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Cute (condition)

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Conditions
Cool
Beautiful
Cute
Clever
Tough

The Cute condition, also called Cuteness (Japanese: かわいさ Cuteness), is one of the five different Contest conditions.

Characteristics

A Pokémon will have its Cute condition raised when fed Pokéblocks or Poffins made with Berries that have a sweet flavor. Pokémon with Natures that boost Speed—Timid, Hasty, Jolly, and Naive—get the most benefit from sweet-tasting Berries, as a result, they are the easiest to raise for a Cuteness Contest.

When competing in the Cute category, a Pokémon with an enhanced Cuteness will score higher in the primary judging of a Pokémon Contest and the Visual Competition of a Pokémon Super Contest. This can also be assisted with the use of the Pink Scarf. Most of the moves that display Cuteness are Normal, Psychic, and Water, but moves from other types may be Cute as well. Furthermore, Cute moves are usually learned at lower levels and/or are not very effective in a battle, such as Tail Whip, Growl, Splash, and Assist.

During a Cuteness Contest, the audience will react as follows:

Move performed Audience reaction
Cool move Discontent
Beautiful move Indifference
Cute move Excitement
Clever move Indifference
Tough move Discontent

Awards

At the end of a Cuteness Contest, the winning Pokémon will receive a Contest Ribbon. Additionally, in Pokémon Diamond, Pearl, and Platinum, Coordinators are awarded special Accessories the first time they win the Contest. Different Ribbons and Accessories are awarded for winning in each of the four ranks.

Hoenn Contests

Normal Rank Super Rank Hyper Rank Master Rank
Cute Ribbon Hoenn.png Cute Ribbon Super.png Cute Ribbon Hyper.png Cute Ribbon Master Hoenn.png

Sinnoh Super Contests

Normal Rank Great Rank Ultra Rank Master Rank
Cute Ribbon Sinnoh.png Cute Ribbon Great.png Cute Ribbon Ultra.png Cute Ribbon Master Sinnoh.png
Accessory Pink Barrette Sprite.png Accessory Pink Balloon Sprite.png Accessory Lace Headress Sprite.png Accessory Flower Stage Sprite.png

