Welcome! This guide is dedicated to the world of contests in Pokemon Ruby/Sapphire and is done to help all the people to succeed in this often
overlooked part of the game. The creator of this guide sincerely hopes that
the information supplied in this guide will be useful to the readers. The
decision to make this guide was forced by the lack of in-depth analysis and
movesets in this sphere of the game.
Navigating through the page:
Step 1. Press Ctrl and F at the same time.
Step 2. Think what section of the guide you are looking for and type(or copy
and paste)the code into the search engine.
Step 3. Hit 'enter' or click 'find next'.
Basic Contest Information - #001
Contest Strategy - #002
Contest Combos - #003
Movesets:
Cool Movesets - #004
Cute Movesets - #005
Beauty Movesets - #006
Tough Movesets - #007
Smart Movesets - #008
FAQ(Frequently Asked Questions) - #009
If you are looking for a moveset for a specific Pokemon, go ahead and type in its name into the search bar. You might want to click twice to ensure if it
has more than one moveset in the guide.
~*~ Basic Contest Information ~*~ - #001
A contest is a Ruby/Sapphire competition, where your Pokemon's condition is
rated by the judges and where competing Pokemon exchange moves five turns.
Contests happen in specific contest houses, and they are in Verdanturf,
Fallarbor,
Slateport and Lilycove. There are 5 kinds of contests and contest moves: Cool,
Cute, Beauty, Smart and Tough. When you enter one of these kinds of contests,
it is recommended that you have moves of that contest type you are entering.
The contest challenge starts in Verdanturf. Talk to the lady to get a contest
pass. The very first rank is Normal. You are not allowed to enter the next
rank of the same type until you beat one of the contest
types.
Remember which rank is in which city:
Normal - Verdanturf
Super - Falarbor
Hyper - Slateport
Master - Lilycove
Now, let's talk about contests. What do you need to win? Three words:
preparation, strategy, luck. In the first round - the preliminary stage -
your Pokemon are rated by the judges. In order to get a lot of points in this
round you have
to boost your condition by using PokeBlocks. Where to get PokeBlocks? Enter
one of the contest houses and find a berry blender and an old man(and in some
cases other people, depending on the city) next to it. Berries are required to
participate in this procedure successfully. Pick them up during the game and
don't forget
to plant them in order to multiply. Now choose a berry and blend it in the
machine.
Now all you have to do is to press the "A" buton when the arrow comes up to
your circle. The quality of the gained Pokeblock depends on your accuracy and
the quality of your berry.
There are many types of PokeBlocks too, such as Red, Olive, Purple and others,
however, the
main point of having PokeBlocks is to raise your Pokemon's contest stats. Go
to the PokeBlock case in the key items section and see what stats exactly
they boost. Obviously, if you enter the Beauty contest Beauty(blue) stats of
your Pokemon will matter the most in the first round. The amount of berries,
that you are allowed to use, depends on the quality of the PokeBlocks. You
get better PokeBlocks from the bottom of your berry list.
The next part is crucial, because now you no longer remain passive and have to
use whatever strategies you possess. If you perform a move of the same type
contest is, you will boost the appeal
rate by one point and get one heart. You get six hearts if the appeal is the
5th appeal of the same type. If you perform a move of a different type of the
contest, you either get no bonus appeal points at all, or decrease the appeal
rate by one point, depending on the contest move you use and the contest you
enter.
You have to perform different moves, appealing, startling and others five
turns long and then the judge will calculate the points you got in both first
and second round and declare the winner.
Now let's get this a bit more in-depth.
~*~ Contest Strategy ~*~ - #002
First of all, let's talk about how to get more points in the first round. To
get better PokeBlocks for your contest stats you need better berries. The
best berries you can get in the game are:
Spelon, Pamtre, Watmel, Durin, Belue, Liechi, Ganlon, Salac, Petaya, Apicot. I
will now tell you how to get those berries. To get the first five I mentioned,
you need to talk to the Berry Master's Wife, east to Mauville. Here is the
list of phrases you should tell her to earn a berry. You can earn only one, so
make sure you plant them right after it, as that's the easiest way of
multiplying them:
Pamtre Berry - CHALLENGE CONTEST
Durin Berry - COOL LATIOS
Spelon Berry - GREAT BATTLE
Watmel Berry - OVERWHELMING LATIAS
Belue Berry - SUPER HUSTLE
To get Pamtre, Belue and Spelon Berries you must beat the Pokemon League
first. To get Watmel and/or Durin Berries you must have Latias and/or Latios
in your PokeDex respectively.
To get the Liechi Berry you must get to the Mirage Island. Serebii.net
explains how to get to the island the best.
Ganlon, Salac, Petaya, Apicot are impossible to get in-game. There are rumors
that you can steal them from certain Battle Tower Pokemon, but this is false,
because after the battle ends your health, moves and items become the same
they were before. You can get them by either sharking or getting the Jirachi
Bonus Disc. A Jirachi can hold one of the berries when you get him.
Unfortunately, you can get only one berry of any kind, so the only way to have
more is to plant them. Myself, I plant my berries south from Rustboro and near
Berry Master's house, because there is more space there. Get the Wailmer
watering-pot
in the house south from Rustboro and water the berries about once per every 30
minutes you play the game. Otherwise, the berry trees will grow only in one
berry each. If you water them much more often you might get more though.
Well, that's all about berries and PokeBlocks. Good luck to you in planting,
raising and blending. FYI, the better berries can be made in Lilycove.
Now, let's analyze the most difficult and interesting part of contest - the
2nd
round.
There are two kinds of contest moves - ones that startle others, or remove
hearts from the enemies that appealed before you. The second kind are the
moves that don't startle the other participating Pokemon, but only give you
appeal hearts/points.
Kinds of appeal only moves:
1) always stable. (deal 4 appeal hearts every time you use them)
2) jam blocking. (enemies can't startle you either one time or can't startle
at all)
3) kamikaze-like. (startling moves startle harder)
4) depending on what other foe's did before you. (their type and the number of
appeal hearts he/they learned)
5) depending on the appeal rate. (the higher, the better)
6) makes other Pokemon nervous. (prevent enemies below you from moving one
turn. sometimes work, sometimes don't. I have no idea what that depends on,
but mostly - on luck)
7) depending on what place you are on. (works better when first, last, or the
lower place you take the better)
8) condition uppers. (can be used up to three times. the more starts you get
by performing condition uppers, the more appeal point you will get next
turns.)
9) condition downers(heh). (remove all condition bonuses the foes have)
10) droppers. (drop you on the last place for the next turn)
11) uppers. (bring you on the first place next turn)
12) self-killers. (give you eight hearts, but after using one of these moves,
you can not appeal anymore. use such moves on the last turn)
13) others. (scramble the order of appeals / stops the crowd from getting
excited / etc. - I don't like those moves)
Startling moves!
1) hyper beam alike. (give you 4 appeal points and remove 4 from your
opponent. make you miss a turn after.)
2) always startle the same.
3) startle depending on what foes are or what they did. (if foe's move type is
the same / if foes made good appeal / if foes have judge's attention)
4) startle one foe / all foes
It helps to know what combos there are, because creating even a simple combo
may be crucial in a game, as the effect of a successful varies and at best can
award you with 8 points(see Banette for more).
~*~ Contest Combos ~*~ - #003
Belly Drum + Rest
Calm Mind + Confusion
Calm Mind + Dream Eater
Calm Mind + Future Sight
Calm Mind + Light Screen
Calm Mind + Luster Purge
Calm Mind + Meditate
Calm Mind + Mist Ball
Calm Mind + Psybeam
Calm Mind + Psychic
Calm Mind + Psycho Boost
Calm Mind + Psywave
Calm Mind + Reflect
Charge + Shock Wave
Charge + Spark
Charge + Thunder
Charge + Thunderbolt
Charge + Thunderpunch
Charge + Thundershock
Charge + Thunder Wave
Charge + Zap Cannon
Charm + Flatter
Charm + Growl
Charm + Rest
Charm + Tail Whip
Confusion + Future Sight
Confusion + Kinesis
Confusion + Psychic
Confusion + Teleport
Curse + Destiny Bond
Curse + Grudge
Curse + Mean Look
Curse + Spite
Defense Curl + Rollout
Defense Curl + Tackle
Dive + Surf
Double Team + Agility
Double Team + Quick Attack
Double Team + Teleport
Dragonbreath + Dragon Claw
Dragonbreath + Dragon Dance
Dragonbreath + Dragon Rage
Dragon Dance + Dragonbreath
Dragon Dance + Dragon Claw
Dragon Dance + Dragon Rage
Dragon Rage + Dragonbreath
Dragon Rage + Dragon Claw
Dragon Rage + Dragon Dance
Earthquake + Eruption
Earthquake + Fissure
Endure + Flail
Endure + Reversal
Fake Out + Arm Thrust
Fake Out + Faint Attack
Fake Out + Knock Off
Fake Out + Seimsic Toss
Fake Out + Vital Throw
Fire Punch + Ice Punch
Fire Punch + Thunderpunch
Focus Energy + Arm Thrust
Focus Energy + Brick Break
Focus Energy + Cross Chop
Focus Energy + Double-Edge
Focus Energy + Dynamicpunch
Focus Energy + Focus Punch
Focus Energy + Headbutt
Focus Energy + Karate Chop
Focus Energy + Sky Uppercut
Focus Energy + Take Down
Growth + Absorb
Growth + Bullet Seed
Growth + Giga Drain
Growth + Leech Seed
Growth + Magical Leaf
Growth + Mega Drain
Growth + Petal Dance
Growth + Razor Leaf
Growth + Solarbeam
Growth + Vine Whip
Hail + Aurora beam
Hail + Blizzard
Hail + Haze
Hail + Ice Ball
Hail + Ice Beam
Hail + Icy Wind
Hail + Powder Snow
Hail + Sheer Cold
Hail + Weather Ball
Harden - Double-Edge
Harden - Protect
Harden - Rollout
Harden - Tackle
Harden - Take Down
Horn Attack + Horn Drill
Horn Attack + Fury Attack
Hypnosis + Dream Eater
Ice Punch + Fire Punch
ice Punch + Thunderpunch
Kinesis + Confusion
Kinesis + Future Sight
Kinesis + Psychic
Kinesis + Teleport
Leer + Bite
Leer + Faint Attack
Leer + Glare
Leer + Horn Attack
Leer + Scary Face
Leer + Scratch
Leer + Stomp
Leer + Tackle
Lock-On + Superpower
Lock-On + Thunder
Lock-On + Tri-Attack
Lock-On + Zap Cannon
Mean Look + Destiny Bond
Mean Look + Perish Song
Metal Sound + Metal Claw
Mind Reader + Dynamicpunch
Mind Reader + Hi Jump Kick
Mind Reader + Sheer Cold
Mind Reader + Submission
Mind Reader + Superpower
Mud Sport + Mud-Slap
Mud Sport + Water Gun
Mud Sport + Water Sport
Mud-Slap + Mud-Sport
Mud-Slap + Sand-Attack
Peck + Drill Peck
Peck + Fury Attack
Pound + Doubleslap
Pound + Faint Attack
Pound + Slam
Powder Snow + Blizzard
Psychic + Confusion
Psychic + Future Sight
Psychic + Kinesis
Psychic + Teleport
Rage + Leer
Rage + Scary Face
Rage + Thrash
Rain Dance + Bubble
Rain Dance + Bubblebeam
Rain Dance + Clamp
Rain Dance + Crabhammer
Rain Dance + Dive
Rain Dance + Hydro Pump
Rain Dance + Muddy Water
Rain Dance + Octazooka
Rain Dance + Surf
Rain Dance + Thunder
Rain Dance + Water Gun
Rain Dance + Water Pulse
Rain Dance + Water Sport
Rain Dance + Water Spout
Rain Dance + Waterfall
Rain Dance + Weather Ball
Rain Dance + Whirlpool
Rest + Sleep Talk
Rest + Snore
Rock Throw + Rock Slide
Rock Throw + Rock Tomb
Sand-Attack + Mud-Slap
Sandstorm + Mud Shot
Sandstorm + Mud-Slap
Sandstorm + Mud Sport
Sandstorm + Sand Tomb
Sandstorm + Sand-Attack
Sandstorm + Weather Ball
Scary Face + Bite
Scary Face + Crunch
Scary Face + Leer
Scratch + Fury Swipes
Scratch + Slash
Sing + Perish Song
Sing + Refresh
Sludge + Sludge Bomb
Sludge Bomb + Sludge
Smog + Smokescreen
Stockpile + Swallow
Stockpile + Spit Up
Sunny Day + Blaze Kick
Sunny Day + Ember
Sunny Day + Eruption
Sunny Day + Fire Blast
Sunny Day + Fire Punch
Sunny Day + Fire Spin
Sunny Day + Flame Wheel
Sunny Day + Flamethrower
Sunny Day + Heat Wave
Sunny Day + Moonlight
Sunny Day + Morning Sun
Sunny Day + Overheat
Sunny Day + Sacred Fire
Sunny Day + Solarbeam
Sunny Day + Synthesis
Sunny Day + Weather Ball
Sunny Day + Will-O-Wisp
Surf + Dive
Sweet Scent + Poisonpower
Sweet Scent + Sleep Powder
Sweet Scent + Stun Spore
Swords Dance + Crabhammer
Swords Dance + Crush Claw
Swords Dance + Cut
Swords Dance + False Swipe
Swords Dance + Fury Attack
Swords Dance + Slash
Taunt + Detect
Taunt + Mirror Coat
Taunt + Counter
Thunderpunch + Fire Punch
Thunderpunch + Ice Punch
Vice Grip + Bind
Vice Grip + Guillotine
Water Sport + Mud Sport
Water Sport + Refresh
Water Sport + Water Gun
Yawn + Rest
Yawn + Slack Off
And now that you've got all the information you needed... Proceed to the main
part of this Strategy Guide - the Contest Movesets!
COOL MOVESETS - #004
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DOUBLE TEAM COMBO HITTERS
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-
CROBAT
Double Team
Quick Attack
Aerial Ace
Hyper Beam
DODRIO
Double Team
Quick Attack
Aerial Ace
Hyper Beam
XATU
Double Team
Quick Attack
Aerial Ace
Hyper Beam
SCEPTILE
Double Team
Quick Attack
Aerial Ace
Hyper Beam
SWELLOW
Double Team
Quick Attack
Aerial Ace
Hyper Beam
ABSOL
Double Team
Quick Attack
Aerial Ace
Hyper Beam
ZANGOOSE
Double Team
Quick Attack
Aerial Ace
Hyper Beam
SHIFTRY
Double Team
Quick Attack
Aerial Ace
Hyper Beam
BLAZIKEN
Double Team
Quick Attack
Aerial Ace
Hyper Beam
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-
From all the cool movesets I consider these ones the coolest, pun intended.
Here is a short explanation: Double Team is a move that makes you invincible
to one startling move(black hearts), and after using a Double Team you can now
make a combo by using Quick Attack. No, the fun doesn't end here. Quick Attack
gives you at least 6 appeal hearts and after that you automatically start on
the 1st place next turn. (excluding rare occasions, when your foes use the
same kind of moves after you) Now's your chance. Use Aerial Ace - the move
that gives you at least six hearts when performed on the first turn. The forth
move in this set, Hyper Beam, can be useful sometimes. Not only does it give
you four appeal hearts, but it also adds 4 black hearts to the foes that
appealed before you. Unfortunately, the move requires a recharge, so it is
recommended that you use it on the last turn, when an enemy is above you. But
if you use this moveset more often, you will learn to take advantage from this
moveset not only on the 5th turn. But for that, you must study the techniques
your enemies use well enough, and by that I mean that you should practice.
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-
RAICHU
Double Team
Quick Attack
Shock Wave
Hyper Beam
MANECTRIC
Double Team
Quick Attack
Shock Wave
Hyper Beam
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-
This moveset works the same way as the one above. Shock Wave is a TM that
works the same way Aerial Ace does. The bad thing is, it can't be bred as
easily as Aerial Ace... So think twice before wasting it.
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-
METAGROSS
Double Team
Agility
Aerial Ace
Hyper Beam
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-
Agility works the same way Quick Attack does. Too bad after you teach
Aerial Ace to Metagross you can no longer use that TM, neither you can pass it
to someone else by breeding. But some people like to have pretty ribbons on
their Metagross badly, so if you feel like it, then go for it.
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PELIPPER
Double Team
Agility
Aerial Ace
Hyper Beam
ALTARIA
Double Team
Agility
Aerial Ace
Hyper Beam
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-
See Metagross. Great thing is, you can get Aerial Ace on both of these pokes,
by breeding the move from Taillow/Swellow, which learns it without any TM.
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SKARMORY
Double Team
Agility
Swift
Hyper Beam
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-
This moveset wasn't just experimented with by myself, but I also got 19
contest ribbons with it. Just to let you know, the Skarm you catch near the
Fallarbor has all those moves, except Hyper Beam, which you can buy in
Liliycove. Probably the easiest contest moveset to get.
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ALAKAZAM
Double Team
Teleport
Shock Wave
Hyper Beam
GARDEVOIR
Double Team
Teleport
Shock Wave
Hyper Beam
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-
I can not say I really like these movesets, but that's the best what Kazam and
Gard can do in Coolness competitions. Unlike Quick Attack and Agility,
Teleport gives you only 1 heart instead of 3 but it works anyway.
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PLUSLE
Double Team
Quick Attack
Shock Wave
Thunderbolt
MINUN
Double Team
Quick Attack
Shock Wave
Thunderbolt
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-
The two tiny bunnies can't Hyper Beam, logically, so here's a T-bolt to
replace the move. FYI: Thunderbolt always gives you 4 appeal hearts.
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GIRAFARIG
Double Team
Agility
Shock Wave
Thunderbolt
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-
Works the same way Plusle/Minun's set does.
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FLYGON
Double Team
Quick Attack
Faint Attack
Hyper Beam
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-
Excellent set, the only thing I don't like about it is that Faint Attack is a
Smart move, not Cool. That won't prevent you from winning all the Cool
contests anyway.
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ILLUMISE
Double Team
Quick Attack
Aerial Ace
Thunderbolt/Moonlight
VOLBEAT
Double Team
Quick Attack
Aerial Ace
Thunderbolt/Moonlight
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-
Works the same as all the other "Double Team Combo Hitters", it just doesn't
learn Hyper beam, so Thunderbolt/Moonlight in the place of it. Any you like.
Remember, Thunderbolt gives you 4 appeal hearts, while Moonlight works better
when on the last place. It is Beauty, not Cool, though.
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SUNNY DAY ATTACKERS
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-
VOLBEAT
Sunny Day
Moonlight
Solarbeam
Aerial Ace
ILLUMISE
Sunny Day
Moonlight
Solarbeam
Aerial Ace
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-
Nice set. Sunny Day works better when the appeal rating is high, but if you
accidentally find yourself at the bottom of the winners list, don't worry: Use
Moonlight, which will give you a lot of hearts. Otherwise, use Solarbeam, it
makes a good 8-heart combo. Aerial Ace is good when you perform it while being
first, but it's up to you whether you want to waste your TM or not.
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-
DUSTOX
Sunny Day
Moonlight
Solarbeam
Hyper Beam
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-
Works pretty much the same as the moveset above, it just doesn't learn Aerial
Ace, so why not replace it with Hyper Beam?
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ROSELIA
Sunny Day
Synthesis
Solarbeam
Petal Dance
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-
Being a plant, it learns neither Hyper Beam nor Aerial Ace, so Petal Dance
will be the best choice here. Practically, the move works the same way Hyper
Beam does, it is just a Beauty-type move, making the moveset less suitable for
Cool contests, yet still useful enough.
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-
LUDICOLO
Sunny Day
Synthesis
Solarbeam
Hyper Beam
TROPIUS
Sunny Day
Synthesis
Solarbeam
Hyper Beam
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-
See Dustox.
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SHIFTRY
Sunny Day
Synthesis
Solarbeam
Hyper Beam/Explosion
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-
It's up to you if you want Hyper Beam to startle the foes or Explosion.
Personally, I would choose Explosion to be performed on the very last turn of
the contest's second part.
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BEAUTIFLY
Sunny Day
Synthesis
Solarbeam
Aerial Ace
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-
Yessir, you can get Aerial Ace on your precious Beautifly... That is, if you
dare to waste your precious TM! Heheh.
