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An introduction to Contests

Contests are another way for Trainers and Pokemon to show off and strut their stuff.
Unlike in ordinary battling, where the aim is to knock out the other pokemon as quickly
as possible, Contests are a mostly non-violent affair. The Trainers who specialise in
Contests are called Coordinators, but given their relative ease-of-entry, it’s actually quite
common for gym circuit trainers to have a Contest Ribbon or two under their belt. In
some places, the local Gym leader is also the head Coordinator.

In more formal contests, the aim is to impress the crowd or a panel of judges, using
their moves in dazzling and impressive displays. In less formal settings, such as two
coordinators meeting on the road, or even contests against Wild Pokemon, the aim is
more akin to forcing the opponent to back down.

There are a number of key differences between regular battling and Contests, which will
be detailed here:

Contest Stats

Contests utilise their own set of stats: Cool, Tough, Beauty, Smart, and Cute. These
stats have a number of different uses, but their primary use is to increase the power of
Contest Moves.Contest Stats, like ordinary Combat Stats, are calculated as a flat value.

Each Contest stat directly correlates to one of the five contest stats, like so:
Cool - Attack
Tough - Defence
Beauty - Special Attack
Smart - Special Defence
Cute - Speed

Just like the Stat Ace specialises in a particular stat, the Style Expert specialises in
different Contest Stats.

Additionally, each Contest Stat is roughly associated with a few Types. This doesn’t
mean that all moves of a particular type match their associated Contest, but a good
portion of them will. Some types also have multiple associated Contest Stats, while
others have a wider spread.
Broadly speaking, the type associations are:

Cool - Dragon, Electric, Fighting, Flying


Tough - Fighting, Ground, Normal, Rock
Beauty - Fire, Ice, Water
Smart - Grass, Ghost, Poison, Psychic
Cute - Fairy, Normal, Psychic, Water

Bug, Dark and Steel don’t have any particular Contest Stat associated with them.

Each Contest Stat has two Allied Stats and two Opposed Stats. In the following chart,
each Contest Stat is allied with its two adjacent Stats and opposed to the other two.
These factor into Contests that are tied to a specific Stat. The most common Contest
Variant, as well as what Impromptu and Wild Contests generally use, focus on one
specific Contest Stat at a time.

Pokemon gain Contest Stats primarily via a combination of three different things:
Through their Moves, through their Combat Stats and through consuming Poffins.

For every Move a pokemon knows, the Contest Stat associated with the move
increases by +1, to a maximum of 3. Remember to check individual moves for the
Contest Type. For instance, despite Dragon usually being associated with Cool, Dragon
Tail is a Smart move and would therefore increase Smart by 1.

For every 10 points of the matching Combat Stat, the associated Contest Stat goes up
by +1, to a maximum of 3 at 30. Never take Combat Stages into account.
Contest Stats can also come from Poffins. A pokemon may consume 1 poffin plus one
more for every 10 levels they obtain to a maximum of four at level 30. Each poffin
increases the associated contest stat by 1. Poffins consumed beyond the maximum of 4
have no effect.

A pokemon’s moves cannot increase a pokemon’s Contest Stats beyond the total of its
Combat Stat bonus + its poffin bonus. For example, a Pokemon with three Tough moves
a Defence of 10 and one Tough Poffin has a Tough Stat of 4.

Lastly, some pokemon have a special capability (Formatted as “Naturally Tough 1” or


“Naturally Cute 2”) that indicates that particular pokemon has a natural predilection to
that Contest Type.

Pokemon with this capability are treated as having consumed one or two poffins of the
associated type, depending on whether they have a Naturally [Contest] value of 1 or 2,
respectively, except they do not count against the total number of poffins a pokemon
can consume. (They count for the “poffin” stat max of +4, though).

Unlike Poffins, the Naturally [Contest] 2 capability gives a +2 bonus regardless of the
pokemon’s level. If a pokemon evolves and it gains the Naturally [Contest] capability,
the poffin slot(s) will be refunded.