Hoenn Contest Spectaculars

Master Rank
Cuteness Master Ribbon.png

Moves

Gen Move Type Category Appeal Jam Description
V After You Normal Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move later on the next turn.
I Amnesia Psychic Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Ups the user's condition. Helps prevent nervousness.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
IV Aqua Tail Water Physical IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
III Assist Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal's quality depends on its timing.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
III Astonish Ghost Physical VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
II Attract Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
VI Baby-Doll Eyes Fairy Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
I Barrage Normal Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
II Baton Pass Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if the user is pumped up.
II Belly Drum Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Ups the user's condition. Helps prevent nervousness.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
6 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A very appealing move, but after using this move, the user is more easily startled.
V Bestow Normal Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the more the crowd is excited.
III Block Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
III Bounce Flying Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if no other Pokémon has chosen the same Judge.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
IV Brave Bird Flying Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs last in the turn.
I Bubble Water Special III
2 ♥♥♥♥
♥♥♥♥
2 ♥♥♥♥
♥♥♥♥
Startles all Pokémon that have done their appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform last in the next turn.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
IV Bug Bite Bug Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Bug Buzz Bug Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
IV Captivate Normal Status VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
VI Celebrate Normal Special VI
2 ♥♥♥♥
♥♥♥♥
N/A
Excites the audience in any kind of contest.
II Charm Fairy Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles Pokémon that made a same-type appeal.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
IV Chatter Flying Special VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
VI Confide Normal Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Copycat Normal Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the moved used just before it.
V Cotton Guard Grass Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
II Covet Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as those before it.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
I Defense Curl Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others once.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
VI Disarming Voice Fairy Special VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
I Dizzy Punch Normal Special VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
I Double Slap Normal Physical VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
VI Draining Kiss Fairy Special VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
I Egg Bomb Normal Physical VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
IV Embargo Dark Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
I Ember Fire Special VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
II Encore Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
V Entrainment Normal Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
III Facade Normal Physical III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earns double the score on the final performance.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes last this turn.
III Fake Out Normal Physical III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles Pokémon that made a same-type appeal.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Fake Tears Dark Status VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
III Flail Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works better the later it is performed.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earns double the score on the final performance.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the later it is used in a turn.
IV Fling Dark Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
III Follow Me Normal Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
III Frustration Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appeal that excites the audience in any contest.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs last in the turn.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
IV Grass Knot Grass Special VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the later it is used in a turn.
I Growl Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes last this turn.
IV Guard Swap Psychic Status IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI Happy Hour Normal Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience in any kind of contest.
IV Healing Wish Psychic Status IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
V Heart Stamp Psychic Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
VI Hold Hands Normal Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
V Hone Claws Dark Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
VI Infestation Bug Special VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
IV Last Resort Normal Physical IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn a higher score the later the Pokémon performs.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if the user is pumped up.
IV Leaf Storm Grass Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
I Lick Ghost Physical VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
I Low Kick Fighting Physical VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
IV Lucky Chant Normal Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
IV Magnet Rise Electric Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
IV Me First Normal Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
I Metronome Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
II Milk Drink Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it's the same type as the one before.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
I Mimic Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as the one before it.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
I Minimize Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others once.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until turn ends.
IV Miracle Eye Psychic Status IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
IV Mirror Shot Steel Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
IV Mud Bomb Ground Special VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Mud Sport Ground Status III
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A highly appealing move.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience in any kind of contest.
II Mud-Slap Ground Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles the Pokémon that has the judge's attention.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Nasty Plot Dark Status IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI Nuzzle Electric Physical VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
VI Play Nice Normal Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the more the crowd is excited.
VI Play Rough Fairy Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Pluck Flying Physical IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
II Present Normal Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
II Protect Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
III Refresh Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Ups the user's condition. Helps prevent nervousness.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
I Rest Psychic Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others once.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
II Return Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appeal that excites the audience in any contest.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
III Role Play Psychic Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as those before it.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
II Rollout Rock Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
I Sand Attack Ground Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles the Pokémon that has the judge's attention.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
IV Shadow Claw Ghost Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
I Sharpen Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Ups the user's condition. Helps prevent nervousness.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
V Simple Beam Normal Status VI
3 ♥♥♥
♥♥♥♥
N/A
Brings down the energy of any Pokémon that have already used a move this turn.
I Sing Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
III Slack Off Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works better the later it is performed.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
II Sleep Talk Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
II Snore Normal Special III
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A highly appealing move.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
V Soak Water Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
I Soft-Boiled Normal Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
I Splash Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
V Struggle Bug Bug Special VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes last this turn.
I Substitute Normal Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
II Swagger Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed first.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
II Sweet Kiss Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
II Sweet Scent Normal Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
V Tail Slap Normal Physical VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
I Tail Whip Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes last this turn.
III Teeter Dance Normal Status III
4 ♥♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Jams the others, and misses one turn of appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
4 ♥♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Startles all other Pokémon. User cannot act in the next turn.
III Tickle Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Trick Room Ghost Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI Trick-or-Treat Ghost Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
IV U-turn Bug Physical IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
III Uproar Normal Special III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
III Water Gun Water Special III
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A highly appealing move.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
III Water Sport Water Status III
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A highly appealing move.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience in any kind of contest.
III Wish Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience a lot if used last.
I Withdraw Water Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
III Yawn Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
For a detailed description of a move's Contest effect, see its article.

Trivia

  • With only 93, Cuteness is the only condition not to have exactly 132 moves as of Generation VI.

In other languages

Language Title
Mandarin Chinese 可愛組 / 可爱组 Kě'ài Zǔ
France Flag.png French Grâce
Germany Flag.png German Putzigkeit*
Anmut*
Italy Flag.png Italian Grazia
South Korea Flag.png Korean 귀여움 Gwiyeo-um
Spain Flag.png Spanish Dulzura
Vietnam Flag.png Vietnamese Dễ thương


LucasChallenge.png Pokémon Contests VSJasmine.png
Necessary Spoils
PokéblocksPoffins
Contest Categories
CoolBeautifulCuteCleverTough
Rounds
AppealBattleDanceVisual
Participation
ContestSuper Contest
CoordinatorContest HallContest Pass
Grand Festivals
KantoHoennSinnoh
Others
Combinations • Opponents (IIIIVVI) • Double PerformanceJamming
Ribbons (List) • Ribbon CupSealsBall CapsulesRanks

Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.