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KAMIKAZE SETS
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-
MEDICHAM
Mind Reader
Hi Jump Kick
Thunder Punch
Hyper Beam
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-
Here is the first Kamikaze Cool moveset... Let's take a look at it, it sure is
a fine moveset that gives you a bunch of hearts, but only if you don't get
startled after using Hi Jump Kick. However if you don't, performing a Mind
Reader/HJK combo will give you 13 hearts. The use of it is all about gambling
though. Thunderpunch is for the occasions you are just too scared to risk, and
Hyper Beam is for startling on the last turn.
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SALAMENCE
Focus Energy
Double-Edge
Aerial Ace
Hyper Beam
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-
Lucky, you can breed Aerial Ace to Bagon this way: Taillow ---> Swablu --->
Bagon. Now let's take a look at the moveset. Focus Energy/Double-Edge is just
another of these combos that either give you an early win or make you lose
horribly. Remember, after using Double-Edge or any other kamikaze-move the
startling move give you the double amount of black hearts, so be careful.
Aerial Ace works well while on the first place, Hyper Beam should be performed
on the last turn.
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OTHER COOL MOVESETS
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MACHAMP
Focus Energy
Cross Chop
Leer
Scary Face
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-
Good set. Focus Energy/Cross Chop, as well as Leer/Scary Face are combos.
They are both good and usable depending on who your opponents are and what
they do, so you may say that this Machamp is for those who know a lot about
contests.
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HERACROSS
Horn Attack
Fury Attack
Endure
Reversal
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-
This set is good... But unfortunately, not perfect. It would be a lot better
if Fury Attack/Horn Attack was a combo, not backwards, so that you would get
your lovely 8 hearts every second turn. Many people out there love using
Endure/Reversal combo, but remember: It is highly overrated. Sometimes, when
you know you are about to lose the contest, first endure, then reversal while
on the last place. This gives you 8 hearts, which isn't all that bad, but the
problem is - you won't get a lot of appeal hearts if you aren't taking the
last turn…
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NOSEPASS
Lock-On
Zap Cannon
Rock Throw
Rock Slide
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-
The main two moves in this set are Lock-On and Zap Cannon, the combo that
gives you 8 appeal hearts when you perform it. I doubt there is a point of
getting the Rock Throw/Slide combo, but if you have nothing else to do, then
go for it.
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MAGNETON
Lock-On
Zap Cannon
Thunder
Shock Wave
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-
Again, the main need of this set is to get 8 hearts by using the Lock-On/Zap
Cannon combo. Thunder if you have to startle someone, Shock Wave while on the
first place.
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AGGRON
Metal Sound
Metal Claw
Double Team
Hyper Beam
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-
Metal Sound/Metal Claw works the same way Lock-On/Zap Cannon combo does.
Double Team to avoid enemies startling attacks when you just know they are
going to startle you all at once, Hyper Beam on the very last turn.
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REGICE
Lock-On
Zap Cannon
Ancientpower
Explosion
REGIROCK
Lock-On
Zap Cannon
Ancientpower
Explosion
REGISTEEL
Lock-On
Zap Cannon
Ancientpower
Explosion
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-
You guessed it right, there actually is a need to train Regi's for contests,
too. Lock-On/Zap Cannon all the way, then Explode on the last turn.
Ancientpower can be used on the 1st and 4th turn to boost condition, but I
prefer not to use the move at all.
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SKARMORY
Peck
Drill Peck
Hyper Beam
Swift
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-
I prefer this Skarm over the Double Team'ing one. Peck, Drill Peck, Peck,
Drill Peck, then either Hyper beam or Swift on the last turn, depending on
what place you take. You'll have to breed with Dodrio to learn Drill Peck,
though. But it's worth it.
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HERACROSS
Leer
Horn Attack
Hyper Beam
Reversal
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-
Probably a better version of Heracross. Leer/Horn Attack makes a wondeful 8-
heart combo, Hyper Beam on the last turn and Reversal when you happen to get
on the last place.
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RAICHU
Charge
Thunderbolt
Shock Wave
Double Team
ELECTRODE
Charge
Thunderbolt
Shock Wave
Double Team
MANECTRIC
Charge
Thunderbolt
Shock Wave
Double Team
PLUSLE
Charge
Thunderbolt
Shock Wave
Double Team
MINUN
Charge
Thunderbolt
Shock Wave
Double Team
-------------------------------------------------------------------------------
-
Charge/Thunderbolt is once again another useful 8-heart combo, Shock Wave
while on the first place, DT for prtotection from gaining Black hearts. Plain
and simple.
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LANTURN
Charge
Thunderbolt
Hyper beam
Double Team
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-
Lanturn doesn't learn Shock Wave, so why not put a Hyper beam over it? The set
works the same the previous one does, just with the only exception of Hyper
Beam.
-------------------------------------------------------------------------------
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CUTE MOVESETS - #005
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-
RESTERS
-------------------------------------------------------------------------------
-
GRUMPIG
Rest
Snore
Splash
Attract
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-
Rest/Snore is one of my favorite combo's. Rest gives you 2 hearts and a
protection from the first foe's startle move, Snore gives you 8 hearts. Splash
when you are on the last place, Attract when you think you are the king of
luck and hope that you will make enough of the foes nervous. I rarely get that
chance.
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WHISCASH
Rest
Snore
Attract
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-
Same as above, with the only exception that it doesn't learn Splash.
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DONPHAN
Rest
Snore
Growl
Attract
WAILORD
Rest
Snore
Attract
Growl
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-
Growl works the same way Splash does.
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SLAKING
Rest
Snore
Flail
Amnesia/Yawn
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-
Flail is as good as Growl/Splash, Yawn to make foes nervous. Basically another
version of Attract.
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WALREIN
Rest
Snore
Growl
Yawn
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-
See above.
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-
EXPLOUD
Rest
Snore
Attract
Facade
-------------------------------------------------------------------------------
-
Facade works the same way Growl/Splash does. I wouldn't waste my Facade TM if
I were you though.
-------------------------------------------------------------------------------
-
LINOONE
Rest
Snore
Covet/Attract
Growl
-------------------------------------------------------------------------------
-
See above. Choose Covet - it works well if the foes had made good appeals
before you moved. But Attract can be useful, too.
-------------------------------------------------------------------------------
-
WATER GUNNERS/MUD SPORTERS
-------------------------------------------------------------------------------
-
CRAWDAUNT
Mud Sport
Water Sport
Attract
Facade
-------------------------------------------------------------------------------
-
Mud Sport/Water Sport is one of these combos that give you 12 red hearts per
each 2 turns. Very useful, indeed.
-------------------------------------------------------------------------------
-
SEAKING
Mud Sport
Water Gun
Attract
Flail
MILOTIC
Mud Sport
Water Gun
Attract
Flail
LUVDISC
Mud Sport
Water Gun
Attract
Flail
-------------------------------------------------------------------------------
-
Breaking news, Milotic is actually cute! Mud Sport/Water Gun works the same
way Mud Sport/Water Sport does.
