X & Y Level Up |
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Magnetic Flux |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Charge |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Tackle |
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Quite an appealing move. |
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Sonic Boom |
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An appealing move that can be used repeatedly without boring the audience. |
— |
Spark |
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Quite an appealing move. |
5 |
Tackle |
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Quite an appealing move. |
8 |
Eerie Impulse |
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Badly startles the last Pokémon to act before the user. |
12 |
Spark |
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Quite an appealing move. |
15 |
Rollout |
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An appealing move that can be used repeatedly without boring the audience. |
19 |
Screech |
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Makes audience expect little of other contestants. |
22 |
Charge Beam |
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Works well if the user is pumped up. |
26 |
Light Screen |
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Prevents the user from being startled one time this turn. |
29 |
Electro Ball |
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Excites the audience a lot if used first. |
35 |
Self-Destruct |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
40 |
Swift |
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Works great if the user goes first this turn. |
46 |
Magnet Rise |
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Makes the remaining Pokémon nervous. |
51 |
Gyro Ball |
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Works better the later it is used in a turn. |
57 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
62 |
Mirror Coat |
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Works great if the user goes last this turn. |
ΩRαS Level Up |
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— |
Magnetic Flux |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Charge |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Tackle |
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Quite an appealing move. |
— |
Sonic Boom |
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An appealing move that can be used repeatedly without boring the audience. |
— |
Spark |
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Quite an appealing move. |
4 |
Sonic Boom |
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An appealing move that can be used repeatedly without boring the audience. |
6 |
Eerie Impulse |
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Badly startles the last Pokémon to act before the user. |
9 |
Spark |
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Quite an appealing move. |
11 |
Rollout |
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An appealing move that can be used repeatedly without boring the audience. |
13 |
Screech |
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Makes audience expect little of other contestants. |
16 |
Charge Beam |
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Works well if the user is pumped up. |
20 |
Swift |
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Works great if the user goes first this turn. |
22 |
Electro Ball |
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Excites the audience a lot if used first. |
26 |
Self-Destruct |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
29 |
Light Screen |
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Prevents the user from being startled one time this turn. |
36 |
Magnet Rise |
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Makes the remaining Pokémon nervous. |
41 |
Discharge |
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Badly startles the last Pokémon to act before the user. |
47 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
54 |
Gyro Ball |
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Works better the later it is used in a turn. |
58 |
Mirror Coat |
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Works great if the user goes last this turn. |
TM & HM Attacks |
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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. |
TM12 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
TM15 |
Hyper Beam |
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Startles all other Pokémon. User cannot act in the next turn. |
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. |
TM21 |
Frustration |
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Badly startles the last Pokémon to act before the user. |
TM24 |
Thunderbolt |
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Quite an appealing move. |
TM25 |
Thunder |
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Works better the more the crowd is excited. |
TM27 |
Return |
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Quite an appealing move. |
TM32 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
TM46 |
Thief |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM57 |
Charge Beam |
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Works well if the user is pumped up. |
TM64 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM68 |
Giga Impact |
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Startles all other Pokémon. User cannot act in the next turn. |
TM70 |
Flash |
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Makes audience expect little of other contestants. |
TM72 |
Volt Switch |
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Makes the audience quickly grow bored when an appeal move has little effect. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
TM74 |
Gyro Ball |
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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. |
TM93 |
Wild Charge |
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A very appealing move, but after using this move, the user is more easily startled. |
TM94 (ΩRαS) |
Secret Power |
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Works well if the user is pumped up. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |