Scoring & Formulas
Scoring & Formulas
Section titled “Scoring & Formulas”Detailed breakdown of how contest appeal scores are calculated.
Appeal Calculation
Section titled “Appeal Calculation”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 BonusStep 1: Base Appeal
Section titled “Step 1: Base Appeal”Base Appeal = Move Power × 0.3A move with 100 power yields 30 base appeal points.
Step 2: Category Match Bonus
Section titled “Step 2: Category Match Bonus”How well the move’s type aligns with the contest category:
| Match Level | Bonus | Criteria |
|---|---|---|
| Strong match | +50 | Move type directly matches category |
| Partial match | +15 (30%) | Move type partially aligns |
| No match | +0 | No alignment |
Category-Move Type Alignment:
| Category | Strong Match | Partial Match |
|---|---|---|
| Cool | Physical moves | Aggressive status moves |
| Beauty | Special moves | Graceful status moves |
| Cute | Status moves | Any move |
| Clever | Status moves | Special moves |
| Tough | Physical moves | Defensive status moves |
Step 3: Contest Stat Bonus
Section titled “Step 3: Contest Stat Bonus”Stat Bonus = Pokemon's Contest Stat × 0.1A Pokemon with 255 in the matching stat gets +25.5 appeal. Secondary stats contribute at 50% weight.
Step 4: Variety Bonus
Section titled “Step 4: Variety Bonus”+5 points if the move hasn't been used in the last 2 turnsStep 5: Accuracy Bonus
Section titled “Step 5: Accuracy Bonus”Up to +5 points based on move accuracyStep 6: Round Progression
Section titled “Step 6: Round Progression”+2 points per round numberRound 1 = +2, Round 4 = +8.
Step 7: Random Variance
Section titled “Step 7: Random Variance”±3 points (random)Small random element to prevent completely deterministic outcomes.
Step 8: Costume Bonus
Section titled “Step 8: Costume Bonus”Costume Bonus = appealBonus + (stylePoints / 5)| Rarity | Extra Bonus |
|---|---|
| Uncommon | +1 |
| Rare | +3 |
| Epic | +5 |
| Legendary | +8 |
Category match adds +5 if the costume’s category matches the contest.
Combo Multiplier
Section titled “Combo Multiplier”2-Move Combos (2.0x)
Section titled “2-Move Combos (2.0x)”Using specific moves in sequence triggers a combo:
| First Move | Follow-Up Moves |
|---|---|
| Thunderbolt | Thunder, Thunder Wave, Wild Charge |
| Sunny Day | Solar Beam, Flamethrower, Fire Blast |
| Rain Dance | Thunder, Hydro Pump, Surf |
| Dragon Dance | Outrage, Dragon Claw |
| Bulk Up | Close Combat, Superpower |
| Toxic | Venoshock, Hex |
| Swords Dance | Close Combat, X-Scissor, Night Slash |
| Calm Mind | Psychic, Psyshock, Shadow Ball |
| Agility | Quick Attack, Aqua Jet, Extreme Speed |
| Stealth Rock | Earthquake, Stone Edge |
| Light Screen | Thunderbolt, Psychic |
| Reflect | Body Slam, Zen Headbutt |
Type Chains (1.5x)
Section titled “Type Chains (1.5x)”Using consecutive moves of the same type grants a 1.5x multiplier.
Combo Cap
Section titled “Combo Cap”The combo multiplier is capped at maxComboMultiplier (default: 3.0x).
Repeat Penalty
Section titled “Repeat Penalty”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.
Jamming
Section titled “Jamming”Disruptive moves reduce opponents’ appeal:
| Move Type | Penalty | Examples |
|---|---|---|
| Status jamming | -20 | Taunt, Torment, Disable, Encore, Trick Room |
| Damaging jamming | -10 | Thunder Wave, Will-O-Wisp, Toxic, Fake Out, Quick Attack |
Excitement Multiplier
Section titled “Excitement Multiplier”| Excitement Range | Effect |
|---|---|
| 80-100 (High) | Positive bonus to appeal |
| 20-79 (Normal) | No modifier |
| 0-19 (Low) | Negative modifier to appeal |
Miss Chance
Section titled “Miss Chance”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%Minigame Score
Section titled “Minigame Score”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
Section titled “Seal Bonus”Seal Bonus = Base Bonus × Rarity Multiplier × Category Affinity| Rarity | Multiplier |
|---|---|
| Common | 1.0x |
| Uncommon | 1.25x |
| Rare | 1.5x |
| Epic | 2.0x |
| Legendary | 2.5x |
Total seal bonus is capped to 10% of total score by default.
Voting Score
Section titled “Voting Score”Vote Score = (Player Votes + Bot Votes) × voting-weightDefault voting-weight = 0.1 (10% of final score, if voting affects score is enabled).
Final Placement
Section titled “Final Placement”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)