255. This means that if you were to feed a Pokemon that already has 240 Luster with a Pokeblock worth 40 Luster, it is not allowed and is considered illegal.

*Changing your attribute levels illegally will result in punishments.

Calculating Stats

If Traditional stats are turned on, contests have a Primary round score which is then added onto their appeal score. The formula is as follows:

Primary Round for RSE/DPP Contest Modes

Equation = ([(B+C+F)/2+A]*S) – (G+H)
where:

Final Judging for RSE/DPP Contest Modes/Festivals

Equation= ((Acting Score) * 2) + (Primary Score))


Active Stats

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
0-28 0
29-56 1
57-85 2
86-113 3
114-141 4
142-170 5
171-198 6
199-226 7
227-255 8

Cool:
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:
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.

Cute:
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.

Smart:
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.)

Tough:
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.


How to Become a Judge

Although contests are not insanely popular, Judges are still an important part of the URPG in order for Contests to function properly. Contests are a good source of income, for both Coordinators and Judges. In fact, judging is considered as the easiest out of the five jobs in URPG (Referee, Grader, Ranger, and Curator) and is generally considered the second-fastest job to complete. Also, as a Judge, you would be able to claim your pay immediately after you have finished judging a contest and posted your log. Talk about entitlement.

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.

Step 1:
You should have a general understanding of how contests work in the URPG. The more modes, the better.

Step 2:
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.

Step 3:
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.

Step 4:
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.

Step 5:
Take the Judge Quiz (located below) for either/both RSE/DPPt and BW styles.

Step 6:
After you pass one of the Judge Quizes, you can take the Judge Test for the corresponding mode(s). In the Judge Test, you will have judge a contest given by a Judge Tester. All you have to do is contact any Judge Tester on AIM, Skype, 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.

Note: If you want to take the B/W Judge Test, you must have passed the Judge Quiz first and be a ref.

If you have any questions about anything about judging or becoming a judge, feel free to contact the Head Judge or any of the Chief Judges.


Judge Quiz

Before you are able take the Judge Test, you must pass the Judge Quiz. There are 27 questions on the Judge Quiz. You must get most of the questions correct to pass, particularly the scenarios.

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. He/she 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
*Siless: Available
*WinterVines: Available

RSE/DPP Mode

1. Name five differences between a festival and a normal contest.

2. How many rounds does an RSE Contest have? How many rounds does a DPPt Contest have?

3. Name five things that RSE Contests have that DPP Contests don’t.

4. What happens when there is a tie in determining the performance order?

RSE Mode

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)

DPP Mode

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)

Scenarios
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.

25.
Rules: R/S/E Cool Contest
Stats:
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

26.
Rules: R/S/E Smart Contest
Stats:
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

27.
Rules: D/P/P Cool Contest
Current Voltages:
Lead Judge, Dexter [Voltage = 4]
Second Judge, Ash [Voltage = 3]
Third Judge, Giovanni [Voltage = 0]

Stats:
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


B/W Judge Quiz

Questions:

1. On the first turn of a contest, Swift Swim Ludicolo and Drizzle Politoed are sent. Ludicolo uses Bullet Seed. How much PP does it cost Ludicolo and how many points does it earn Ludicolo’s team?

2. When a Pokémon is sent in a BW Contest, what information must its trainer include?

3. Explain BW Contest Power Points in detail.

4. What rules can be set in a BW Contest?

5. What is the Contest section’s analogy for the Gym League, how are the acceptable lineups determined, and how many people must one defeat to become the Contest Champion?

6. A Co-ordinator KOs a Conkeldurr, immediately followed by a Blaziken. How many hearts is the Co-ordinator awarded, ignoring the hearts they earned for the moves themselves?

7. What is the pay for a 5v5 Super Rank B/W Contest pay, in both URPG money and Contest Credits, for all parties involved? And how many ribbons does the winner get?

8. A Co-ordinator wins a 3v3 Normal Rank B/W Contest with the following team: Mawile, Hydreigon, Gyarados. Which Ribbon(s) may be given to the Hydreigon for this victory?

9. Name two situations in which the fainting of a Pokemon does not result in the awarding of points to the opponent?

10: A Co-ordinator’s Chansey has 80PP remaining. Its Tangela opponent uses Protect, after which Chansey uses Soft-Boiled, a Tier 1 move. How much PP does Chansey have remaining now?