All-in-all, a Pokemon’s Contest Stat for a particular contest runs the gamut from 0 to 10,
excluding any additional stats granted by Trainer Features.

Using your Stats

Contest Stats are used primarily in one of two ways: To determine your Contest Check
and to determine your Talent. Appeal Points and Fumble Points will be dealt with in
detail further on, but suffice to say: Appeal Points good, Fumble Points bad.

A Contest Check (CC) functions in many ways to an Accuracy Check, with a target
number equal to 1 + the number of dice you roll for the Contest Effect. For example, the
Big Show effect has a dice value of 1d6, making it the equivalent of an AC 2 move. For
moves with a variable value, (Moves that have an Xd6 value) such as Reflective or
Inverse Appeal, calculate the value before rolling the Contest Check. Dice gained/lost
from the Contest type are not taken into account when determining CC. (For example,
using a Cool Move during a Cool Contest is no harder than using it in a Smart or Cute
Contest)
To make a CC, simply roll a d20 against the value above. Like an Accuracy Check, the
goal is to try and match or exceed the CC value. On a success, you roll for Appeal
Points normally. On a fail, you can choose either to not roll appeal dice or to roll appeal
dice anyway and risk gaining Fumble Points.

If you fail the CC, but choose to roll anyway, a roll of a 5 or a 6 will generate one appeal
point. Any other outcome will cause you to gain one Fumble Point. Additionally failing a
CC means the Contest Effect does not occur, unless it is an Xd6 move, the effect of
which occurs regardless.

Where your Contest Stat comes into play is that you may choose to voluntarily increase
the CC value by a number equal to your Contest Stat. For example, if the base CC
Value is 2 and you have a Contest Stat of 4, you may choose to raise the CC Value to 6.
If you do, you gain bonus dice equal to the boost (Basically, you roll dice equal to the
CC value -1).
There is a downside however: If you voluntarily increase the Contest Check of a
move, you must roll Appeal Dice. If you take the big risk, you have to accept failure.
The exception to this, however, is if you have an “accuracy” bonus from Voltage. You
can “raise” the CC up to your Voltage without being forced to roll. (The same is also true
of other “accuracy” bonuses)

Your stats are also used in another way: To determine your Talent. Talent is a generic
term that refers to a set of Skills that are determined by your Contest Stat. There are
five Talents, each referring to the five Contest Stats: Cool Talent, Beauty Talent, Cool
Talent, Smart Talent and Cute Talent.

As a general rule, Talent checks do not replace normal Skill checks, but certain
Features, such as the Cool Expert’s Rule of Cool or a Cute Expert’s Let’s Be Friends,
do allow it. If you make a Talent check as a result of a move (Such as when Disrupting
or taking part in an Exhibition) the Talent type must match the move’s Contest Type.
(I.e, if you use a Cool Move, you make a Cool check)

Your Talent is equal to 1 + half the relevant Contest Stat. So, a Pokemon with a Tough
Stat of 8 would have a Tough Talent of 5d6.
Playing a Contest
The first step to playing a contest is to determine what Contest Variant you are using.
Aside from impromptu and wild contests, there are three categories of Contest, which all
follow the same rules, but feel free to come up with your own.

Standard Contest: A Standard Contest picks one Contest Stat to use throughout the
entire contest. Usually, these are advertised as “Cool Contest” or “Tough Contest” to
allow participants to prepare in advance.

Supercontest: Supercontests are a simple variant of Standard Contests; instead of


having one predetermined type, the Contest type is chosen randomly each round! To
determine which type is dominant each round, the GM simply rolls a d6; 1 is Cool, 2 is
Tough, 3 is Beauty, 4 is Smart and 5 is Cute. Reroll sixes.

Festival: A Festival is an extremely intense Contest with far more rounds than normal!
Simply play them like a Standard or Supercontest until the end, only this time the
pokemon in last place is eliminated and the contest starts again with one less
participant! As each “go though” is technically a different contest, all “static” Bonus Dice
(Such as from Held Items) are refunded at the start

In addition, there are also Informal Contests and Wild Contests, but those function
somewhat differently and are covered later.