-------------------------------------------------------------------------------
-
GOREBYSS
Mud Sport
Water Gun
Attract
Facade
-------------------------------------------------------------------------------
-
Mud Sport, Water Gun 4 turns, then Attract if you can make someone nervous.
Otherwise, Facade.
-------------------------------------------------------------------------------
-
HUNTAIL
Mud Sport
Water Gun
Attract
Hyper Beam
-------------------------------------------------------------------------------
-
Hyper Beam to startle badly, Attract to make nervous.
-------------------------------------------------------------------------------
-
ARMALDO
Mud Sport
Water Gun
Attract
Hyper Beam
-------------------------------------------------------------------------------
-
Same.
-------------------------------------------------------------------------------
-
CASTFORM
Rain Dance
Water Gun
Attract
Facade
LANTURN
Rain Dance
Water Gun
Attract
Facade
KINGDRA
Rain Dance
Water Gun
Attract
Flail
-------------------------------------------------------------------------------
-
Rain Dance is a move that works better when the appeal rate is high. The
move's type is Tough, but it works well even in Cute contests. Use it first,
then Water Gun to perform a good 8-heart combo.
-------------------------------------------------------------------------------
-
SWAMPERT
Rain Dance
Water Gun
Growl
Mud-Slap
-------------------------------------------------------------------------------
-
Same as above, growl while on the last place, Mud-Slap to startle. Or Hyper
Beam over it, if you like.
-------------------------------------------------------------------------------
-
STARMIE
Rain Dance
Water Gun
Facade
-------------------------------------------------------------------------------
-
There's no need for a forth move, really - this is all you need.
-------------------------------------------------------------------------------
-
RELICANTH
Rain Dance
Water Gun
Facade
Yawn
-------------------------------------------------------------------------------
-
Nothing different from the above moveset, just have Yawn there if you want to
make someone nervous.
-------------------------------------------------------------------------------
-
AZUMARILL
Rain Dance
Water Gun
Splash
Attract
-------------------------------------------------------------------------------
-
Same.
-------------------------------------------------------------------------------
-
-------------------------------------------------------------------------------
-
OTHERS
(those 'sets aren't as good as the ones above)
-------------------------------------------------------------------------------
-
RAICHU
Growl
Sweet Kiss
Charm
Rest
-------------------------------------------------------------------------------
-
Charm/Growl is a combo, maybe a bit crappy, but it works well sometimes. Rest
to block black heart attacks, Sweet Kiss to make things nervous.
-------------------------------------------------------------------------------
-
WIGGLYTUFF
Rest
Pound
Charm
Faint Attack
-------------------------------------------------------------------------------
-
Watch above... Faint Attack while on the first place. Yes, it's a Smart-type
move, but it can be used here, as well.
-------------------------------------------------------------------------------
-
-------------------------------------------------------------------------------
-
BEAUTY MOVESETS - #006
-------------------------------------------------------------------------------
-
SUNNY DAY ATTACKERS
-------------------------------------------------------------------------------
-
BLAZIKEN
Sunny Day
Flamethrower
Overheat
MAGCARGO
Sunny Day
Flamethrower
Overheat
NINETALES
Sunny Day
Flamethrower
Overheat
-------------------------------------------------------------------------------
-
Sunny Day is just a Beauty version of Rain Dance(works good when the appeal
rate is high). Sunny Day/Flamethrower is a wonderful combo that gives you 8
hearts in the end. Overheat while on the last place. Sunny Day/Overheat is
good, too, but remember: Don't use it if there is a foe below you that can
startle you. Otherwise, you will lose your precious hearts if you do it wrong.
-------------------------------------------------------------------------------
-
CAMERUPT
Sunny Day
Flamethrower
Earthquake
Fissure
-------------------------------------------------------------------------------
-
Earthquake/Fissure is an okay startle combo. I'd go with Sunny
Day/Flamethrower all the way.
-------------------------------------------------------------------------------
-
TORKOAL
Sunny Day
Flamethrower
Fire Spin
Overheat
-------------------------------------------------------------------------------
-
Yes.
-------------------------------------------------------------------------------
-
WIGGLYTUFF
Sunny Day
Flamethrower
MACHAMP
Sunny Day
Flamethrower
RHYDON
Sunny Day
Flamethrower
FLYGON
Sunny Day
Flamethrower
KECLEON
Sunny Day
Flamethrower
SLAKING
Sunny Day
Flamethrower
EXPLOUD
Sunny Day
Flamethrower
ABSOL
Sunny Day
Flamethrower
ZANGOOSE
Sunny Day
Flamethrower
AGGRON
Sunny Day
Flamethrower
CASTFORM
Sunny Day
Flamethrower
SALAMENCE
Sunny Day
Flamethrower
-------------------------------------------------------------------------------
-
They don't learn any more good moves than that. Pretty much enough anyway.
-------------------------------------------------------------------------------
-
GOLEM
Sunny Day
Flamethrower
Explosion
MUK
Sunny Day
Flamethrower
Explosion
WEEZING
Sunny Day
Flamethrower
Explosion
SOLROCK
Sunny Day
Flamethrower
Explosion
-------------------------------------------------------------------------------
-
Sunny Day, then Flamethrower, Sunny Day, then Flamethrower... After that BOOM!
Gives you a lot of appeal hearts unless you have terrible luck(I know I do).
-------------------------------------------------------------------------------
-
SEVIPER
Sunny Day
Flamethrower
Haze
-------------------------------------------------------------------------------
-
Haze is for those occasions, when your opponent is too greedy with condition-
boosting moves. If so, then Haze him.
-------------------------------------------------------------------------------
-
MEDICHAM
Sunny Day
Fire Punch
-------------------------------------------------------------------------------
-
Fire Punch = Flamethrower
-------------------------------------------------------------------------------
-
ALAKAZAM
Fire Punch
Sunny Day
Light Screen
Flash
-------------------------------------------------------------------------------
-
Light Screen is for blocking startling moves, Flash - for dazzling the foes
that have too much of the judge's attention. I never use Flash, myself, but
you might need to have that move, just in case.
-------------------------------------------------------------------------------
-
RAIN DANCERS
-------------------------------------------------------------------------------
-
GOLDUCK
Dive
Surf
Rain Dance
Hydro Pump
TENTACRUEL
Dive
Surf
Rain Dance
Hydro Pump
KINGDRA
Dive
Surf
Rain Dance
Hydro Pump
GYARADOS
Dive
Surf
Rain Dance
Hydro Pump
STARMIE
Dive
Surf
Rain Dance
Hydro Pump
LANTURN
Dive
Surf
Rain Dance
Hydro Pump
AZUMARILL
Dive
Surf
Rain Dance
Hydro Pump
SWAMPERT
Dive
Surf
Rain Dance
Hydro Pump
LUDICOLO
Dive
Surf
Rain Dance
Hydro Pump
WAILORD
Dive
Surf
Rain Dance
Hydro Pump
MILOTIC
Dive
Surf
Rain Dance
Hydro Pump
RELICANTH
Dive
Surf
Rain Dance
Hydro Pump
SEAKING
Dive
Surf
Rain Dance
Hydro Pump
SHARPEDO
Dive
Surf
Rain Dance
Hydro Pump
-------------------------------------------------------------------------------
-
These are great movesets, for sure. Rain Dance maybe is a Tough move, but it
works good even in Beauty contests. Rain Dance/Hydro Pump to make a great 8
heart combo. Dive to escape from enemies' startling moves, then Surf, to get
from 6 to 8+ appeal hearts.