Scenarios:

1:
Pinsir 100%, ATK+1, DEF+1 {290pp, 12 hearts} | RAIN | Golduck 25%, SPD+1 {300pp, 9 hearts}

Judge the following turn. Pinsir is using Swords Dance and Golduck is using Screech (assume it hits). Ignore all missing (but not un-stated) information.

2:
Unown 100% {280pp, 3 hearts} | Aggron 29.06%, ATK+1, DEF+1, SPD-1 {290pp, 1 heart}

The battle has only just started. Unown is going to use Hidden Power (Fighting). State the end-of-turn stats only for each of the following situations:
Aggron uses Metal Burst.
Aggron swaps into Mismagius F Levitate [Smart].
Aggron swaps into Mr Mime M Filter [Smart].
Aggron swaps into Rhyperior M Solid Rock [Tough].
Aggron uses Protect.

3:
Rules:
Super Rank B/W Contest
B/W Double Battle
Helds On
Sandstorm Weather/Ocean Terrain

Co-ordinator Jimmy’s team: Volcarona F Swarm [Beauty] @ Leftovers, Excadrill M Sand Rush [Tough] @ Life Orb
Co-ordinator Mary’s team: Shiftry M Early Bird [Smart] @ Expert Belt, Weavile F Pressure [Cool] @ Focus Band

Current turn: Volcarona 21.92% ~ Excadrill 78.53%, ATK+1, DEF+1 {230pp, 240pp, 7 hearts} | SAND | Shiftry 57.55% ~ Weavile 100% {180pp, 300pp, 6 hearts}

Judge the following turn, using the following move commands and rolls:

Volcarona is using Quiver Dance. Excadrill is using Iron Head on Weavile. Shifty is using Nature Power on Volcarona. Weavile is using Ice Punch on Excadrill.
Rolls: 34, 7, 6, 66

4:
Judge the following turn.

Machamp Female No Guard [Cool]
Hitmontop Male Technician [Cool]

Last turn:
Hitmontop used Detect.
Machamp used Flamethrower. Hitmontop protected itself.
Machamp 100% [35PP] <580 points> | Hitmontop 20.06% [150PP] | Rain

This turn:
Machamp use Fire Blast, Hitmontop use Triple Kick.
Rolls: 100, 100, 1, 100, 1, 100, 1, 100, 1, 100, 1, 1

5:
Player A:
Mew Genderless Synchronize Active, Unsent, Unsent, Unsent, Unsent, Unsent
Player B:
Mewtwo Genderless Pressure Active, Arceus Genderless Multitype KO, Lugia Genderless Multiscale KO, Genesect Genderless Download KO, Kyurem-White Genderless Turboblaze KO, Darkrai Genderless Bad Dreams KO
Last turn:
Mewtwo uses Metronome. Mewtwo uses Fusion Flare.
Mew uses Metronome. Mew uses Fusion Bolt.

Mew 60.39% [100PP] <900 points> | Mewtwo 59.61% [100PP] <1060 points> | Sun

This turn:
Mew use Metronome, Mewtwo use Metronome (use an unabridged alphabetical list).
Metronome rolls: 205, 206
Other rolls: 42, 84, 100, 1, 1, 1


Judge Info

One of the first things Judges must do once they pass the test is make their judging log in the Contes Results subforum (BMG | 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:

Wages

Wages are paid roughly bi-monthly to monthly depending on section activity, just like other professions. Judges should keep a running tally of unpaid wages with a clear marker of what’s been paid and what has not.

For RSE and DPPt Contests:Judges earn $2,000 + $2,000CC per contest.

For BW Contests:
Judges earn $750 per mon per side, which they can claim in contest credits or money. Note in the log which was claimed or the combination thereof.

Example Log:

RSE Contest #999
Normal Rank RSE Tough Contest
No Contest Stats
OP Combo/Nervous Clauses

[insert never-ending complaints about everything by everyone here]

The Doctor & Mew win with 24♥, earning $2,000 + $1,500 Contest Credits +  on Mew
John Hammond & Tyrantrum get second with 21♥, earning $1,500 + $1,000 Contest Credits
Chris Columbus & Stunfisk get third with 14♥, earning $1,000 + $500 Contest Credits
Jack Skellington & Delibird get fourth with 4♥, earning $500 + $500 Contest Credits

Frozen Overlord Winter judges and gets $2,000 + $2,000 Contest Credits
Winter’s all-time Judge Wages: $1,998,000 + $1,998,000 Contest Credits

Last edited by swiftgallade46 on 23 April 2017