When you’ve determined which Contest Variant is being used, and you’ve prepared
everything, it’s time to begin the Contest! Unlike the video games, where there are two
stages to a Contest, there are instead three stages: the Introduction Stage, the
Performance Stage and the Battle Stage.

Introduction Stage

In the Introduction Stage, a Pokemon is sent out and the Trainer introduces themselves
and the Pokemon to the audience! Each Trainer rolls Charm, Command, Guile,
Intimidate or Intuition. Roll 1d6 for each rank of the chosen Skill the Trainer has. For
each die that comes up as a 3 or higher, the Pokemon gains one Bonus Dice for use
during the Battle Stage. Charm rolls generate Cute Dice, Command rolls generate Cool
Dice, Guile rolls generate Smart Dice, Intimidate rolls generate Tough Dice, and Intuition
rolls generate Beauty Dice. Trainers who make a roll using the Skill matching the
Contest Stat of a Standard Contest also grant their pokemon two bonus Appeal during
the Performance Round.

Experienced Trainers also make use of Held Items and Grooming that allow them to
make additional rolls to generate more Talent Dice in the same manner, with one die
being generated per result of 3 or higher. These bonus rolls do not have to match the
Contest Type of their chosen Skill.

Appeal Points

The winner of a Contest is determined by who has the most Appeal Points. In Contests
there are two primary stages in which to earn Appeal Points; the Performance Stage
and the Battle Stage.

During both stages, you roll D6s in an attempt to try to earn Appeal Points.
» Whenever you roll a 6, you gain 2 Appeal Points!
» Whenever you roll a 2-5, you gain 1 Appeal Point.
» Whenever you roll a 1, you gain 0 Appeal Points

This is the general rule, but that changes when you are Hyped Up.

Whenever your Voltage hits 5 your Voltage drops to 0 and you become Hyped Up.

Being Hyped Up (Hype is also used occasionally) is important because it gives you the
chance for incredible success - but also catastrophic failure. While you are Hyped Up,
you score points as follows, instead:

» Whenever you roll a 6, you gain +3 Appeal Points.


» Whenever you roll a 5 or 4, you gain +2 Appeal Points.
» Whenever you roll a 3, you gain +1 Appeal Point.
» Whenever you roll a 2, you gain 0 Appeal Points.
» Whenever you roll a 1, you gain 0 Appeal Points and gain 1 Fumble Point.

You remain Hyped Up until you gain a Fumble Point for any reason. If you fail a Contest
Check while Hyped Up, you must roll Appeal Dice, just as if you had increased the DC.

Additionally, if you roll a natural 20 on a Contest Check, you may roll dice as if you were
Hyped Up. If you roll a 20 while you are already Hyped Up, add 1 to your Appeal Roll to
determine how many points you earn. (This applies to each individual dice.)
If you hit 5 Voltage again while Hyped Up, you stay at 5 Voltage, but you gain an extra
instance of Advantage. If you gain Fumble points in this state, you drop out of Hype and
go down to 2 Voltage.

Fumble Points are basically negative points. At the end of a Contest, you subtract your
Fumble Points from your Total Appeal.

During both the Performance Stage and the Battle Stage, you may have Bonus Dice.
When making an Appeal Roll, you may spend Bonus Dice to gain extra Appeal Dice.
You may decide to use Bonus Dice AFTER you know your Contest Check result.

Voltage

There’s one more thing to keep track of during the Battle Round - Voltage! Voltage
represents how much attention they’re drawing from the crowds and how much
momentum they’re building. Manipulating Voltage is very important to winning the Battle
Round, and therefore the contest in general.

Each participant has a Voltage meter which starts at 0 and caps out at 5. There are two
primary ways of generating Voltage; via moves directly or by succeeding on a Talent
check, which is an opposed check during the Battle Stage. Rolling a 20 on a Contest
Check also generates a point of Voltage.

