Generation VI Level Up |
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Barrage |
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Effectiveness varies depending on when it is used. |
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Uproar |
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Badly startles Pokémon that the audience has high expectations of. |
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Hypnosis |
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Startles all of the Pokémon to act before the user. |
7 |
Reflect |
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Prevents the user from being startled one time this turn. |
11 |
Leech Seed |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
17 |
Bullet Seed |
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Effectiveness varies depending on when it is used. |
19 |
Stun Spore |
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Badly startles all Pokémon that successfully showed their appeal. |
21 |
Poison Powder |
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Brings down the energy of any Pokémon that have already used a move this turn. |
23 |
Sleep Powder |
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Startles all of the Pokémon to act before the user. |
27 |
Confusion |
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Quite an appealing move. |
33 |
Worry Seed |
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Makes the remaining Pokémon nervous. |
37 |
Natural Gift |
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Works better the more the crowd is excited. |
43 |
Solar Beam |
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Affected by how well the previous Pokémon's move went. |
47 |
Extrasensory |
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Badly startles Pokémon that used a move of the same type. |
50 |
Bestow |
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Works better the more the crowd is excited. |
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. |
TM11 |
Sunny Day |
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Works better the more the crowd is excited. |
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. |
TM21 |
Frustration |
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Badly startles the last Pokémon to act before the user. |
TM22 |
Solar Beam |
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Affected by how well the previous Pokémon's move went. |
TM27 |
Return |
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Quite an appealing move. |
TM29 |
Psychic |
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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. |
TM36 |
Sludge Bomb |
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Badly startles Pokémon that the audience has high expectations of. |
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. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM53 |
Energy Ball |
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Quite an appealing move. |
TM64 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM70 |
Flash |
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Makes audience expect little of other contestants. |
TM75 |
Swords Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
TM83 |
Infestation |
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Temporarily stops the crowd from growing excited. |
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. |
TM96 |
Nature Power |
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Works better the more the crowd is excited. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |
HM04 |
Strength |
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Quite an appealing move. |
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. |
Rollout |
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Move Tutor - PtHGSS |
An appealing move that can be used repeatedly without boring the audience. |
Double-edge |
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| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. |
Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. |
Rollout |
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Move Tutor - Emerald |
An appealing move that can be used repeatedly without boring the audience. |
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. |
Self-destruct |
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Move Tutor - XD |
A move of huge appeal, but using it prevents the user from taking further contest moves. |