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Contests

Contests are the core feature of Reverie. They are competitive events where players showcase their Pokemon through appeal moves, minigames, and audience engagement.

There are five contest categories, each favoring different Pokemon stats and move types:

CategoryPrimary StatSecondary StatsFavored Moves
CoolCoolToughPhysical, aggressive status
BeautyBeautyCute, CleverSpecial, graceful status
CuteCuteBeautyStatus, any
CleverCleverCool, CuteStatus, special
ToughToughCoolPhysical, defensive status

Contests have four tiers of difficulty. Higher ranks require ribbons from the previous tier:

RankTierRequirement
Normal1None
Super2Normal ribbon in that category
Hyper3Super ribbon in that category
Master4Hyper ribbon in that category

A contest progresses through these phases:

Players join using /contest join <slot> where slot is the party position (1-6) of the Pokemon they want to enter. The contest waits until the minimum number of contestants is reached (default: 2). If bots are enabled, empty slots are auto-filled.

  • Audience NPCs spawn and walk to their seats
  • Each contestant is announced and walks to their intro position on stage
  • Introductory fanfare plays
  • Camera pans across the stage showing all contestants
  • Each Pokemon is showcased individually to the audience
  • Camera zooms in on each contestant in sequence
  • Seal effects (if any) are displayed during Pokemon send-out
  • Costume bonuses are evaluated
  • Background music plays

This is the main gameplay phase. Over multiple rounds (default: 4):

  1. Each contestant selects a move from a GUI (20-second timeout)
  2. Moves are performed in turn order
  3. Appeal scores are calculated based on move power, category matching, contest stats, combos, and audience excitement
  4. Audience excitement rises or falls based on performance quality
  5. A real-time leaderboard shows current standings

If minigames are enabled, players participate in an interactive challenge between or during phases. The minigame type depends on the contest category. See Minigames.

  • Spectators and bot audience members vote on their favorite contestant
  • Votes are tallied and combined with appeal scores
  • Final scores are calculated
  • Winner is announced with celebration effects
  • Ribbons are awarded based on placement
  • Rewards are distributed (items, currency, commands)
  • Contest data is persisted for leaderboards
/contest create <type> <hall>
  • type — Contest type ID (e.g., cool, beauty, or any custom type)
  • hall — Hall ID where the contest takes place
/contest join <slot>
  • slot — Party position 1-6 of the Pokemon to enter
/contest start

Begins the contest. Can be run by the contest creator or an admin.

CommandDescription
/contestOpen the Contest Hub GUI
/contest listList active contests
/contest spectateToggle spectating
/contest statsView your Pokemon’s contest stats
/contest stats <slot>View specific Pokemon’s stats
/contest poffinOpen poffin cooking
/contest templatesBrowse available contest types

Every Pokemon has six contest stats that affect scoring:

StatRangeEffect
Cool0-255Bonus appeal in Cool contests
Beauty0-255Bonus appeal in Beauty contests
Cute0-255Bonus appeal in Cute contests
Clever0-255Bonus appeal in Clever contests
Tough0-255Bonus appeal in Tough contests
Sheen0-255Tracked separately, not counted in total cap
  • Total cap: The first five stats share a 510-point total cap (like EVs)
  • Stats are initialized when a Pokemon is gained, caught, or hatched
  • Nature applies a +/-10% modifier to certain stats
  • Inheritance: Hatched Pokemon inherit 40% from each parent plus small random variance

Use Poffins to boost contest stats.

Certain move combinations grant bonus multipliers:

  • 2-Move Combos (2.0x) — Using specific moves in sequence (e.g., Sunny Day then Solar Beam)
  • Type Chains (1.5x) — Using moves of the same type consecutively

See Scoring & Formulas for the complete combo list.

Disruptive moves reduce opponents’ appeal scores:

  • Status move jamming (-20) — Taunt, Torment, Disable, Encore, Trick Room
  • Damaging move jamming (-10) — Thunder Wave, Will-O-Wisp, Toxic, Fake Out, Quick Attack

The audience has an excitement meter (0-100) that affects scoring:

  • Starts at 50
  • Rises with great appeals, combos, and category matches
  • Falls with poor appeals, misses, and repeated moves
  • High excitement (80+) triggers bonus effects and crowd waves
  • Low excitement (below 20) triggers negative effects

See Audience System for details.

  1. Poffins — Boost your Pokemon’s contest stats
  2. Seals — Add particle effects and earn scoring bonuses
  3. Ribbons — Understand the ribbon progression system
  4. Scoring & Formulas — Full mathematical breakdown