Some moves also lower Voltage. In addition, failing a Contest Check causes you to lose
a point of Voltage.

Voltage functions as the equivalent of (and is referred to as) an accuracy bonus on


Contest Checks, effectively allowing you to increase the Appeal Dice without making the
CC any harder.

Performance Stage

After the Introduction Stage, you have the Performance Stage, sometimes called the
Talent Stage. During the Performance Stage, the participants attempt to gain the most
amount of Appeal Points they can in order to progress onto the Battle Stage. In
Contests with only two pokemon, the Performance Stage is skipped entirely.
At the end of the Performance Stage, Fumble Points are subtracted from Appeal Points
and the pokemon in 1st and 2nd place progress to the Battle Round to face off against
each other, as do 3rd and 4th. If there are an odd number of pokemon, the one in last
place gets dropped entirely (Except during Festivals. The pokemon in first place “skips
ahead” to the next contest round instead.).

A Performance Stage takes place over a number of rounds equal to the number of
participants.

At the end of each round tally up Appeal Points (Fumble Points are ignored for now)
and set positions that way. If two pokemon are equal, have them roll off.

During each round of the Performance Stage, each Pokémon performs a Move from
their Move list, and uses its Contest Effect to gain Appeal Points. If you use the same
move multiple times in a row, roll 1 less D6 for each time it has been used. If a move is
used three or more times in a row, that pokemon loses 1 Voltage.

You do not need to pay attention to the normal battling frequencies for Moves during the
Performance Round as your Pokémon is using them for performance instead of
seriously executing the attacks.

If the move matches the Contest Type, the user rolls 2d20 on the Contest Check and
use the higher of the two results. This is called Advantage. Likewise, if the move is
opposed to the Contest Type, the user also rolls 2d20, but uses the lower result. This is
called Disadvantage.

A pokemon can gain Advantage and Disadvantage in other ways, as well, in which case
it stacks, a pokemon with two instances of Advantage would roll three d20s and use the
highest of the lot. Likewise, the two can cancel each other out. Having Advantage and
Disadvantage causes you to roll only 1d20.

Appeal Points gained during the Performance Stage are added to your Appeal Points
gained in the Battle Stage to determine your Total Appeal.
Battle Stage

After the Performance Stage, you have the Battle Stage. During the Battle Stage two
pokemon compete head-to-head to not only score the most amount of Appeal Points,
but also disrupt the opponent’s moves or use them to their own advantage. A
Flamethrower getting doused with a Hydro Pump or a Fighting move looking more
impressive due to the effects of an Ice move, for example.

As Battle Stages are usually one-on-on affairs, the exact order doesn't matter, but since
Battle Stages with three or more pokemon aren’t uncommon, use Initiative like a normal
battle would. (Of course, if there are multiple PCs in the same contest, have them all
fight together. Mutli-mon Battle Stages are detailed under Informal Contests).

Generally speaking, a Battle Stage between two pokemon takes place over five rounds,
giving each pokemon five attempts to gather as many Appeal points as they can. In
Battle Rounds with more than two participants, add an extra round for each participant.

A Battle Stage functions in much the same way as a Performance Stage. No using the
same move twice in a row, make sure to pay attention to the Contest Type, you do not
usually have to worry about move frequencies and so on.

Unlike the Performance Stage, you must also be aware of the move’s range, Accuracy
Check value and Type, just as a normal battle does. While you can, of course, simply
use a move willy-nilly and attempt to garner favour, this makes you more vulnerable to
Disruption.

On the other hand, if you attempt to use the move “correctly” and hit the opponent, your
move becomes much harder to disrupt. Much like Performance Stages, you are not
using the move for real, so you don’t deal any damage. Accuracy Checks and Contest
Checks are always made separately.

Disrupting a move is a relatively simple process, you make an accuracy check against
the opponent and if you hit, then you both make opposed Talent Checks.