-------------------------------------------------------------------------------
-
PELIPPER
Rain Dance
Hydro Pump
MASQUERAIN
Rain Dance
Hydro Pump
SALAMENCE
Rain Dance
Hydro Pump
-------------------------------------------------------------------------------
-
Those guys are flyers, that's why they can't Surf. Rain Dance/Hydro Pump is
enough.
-------------------------------------------------------------------------------
-
WALREIN
Dive
Surf
Hail
Blizzard
-------------------------------------------------------------------------------
-
Hail to startle the others, then Blizzard to get 8 hearts. Dive/Surf: see
above.
-------------------------------------------------------------------------------
-
OTHERS
-------------------------------------------------------------------------------
-
-------------------------------------------------------------------------------
-
GLALIE
Hail
Blizzard
Light Screen
Water Pulse
-------------------------------------------------------------------------------
-
Hail/Blizzard all the way, Light Screen to protect yourself, Water Pulse to
change your place in the row.
-------------------------------------------------------------------------------
-
ROSELIA
Growth
Petal Dance
Magical Leaf
-------------------------------------------------------------------------------
-
Growth first, boosting your condition, then Petal Magical Leaf if you're
first, otherwise Petal Dance, which does 8+ appeal hearts and startles the
opponents badly. You will miss the next turn, though.
-------------------------------------------------------------------------------
-
-------------------------------------------------------------------------------
-
TOUGH MOVESETS - #007
-------------------------------------------------------------------------------
-
STOCKPILERS
-------------------------------------------------------------------------------
-
SEVIPER
Stockpile
Spit Up
CRADILY
Stockpile
Spit Up
-------------------------------------------------------------------------------
-
Let's take a look at the first Tough moveset... What have we here? As some of
you noticed, Stockpile is a move that gives you 2 appeal hearts, but that's
not the main point of using it. First, it helps you to survive ONE jamming
attack, second, it leads to a good combo: Stockpile/Spit Up. Spit Up is a move
that gives you 4 hearts and 8 if you perform it after Spit Up. So, obviously,
you don't need anything else on Seviper, other than Stockpile and Spit Up.
-------------------------------------------------------------------------------
-
PELIPPER
Stockpile
Spit Up
Rain Dance
SWALOT
Stockpile
Spit Up
Rain Dance
MAWILE
Stockpile
Spit Up
Rain Dance
-------------------------------------------------------------------------------
-
The main point of the set is same as the one above... Just use Rain Dance
sometimes, it works very well if there are 3-4 appeal hearts in the appeal
bar.
-------------------------------------------------------------------------------
-
WALREIN
Stockpile
Spit Up
Rain Dance
Waterfall
-------------------------------------------------------------------------------
-
After you use Rain Dance, obviously you will want to use Waterfall to make a
good 6-heart combo.
-------------------------------------------------------------------------------
-
CURSERS
-------------------------------------------------------------------------------
-
RHYDON
Curse
Take Down
Strength
Rock Smash
-------------------------------------------------------------------------------
-
What is the main use of Curse? In contests, it gives you 3 appeal hearts and
puts you on the last place next turn. Curse/Take Down isn't a combo, but being
on the last turn makes the usage of Take Down a lot easier. Take Down is one
of the kamikaze-like moves that gives you 6 hearts, but allows the foes to
startle you badlier. Of course, being on the last turn makes jamming you
impossible. That's how it goes, now all that super effective, but not bad at
all.
-------------------------------------------------------------------------------
-
CHIMECHO
Curse
Take Down
Torment
Wrap
-------------------------------------------------------------------------------
-
Torment is for making foes nervous, Wrap is for stopping the crowd from
getting excited, when you just know you are going to lose those 6 bonus hearts
and an opponent will have 'em.
-------------------------------------------------------------------------------
-
TORKOAL
Curse
Overheat
Smog
Smokescreen
-------------------------------------------------------------------------------
-
In this set, Smog startles all the foes, while Smokescreen does a 3 heart
appeal, which is 6 in the Smog/Smokescreen combo. Curse/Overheat works the
same way Curse/Take Down does.
SWAMPERT
Curse
Strength
Endeavor
-------------------------------------------------------------------------------
-
You don't need Take Down here. Seriously. Ok, I will explain: Curse first,
then Endeavor which gives you as much hearts Take Down does. Too bad, it still
doesn't make a combo...
-------------------------------------------------------------------------------
-
OTHERS
-------------------------------------------------------------------------------
-
PINSIR
Vicegrip
Bind
Harden
Guillotine
-------------------------------------------------------------------------------
-
Vicegrip is a move that gives you 4 appeal hearts. Unfortunately, it isn't an
ending of any combo, but only the beginning of it. After you've used the move
you have a choice now: what to use Guillotine or Bind(both make a combo).
Guillotine gives you only 2 appeal hearts, but startles the enemies, while
Bind gives 3, and just stops the crowd from getting excited. Obviously, use
Guillotine if there is someone to jam, and use Bind when at the first place.
Harden is for defense against the enemy jammers.
-------------------------------------------------------------------------------
-
MUK
Acid Armor
Sludge
Sludge Bomb
Memento
WEEZING
Tackle
Sludge Bomb
Sludge
Memento
-------------------------------------------------------------------------------
-
The main point of those two movesets is to use the Sludge, then Sludge Bomb
and to Memento on the very last turn. Memento works the same way Explosion
does - gives you 8 appeal hearts and doesn't allow you to appeal after.
Simply, that's why you use it on the last turn.
-------------------------------------------------------------------------------
-
HERACROSS
Harden
Tackle
Take Down
Strength
AGGRON
Harden
Tackle
Take Down
Strength
-------------------------------------------------------------------------------
-
First of all, use Harden. It will dodge one of the startling move and give you
a chance to activate a combo. Next turn, use either Tackle or Take Down. Take
Down ONLY when you know that you aren't going to be jammed, Tackle otherwise.
Both are very good, by the way. Strength is good when you are in one of the
Master Rank contests and need to get on the first place somehow.
RELICANTH
Harden
Tackle
Take Down
Ancientpower
-------------------------------------------------------------------------------
-
AP boosts condition. You might want to use it on the first turn and then to do
the combo's I posted above.
-------------------------------------------------------------------------------
-
SOLROCK
Harden
Tackle
Rock Throw
Rock Slide
-------------------------------------------------------------------------------
-
Harden/Tackle basically is all you need, but you might want to use Rock
Throw/Rock Slide, too... If you will, then Rock Slide first, then Rock Throw.
