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Scoring & Formulas

Detailed breakdown of how contest appeal scores are calculated.

Each contestant performs one move per round. The appeal score for each move is:

Final Appeal = (Base Appeal + Bonuses) × Combo Multiplier × Repeat Modifier - Jam Damage + Excitement Bonus
Base Appeal = Move Power × 0.3

A move with 100 power yields 30 base appeal points.

How well the move’s type aligns with the contest category:

Match LevelBonusCriteria
Strong match+50Move type directly matches category
Partial match+15 (30%)Move type partially aligns
No match+0No alignment

Category-Move Type Alignment:

CategoryStrong MatchPartial Match
CoolPhysical movesAggressive status moves
BeautySpecial movesGraceful status moves
CuteStatus movesAny move
CleverStatus movesSpecial moves
ToughPhysical movesDefensive status moves
Stat Bonus = Pokemon's Contest Stat × 0.1

A Pokemon with 255 in the matching stat gets +25.5 appeal. Secondary stats contribute at 50% weight.

+5 points if the move hasn't been used in the last 2 turns
Up to +5 points based on move accuracy
+2 points per round number

Round 1 = +2, Round 4 = +8.

±3 points (random)

Small random element to prevent completely deterministic outcomes.

Costume Bonus = appealBonus + (stylePoints / 5)
RarityExtra Bonus
Uncommon+1
Rare+3
Epic+5
Legendary+8

Category match adds +5 if the costume’s category matches the contest.

Using specific moves in sequence triggers a combo:

First MoveFollow-Up Moves
ThunderboltThunder, Thunder Wave, Wild Charge
Sunny DaySolar Beam, Flamethrower, Fire Blast
Rain DanceThunder, Hydro Pump, Surf
Dragon DanceOutrage, Dragon Claw
Bulk UpClose Combat, Superpower
ToxicVenoshock, Hex
Swords DanceClose Combat, X-Scissor, Night Slash
Calm MindPsychic, Psyshock, Shadow Ball
AgilityQuick Attack, Aqua Jet, Extreme Speed
Stealth RockEarthquake, Stone Edge
Light ScreenThunderbolt, Psychic
ReflectBody Slam, Zen Headbutt

Using consecutive moves of the same type grants a 1.5x multiplier.

The combo multiplier is capped at maxComboMultiplier (default: 3.0x).

If allowMoveRepeats is true and a move is repeated:

Final Appeal = Appeal × repeatPenalty (default 0.5 = 50%)

If allowMoveRepeats is false, repeated moves are blocked entirely.

Disruptive moves reduce opponents’ appeal:

Move TypePenaltyExamples
Status jamming-20Taunt, Torment, Disable, Encore, Trick Room
Damaging jamming-10Thunder Wave, Will-O-Wisp, Toxic, Fake Out, Quick Attack
Excitement RangeEffect
80-100 (High)Positive bonus to appeal
20-79 (Normal)No modifier
0-19 (Low)Negative modifier to appeal

Moves can fail entirely, resulting in 0 appeal:

Miss Chance = Base 5%
+ 5% if contest stats < 100 total
+ 5% if excitement < 20
+ 10% if move used 3+ times
= Maximum 25%

If minigames are enabled, the minigame score is combined with appeal:

Total Score = (Appeal Score × (1 - scoreWeight)) + (Minigame Score × scoreWeight)

With default scoreWeight = 0.2:

Total = (Appeal × 0.8) + (Minigame × 0.2)
Seal Bonus = Base Bonus × Rarity Multiplier × Category Affinity
RarityMultiplier
Common1.0x
Uncommon1.25x
Rare1.5x
Epic2.0x
Legendary2.5x

Total seal bonus is capped to 10% of total score by default.

Vote Score = (Player Votes + Bot Votes) × voting-weight

Default voting-weight = 0.1 (10% of final score, if voting affects score is enabled).

Players are ranked by total score descending. Ties broken by higher audience excitement contribution.

Final Score = Sum of all round appeals
+ Minigame score (weighted)
+ Seal bonus
+ Vote score (if enabled)