The following factors can all change the result. You may always attempt to Disrupt a
move that happened before yours, even if it technically happened on a different round.
(The following apply to both sides)
● The move missed or was not aimed at you +5 (Disrupting pokemon only)
● Contest type matchup +5*
● Your move’s Battle type is super-effective against the opponent’s +5
Special: Fire moves are considered super effective when disrupting Water Moves
(Water moves don’t get the bonus “on the defensive”. Ghost and Dragon moves
get no bonus to Disrupting moves of the same type.)
● Your Accuracy or Contest Check was a Crit +5, cumulative.
● You are Hyped Up +5
● You used the same move two or more times in a row -5, cumulative
● If you fail the Contest Check, you roll three less D6s on the Talent Check
(Disrupting pokemon only)

*If one move matches the Contest Type and the other is Opposed, the matching move
gains +5 to the Talent Check.

At your GM’s discretion, certain moves could get different bonuses even if the “battle
type” would prevent it. Whirlwind vs a Sandstorm for instance could get a +5 bonus or
two Sonic moves could get no bonus based on type.

Whoever fails the opposed check rolls 4d6 and then gains Fumble Points equal to the
result. (Treat this as a normal Appeal). If the Instigator wins, he gains 2 Appeal Points
and whichever side wins also gains +1 Voltage. The loser also has Disadvantage on the
next roll.

If you have Bonus Dice, you can expend them when Disrupting to get that many extra
dice on the Talent check.

If you are engaging in a Battle Round where you also have to fight your opponent, the
restriction on using the same move twice in a row is lifted; due to frequency limitations,
you may not have the moves to use.
Contest Effects

Attention Grabber 1d6 - An opponent Inversed Appeal Xd6 - X is equal to 5


loses up to two Voltage and you gain that minus your current Voltage
much Voltage. If that opponent still has
more Voltage, you may roll Appeal as if Reflective Appeal Xd6 - X is equal to
you were Hyped Up. your current Voltage

Big Show 1d6 - You gain +4 Voltage Reliable 3d6 - If you used the same
move last turn, roll 1d6 and gain +1
Voltage. Moves with reliable can be used
consecutively.

Catching Up 2d6 - Roll +3d6 if an Sabotage 3d6 - When Disrupting you


opponent has more Voltage than you then gain a +5 bonus to the Talent Check and
gain +2 Voltage. If an opponent is Hyped the move is considered one step closer to
Up, you gain another instance of the contest type. (Opposed becomes
Advantage. neutral and neutral becomes correct).
Additionally on a successful Disruption,
the opponent gains an additional
Disadvantage.

Desperation 5d6 - All rolls of a 6 grant Safe Option 4d6 - Rolls of a 6 generate
one extra Appeal point, but all rolls of a 1 only 1 point, but you cannot gain Fumble
grant 1 Fumble Point. This stacks with Points for rolling a 1. If you fail the CC,
being Hyped Up. only a 1-2 generates fumble points. 3-4
generates nothing. You cannot have any
Advantage on this move.

Double Time Xd6 - You lose two voltage. Saving Grace 1d6 - You lose 1 Fumble
Roll +2d6 for each point of Voltage an Point for each point of Voltage you have.
opponent has -1d6 for each point of If you lose 2 or fewer Fumble Points this
Voltage you have. way you gain +1 Voltage. You cannot gain
Fumble from a competitor’s moves for the
rest of the round.

Excitement 3d6 - You gain +3 Voltage Seen Nothing Yet Xd6 - You lose all
Voltage. Roll 2d6 for each point of Voltage
lost. (This occurs before you decide to
raise the Contest Check.)

Exhausting Act 3d6 - If you have 3 or Special Attention 5d6 - Your opponent
more Voltage, roll an extra 2d6 and you gains +1 Voltage.
lose 2 Voltage
Gamble 2d6 - All rolls of a 6 grant +2 Steady Performance 5d6 - You gain +2
Voltage Voltage.