Another thing: if you are entirely sure that the opponent above you will use a
Tough move, then use Rock Throw - it will earn you 6 hearts instead of two.
-------------------------------------------------------------------------------
-
LUNATONE
Harden
Tackle
Rain Dance
Explosion
-------------------------------------------------------------------------------
-
Harden, Tackle all the way, Rain Dance when the appeal bar is almost full,
Explosion on the last turn. God, do I love this moveset!
-------------------------------------------------------------------------------
-
NOSEPASS
Harden
Tackle
Rollout
Rock Throw
-------------------------------------------------------------------------------
-
A combo similar to that Solrock one but even better, because Rollout gives
you 3 hearts instead of one.
-------------------------------------------------------------------------------
-
CORSOLA
Harden
Tackle
Ancientpower
Rock Blast
-------------------------------------------------------------------------------
-
Rock Blast works the same way Rock Throw does.
-------------------------------------------------------------------------------
-
STARMIE
Harden
Tackle
BEAUTILY
Harden
Tackle
DUSTOX
Harden
Tackle
-------------------------------------------------------------------------------
-
I couldn't find any good moves for those three... Rain Dance would be good on
Starmie, but would you waste a rare TM like that?
-------------------------------------------------------------------------------
-
CAMERUPT
Defense Curl
Tackle
Rollout
Take Down
DONPHAN
Defense Curl
Tackle
Rollout
Take Down
-------------------------------------------------------------------------------
-
Defense Curl, then Tackle to get a good 8-heart combo. Take Down while on the
last place, Rollout to mess with the appeal bar.
-------------------------------------------------------------------------------
-
GOLEM
Defense Curl
Tackle
Rollout
Double-Edge
AZUMARILL
Defense Curl
Tackle
Rollout
Double-Edge
-------------------------------------------------------------------------------
-
These two 'sets work the same as the ones above, because Double-Edge and Take
Down work the same way.
-------------------------------------------------------------------------------
-
SMART MOVESETS - #008
-------------------------------------------------------------------------------
-
-------------------------------------------------------------------------------
-
BANETTE
Faint Attack
Spite
Curse
Destiny Bond
-------------------------------------------------------------------------------
-
Yes, I think I'll call it - Banette, the king of the contests! I've used this
ghost for a while and it got me every single contest ribbon there is. Now let
me explain this moveset, which isn't all that easy to use, is extremely
useful. Trust me. The first move in this moveset is Faint Attack. It's a Smart-
type move that gives you 6 appeal points when on the first place and 2 appeal
points otherwise. Speaking about Spite, the lower your position is, the more
appeals it will give you. It gives you 6 hearts on the last place, and 7 when
performed after Curse. Curse, on the other hand, makes you go down to the last
place. That's why it is a tough combo. Now the last move, Destiny Bond. The
move gives you 8 hearts and 16 if performed after Curse. Why so much? Simply
because you can't appeal after using it. So, as you have already understood,
you will earn a crapload of appeal points if you use Curse on the 4th turn,
and Destiny Bond on the 5th. From 1st to 3rd post the usage of
Curse/Spite/Faint Attack will do the job for you.
It can't be said, however, that this moveset is absolutely cheap and utilizing
it is so easy and safe that all 20 ribbons will be in your pocket in no time
at all. Nobody says you won't be startled or be made nervous, which could
pretty much kill your ambitions if done on the last turn, so it requires luck
as well.
-------------------------------------------------------------------------------
-
GARDEVOIR
Psychic
Future Sight
Mean Look
Destiny Bond
In this set Mean Look/Destiny Bond gives you 16 hearts in the end, too. Sadly
though, Gardy doesn't learn Spite or Faint Attack, so I suggest you use the
Psychic/Future Sight combo instead. It is good to both startle the enemies and
take the appeal points from them. I still prefer Banettte, though.
-------------------------------------------------------------------------------
-
DUSCLOPS
Shadow Punch
Disable(Facade)
Curse
Destiny Bond
-------------------------------------------------------------------------------
-
Ho ho. Dusclops follows Banette by learning the truly amazing 16-heart combo,
too, but it doesn't learn Spite or Faint Attack. But I have to say this: you,
my friend, are lucky, because Dusclops learns Shadow Punch which does the same
thing Faint Attack does. There's no replace for Spite, sadly, but if you are
feeling really desperate you can teach it Facade, the move that works ALMOST
the same way Spite does, it's just the Cute type, not Smart. But my evil
Clopsy has Disable to make things nervous.
-------------------------------------------------------------------------------
-
CACTURNE
Growth
Absorb
Leer
Faint Attack
-------------------------------------------------------------------------------
-
I'm really sorry to disappoint you, but that's where the good smart contest
movesets end. Yes, you heard me correctly, the other ones aren't as good,
except for the Castform one maybe. But since I am here to explain, explain and
explain, I will go ahead and show you other Smart movesets. Like I said, they
are nowhere as good as the three above, but they work. Kind of. Okay, okay,
let's get back on-topic. This Cacturne... is a good Cacturne.
Growth/Absorb is a nice combo that gives you 5+ hearts in the end, and it goes
higher the more you perform it, simply because the move Growth is a condition
boosting move. Both Absorb and Leer are moves that startle enemies, but I
shall not complain, because they are parts of some combo. Leer/Faint Attack is
another combination in this moveset. Faint Attack, if you remember, the move
gives you 6 appeal hearts but only when performed on the first position. So,
you need some luck or a good advantage before using this combo. But if you do,
this will pay off and you'll get a bunch of appeal points.
-------------------------------------------------------------------------------
-
BRELOOM
Growth
Absorb
Poisonpowder
Mega Drain
-------------------------------------------------------------------------------
-
I can't really say I like this moveset... But that's the best Breloom can do,
really. 3 of 4 out of these moves startle the foe, so they aren't going to
give you a lot of appeal hearts, just steal a lot from the foe.
-------------------------------------------------------------------------------
-
MASQUERAIN
Sweet Scent
Stun Spore
Foresight
Silver Wind
-------------------------------------------------------------------------------
-
Disgusting. Why on earth did I even bother typing out this moveset? Oh, yes,
for you, dear Masquerain fans. Won't you just use Sweet Scent/Stun Spore
combo, beginning from 2nd turn? On the first turn use Silver Wind to boost
your condition.
-------------------------------------------------------------------------------
-
ALAKAZAM
Confusion
Kinesis
Hidden Power
Skill Swap
-------------------------------------------------------------------------------
-
Confusion/Kinesis all the way! Not the best combo one may imagine, but still
the best you can think for a Smart Kazam. Use Skill Swap, when you just know
that the foes before are going to eat a tasty appeal dinner.
-------------------------------------------------------------------------------
-
SOLROCK
Rock Throw
Rock Tomb
Confusion
Explosion
-------------------------------------------------------------------------------
-
Rock Throw/Rock Tomb first 4 turns, which makes a combo, then Explode on the
last turn. Lame, but you sure can win something with this set. Use Confusion
to startle the greedy "Take Downers".
