Generation VI Level Up |
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Pound |
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Quite an appealing move. |
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Hypnosis |
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Startles all of the Pokémon to act before the user. |
5 |
Disable |
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Makes the remaining Pokémon nervous. |
9 |
Confusion |
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Quite an appealing move. |
13 |
Headbutt |
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Quite an appealing move. |
17 |
Poison Gas |
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Makes audience expect little of other contestants. |
21 |
Meditate |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
25 |
Psybeam |
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Makes audience expect little of other contestants. |
29 |
Headbutt |
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Quite an appealing move. |
33 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
37 |
Synchronoise |
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Works well if it is the same type as the move used by the last Pokémon. |
41 |
Zen Headbutt |
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Quite an appealing move. |
45 |
Swagger |
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Brings down the energy of any Pokémon that have already used a move this turn. |
49 |
Psychic |
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Quite an appealing move. |
53 |
Nasty Plot |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
57 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
61 |
Future Sight |
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Works well if it is the same type as the move used by the last Pokémon. |
TM & HM Attacks |
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TM03 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
TM04 |
Calm Mind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM06 |
Toxic |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM10 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
TM11 |
Sunny Day |
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Works better the more the crowd is excited. |
TM12 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
TM16 |
Light Screen |
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Prevents the user from being startled one time this turn. |
TM17 |
Protect |
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Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
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Works better the more the crowd is excited. |
TM20 |
Safeguard |
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Prevents the user from being startled one time this turn. |
TM21 |
Frustration |
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Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
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Quite an appealing move. |
TM29 |
Psychic |
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Quite an appealing move. |
TM30 |
Shadow Ball |
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Quite an appealing move. |
TM31 |
Brick Break |
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Quite an appealing move. |
TM32 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM33 |
Reflect |
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Prevents the user from being startled one time this turn. |
TM41 |
Torment |
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Makes the remaining Pokémon nervous. |
TM42 |
Facade |
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Works great if the user goes last this turn. |
TM44 |
Rest |
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Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
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Makes the remaining Pokémon nervous. |
TM46 |
Thief |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
TM47 |
Low Sweep |
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Prevents the user from being startled until the turn ends. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM56 |
Fling |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM70 |
Flash |
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Makes audience expect little of other contestants. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
TM85 |
Dream Eater |
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Works well if it is the same type as the move used by the last Pokémon. |
TM86 |
Grass Knot |
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Works better the later it is used in a turn. |
TM87 |
Swagger |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
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Effectiveness varies depending on when it is used. |
TM90 |
Substitute |
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Prevents the user from being startled one time this turn. |
TM92 |
Trick Room |
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Scrambles the order in which Pokémon will move on the next turn. |
TM94 (ΩRαS) |
Secret Power |
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Works well if the user is pumped up. |
TM98 |
Power-Up Punch |
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Works well if the user is pumped up. |
TM99 |
Dazzling Gleam |
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Quite an appealing move. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |
Transfer Only Moves (Details) |
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Telekinesis |
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Gen V TM19 |
Makes the remaining Pokémon nervous. |
Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. |
Captivate |
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Gen IV 445 |
Makes the audience quickly grow bored when an appeal move has little effect. |
Natural Gift |
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Gen IV 363 |
Works better the more the crowd is excited. |
Mega Punch |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. |
Mega Kick |
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| Move Tutor - FRLG |
Works better the more the crowd is excited. |
Body Slam |
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| Move Tutor - FRLG |
Badly startles the last Pokémon to act before the user. |
Double-edge |
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| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. |
Counter |
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| Move Tutor - FRLG |
Works great if the user goes last this turn. |
Seismic Toss |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. |
Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. |
Metronome |
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| Move Tutor - FRLG |
Effectiveness varies depending on when it is used. |
Dynamic Punch |
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Move Tutor - Emerald |
Badly startles Pokémon that the audience has high expectations of. |
Endure |
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Move Tutor - Emerald |
Causes the user to move later on the next turn. |
Nightmare |
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Move Tutor - XD |
Startles all of the Pokémon to act before the user. |