Get Ready 1d6 - You lose 2 Voltage. You Tease 4d6 - All rolls of a 5 or 6 only grant
gain another instance of Advantage next +1 Appeal Point, but all rolls of a 6 cause
round. your opponent to gain +1 Fumble Point.

Good Show 2d6 - Roll +3d6 if you are Unsettling 5d6 - You and your opponent
Hyped Up or if all other opponents have both lose 2 Voltage and lose an instance
less Voltage than you. of Advantage for one round.

Incentives 3d6 - If this move matches the


Contest Type, you roll as if you had
another instance of Advantage.
Alternative Contests

The rules you have seen above cover the basics and more formalised contests, but not
every Contest IS a formal affair. Two Coordinators meeting on the road, entertainment
in a busy market square, pokemon courtship rituals or even territorial or pack leadership
disputes. These are all examples of a different kind of contest. Informal Contests and
Wild Contests, specifically.

Informal Contests

An Informal Contest is not necessarily an impromptu affair. Two Coordinators meeting


on the road is certainly a possibility, but an Informal Contest could just as easily be
something like street entertainment in a busy market square, the local kids in a more
“Contest-ified” Town getting together at lunch time or a single Coordinator setting up a
“practice Contest” amongst their own pokemon for training.

Whatever the reason, an Informal Contest is often one of the normal types, with
Standard Contests being the most common. Supercontests aren’t unheard of and
Festivals are, due to the more “compressed” nature of Informal Contests, significantly
more common than their “proper” Contest cousins.

Once you’ve decided on a Contest variant, it’s time to begin. Unlike regular Contests,
there are only two stages: The Introduction Stage and the Battle Stage.

The two function more or less the same as a formal contest, with one exception: The
Battle Stage is usually not one-on-one. This mainly affects two things:

The first is that if a move’s Contest Effect does something to “your opponent” you need
to choose one of them.

The second is that you cannot Disrupt a move that has already been Disrupted.
Likewise, you cannot Disrupt a move that failed to Disrupt another move.

Beyond that, Informal Contests have no special rules.


However, Informal Contests also have their own variant: Exhibitions.

Exhibitions, quite simply,are a fast-paced Contest type where instead of Appeal Points,
Talent checks are the order of the day. Exhibitions are also solo affairs, with each
contestant having no effect on others. Like regular Contests, Exhibitions have a Contest
Type.

To perform an Exhibition Contest, each contestant uses a Move and makes a Talent
check with a DC of 12 (If the Talent check matches the Contest Type, add +6 to the roll,
if it opposes it the roll takes a -6 penalty). Those that pass proceed to the next round
while those that fail are eliminated. The winner is the last ‘mon standing.

However, there’s a catch: Each time a contestant uses a particular move, it takes a -6
penalty the next time it uses the move. This increases to -12 on the third use and so on,
so switching up moves becomes a necessity. In addition, the DC increases by 1 at the
end of each round, unless there are only one or two pokemon in which case the DC
does not change.

Required Errata:

The following link will take you to an Errata, noting the various non-direct contest related
changes:
https://docs.google.com/document/d/1-r4D4OIsDeE_NmODLyOYJQY2apwDKXqVCpqd
Z336cnQ/edit?usp=sharing
Natural Contest Capability
In this section, you will find all the pokemon that have been given a Naturally [Contest]
capability (“Natural Beauty” is used purely for grammatical reasons). The pokemon here
are listed in the order they appear in the .05 Pokedex. Some pokemon may appear in
multiple lists, so be sure to do a Ctrl-F.