-------------------------------------------------------------------------------
-
LUNATONE
Confusion
Future Sight
Explosion
-------------------------------------------------------------------------------
-
Confusion/Future Sight first four turns, then Explode in the end.
-------------------------------------------------------------------------------
-
SHIFTRY
Growth
Fake Out
Faint Attack
Explosion
-------------------------------------------------------------------------------
-
Fake Out/Faint Attack first four turns, then Explode in the end. Yes, Fake
Out/Faint Attack is a combo.
-------------------------------------------------------------------------------
-
WEEZING
Smog
Smokescreen
Destiny Bond
-------------------------------------------------------------------------------
-
Smog, Smokescreen, Smog, Smokescreen, BAM! No explanation needed.
-------------------------------------------------------------------------------
-
VILEPLUME
Sweet Scent
Poisonpowder
Absorb
Petal Dance
BELLOSSOM
Sweet Scent
Poisonpowder
Absorb
Petal Dance
-------------------------------------------------------------------------------
-
Use Sweet Scent/Poisonpowder combo as many times as you can, and use Petal
Dance to badly startle while on either last place or last turn.
-------------------------------------------------------------------------------
-
ROSELIA
Growth
Absorb
Magical Leaf
Petal Dance
-------------------------------------------------------------------------------
-
Not bad at all. Growth helps you to activate the 3 possible combos: Use
Magical Leaf after Growth if you are on the last place, use Absorb after
Growth when you aren't, and use Petal Dance to not badly startle the enemies,
but also earn those nice looking 9 appeal hearts. Remember, you can't move the
next turn after using this move, so try to use the combo on the last two
turns.
-------------------------------------------------------------------------------
-
CASTFORM
Rain Dance/Sunny Day
Sandstorm
Hail
Weather Ball
-------------------------------------------------------------------------------
-
An another good Smart contest moveset. Choose any of the three weather moves
and, of course, Weather Ball. If I were you I would definitely have Rain Dance
or Sunny Day, but that's just me.
-------------------------------------------------------------------------------
-
FLYGON
Sandstorm
Sand Tomb
Toxic
Faint Attack
-------------------------------------------------------------------------------
-
Sandstorm/Sand Tomb is a decent combo, so use it all the way, use Faint Attack
while on the first place.
-------------------------------------------------------------------------------
-
SABLEYE
Fake Out
Faint Attack
Calm Mind
Psychic
-------------------------------------------------------------------------------
-
You have two different combos to use here, and both of them, to be honest,
aren't perfect. Fake Out/Faint Attack works good, but only if you happen to
get on the first place before using Faint Attack. Otherwise, you will get only
4+ hearts in that combo. Calm Mind/Psychic isn't very nice either, as using
Psychic in a combo after Calm Mind gives you only 2 hearts instead of 1 you'd
get if you didn't use the Calm Mind before.
-------------------------------------------------------------------------------
-
XATU
Psychic
Future Sight
Faint Attack
Confuse Ray
-------------------------------------------------------------------------------
-
Psychic/Future Sight is a slightly better combo, because Future Sight gives
you 6 appeal hearts after a Psychic, which is nice. Faint Attack while on
the first place. There's no big need in Confuse Ray, but use it when you've
sunk to the bottom of the list and are desperate to win. Then you will have a
chance to use the Faint Attack.
~*~ Frequently Asked Questions ~*~ - #009
Q: What is this section for?
A: I implemented this feature during the very first update to clear some
confusion regarding this FAQ, my future plans about out and what not.
Q: I have found a mistake, how can I let you know about it? / I am willing to
contribute information, what can be done? / When are you planning to update
the guide?
A: This really needs to be said but the answer probably is "never", I'm
afraid. A long time ago in the beginning of 2005(or was it the end of 2004, I
really don't remember anymore) my Sapphire data got corrupted and I no longer
had access to the game. This was fatal because without the access to the
game's later stages, I could not check things on my own and I would not rely
on other people simply because that would make me feel uneasy. With the loss
of data, I slowly lost my interest to the franchise in general and moved on to
different sides of life. Fortunately, I remembered my little contribution to
the players of this special game and some time after decided that the guide
needed an update. Of course, unable to attain more information, there was not
much I could do. I decided that I would rewrite it, as I felt that my English
had got better throughout the time of speaking it only as the third language,
correcting all the major and minor mistakes, so that the guide would be easier
to understand and navigate through.
I don't plan an update anytime soon, I am sorry. Neither do I accept any help
from the outside, as no matter how bright some of the contributors' intentions
may be, I would need to test them somehow and I can't. Basically, you can say
that the guide is finished and will remain the way it is forever.
Q: My mind is severely possessed by an idea of an "Ubermensch" Pokemon - one
that would win all the possible awards.
A: Great idea! By a strange coincidence, this is what I tried to achieve when
I had the game on my hands and I almost succeeded - the game data got
corrupted before I could obtain the 25th ribbon from the Battle Tower!
Now, first of all, it is a good idea to see what Pokemon suits you better.
First of all, remember that you need 25 ribbons. 20 are to be won in the
contests, 1 - for getting your Pokemon's painting in the art gallery in
Lilycove, 1 - for showing the girl in Slateport(in the market)your Pokemon
with maxed Effort Values, and the other two are acquired in the Battle Tower.
Besides doing everything carefully in order to succeed, it also requires a
well-though out choice, because the chosen Pokemon should not only possess the
ability to win 20 contest ribbons, quite possibly without changing the
moveset, but should also be one of the three worthy members of your Battle
Tower team. For the BT preparation, I suggest you consult other guides, which
succeed in the aim of explaining the strategy and the preparation to the
battles, whilst this guide should help you with the Pokemon.
Go back to the beginning of the page and follow the instructions for
searching, but this time around type in the name of the Pokemon you would
consider to do just well at fighting with normal moves, and see my definitive
moveset for contests. Now, I have to remind you that it is sometimes uneasy to
succeed at the transition between the contest moveset and the battling
moveset, as there isn't an existent contest moveset that would work for
battling enemies as well! It *is* possible in some cases to perform this
transition successfully, however, in other cases you simply have to do minor
changes in the movesets, which makes things harder. I leave you to think about
it on your own and make a worthy decision. Good luck!
Q. What is the best moveset described in this guide?
A: Definitely the one of Banette. Not only is it the best in the Tough
category but also the one most recommended for the quest of obtaining every
ribbon there is. However, all of the movesets in the guide work well and
should be taken into account for anyone willing to succeed!
Q: New games have been released since the Ruby/Sapphire days. Are you going to
add movesets of Pokemon that could be traded into R/S?
A: Most likely for the reasons mentioned above, but… never say never, I guess.
Q: I would like to ask you a question. How do I contact you?
A: Sorry, I am so rusty that I can no longer answer questions in the sphere I
used to be so competent in. Maybe reading this guide carefully will solve the
problem, if not I can only recommend finding other Contest FAQ's(that cover
different areas of contests than I do).
That's all, thank you for reading! Good luck with the contests!