Something to note: Some evolved pokemon have a Naturally 2 capability, despite the
fact it’s pre-evolution didn’t have the Naturally 1 capability

Naturally Cool 1
Prinplup
Dewott
Frogadier
Fletchinder
Pikachu
Luxio
Luxray
Seadra
Kingdra
Gallade
Krokorok
Doublade
Fraxure
Sawsbuck
Ursaring
Kricketune
Rufflet
Tentacool
Tentacruel
Mienfoo
Meditite
Medicham
Lucario
Sneasel
Pawniard
Bisharp
Zorua
Zangoose
Seviper
Rotom (All forms)
Absol
Hawlucha

Naturally Cool 2
Empoleon
Samurott
Greninja
Talonflame
Raichu
Krookodile
Aegislash
Haxorus
Braviary
Weavile
Zoroark

Naturally Tough 1
Charmeleon
Combusken
Monferno
Pignite
Croconaw
Staravia
Talonflame
Herdier
Luxio
Luxaray
Machop
Machoke
Timburr
Gurdurr
Graveler
Boldore
Rhyhorn
Rhydon
Lairon
Ursaring
Scyther
Ekans
Croagunk
Toxicroak
Cubone
Golett
Onyx
Breloom
Ferroseed
Cacnea
Growlithe
Beartic
Pyroar
Carvanha
Tyrogue
Hitmontop
Mankey
Mienfoo
Mienshao
Makuhita
Lucario
Pangoro
Houndour
Tauros
Zangoose
Seviper
Heracross
Skarmory
Druddigon
Tyrunt
Metang
Gabite

Naturally Tough 2
Charizard
Blaziken
Infernape
Emboar
Feraligatr
Staraptor
Stoutland
Machamp
Conkeldurr
Gigalith
Rhyperior
Aggron
Scizor
Arbok
Marrowak
Gollurk
Steelix
Ferrothorn
Cacturne
Arcanine
Sharpedo
Gyarados
Hitmonlee
Hitmonchan
Primeape
Hariyama
Houndoom
Tyrantrum
Salamence
Metagross
Garchomp

Natural Beauty 1
Ivysaur
Meganium
Braixen
Butterfree
Beautifly
Vivillon
Tranquill
Bellossom
Rosellia
Kirlia
Floette
Delcatty
Wormadam (All cloaks)
Masquerain
Vespiquen
Petilil
Ponyta
Gorebyss
Finneon
Lumineon
Swanna
Staryu
Froslass
Smoochum
Mienshao
Purrloin
Spritzee
Furfrou
Maractus
Luvdisc
Alomomola
Lapras
Vaporeon
Glaceon
Amaura

Natural Beauty 2
Venusaur
Delphox
Unfezant
Roserade
Gardevoir
Lilligant
Rapidash
Starmie
Milotic
Jynx
Aromatisse
Aurorus

Naturally Smart 1
Dustox
Magneton
Kadabra
Duosion
Meowth
Doduo
Hoothoot
Dugtrio
Baltoy
Binacle
Bronzor
Sunflora
Foongus
Exeggcute
Slowbro
Psyduck
Golduck
Natu
Spoink
Grumpig
Elgyem
Drowzee
Hypno
Mr Mime
Espurr
Meditite
Medicham
Murkrow
Zorua
Zoroark
Misdreavus
Phantump
Chatot
Kecleon
Smeargle
Rotom (All forms)
Girafarig
Sigilyph
Absol
Spiritomb
Espeon

Naturally Smart 2
Magnezone
Alakazam
Reuniclus
Persian
Dodrio
Noctowl
Claydol
Barbaracle
Bronzong
Amoonguss
Exeggutor
Slowking
Xatu
Beheeyem
Meowstic
Honchkrow
Mismagius
Trevenant

Naturally Cute 1
Igglybuff
Jigglypuff
Happiny
Chansey
Blissey
Pichu
Pikachu
Mareep
Azurill
Marill
Cleffa
Clefairy
Togepi
Skitty
Minccino
Buneary
Deerling
Teddiursa
Swablu
Litleo
Ducklett
Cubchoo
Woobat
Munna
Mime Jr
Riolu
Swirlix
Audino
Corsola
Luvdisc
Pachirisu
Emolga
Dedenne
Mawile
Klefki
Plusle
Minun
Carbink
Sliggoo

Naturally Cute 2
Wigglytuff
Azumarill
Clefable
Togetic
Cinccino
Lopunny
Altaria
Swoobat
Musharna
Slurpuff
Sylveon
Goodra

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