Abilities: Synchronize - Early Bird - Magic Bounce (Hidden Ability) |
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Early Bird: Sleep conditions lasts for half as long, rounding down. For example, half of three turns is 1.5, which rounds down to one turn. When the number of turns to sleep is one, half of this rounded down is zero, and the Pokémon wakes up instantly.
Hidden Ability (Available): Magic Bounce: Reflects non-attacking moves used on the Pokémon back to the opponent |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
1,000,000 Points Medium Fast |
70 | 1 Sp. Attack Point(s)
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Not Eligible/Known
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X & Y Level Up |
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Peck |
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Quite an appealing move. |
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Leer |
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Badly startles Pokémon that the audience has high expectations of. |
6 |
Night Shade |
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An appealing move that can be used repeatedly without boring the audience. |
9 |
Teleport |
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Prevents the user from being startled until the turn ends. |
12 |
Lucky Chant |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
17 |
Miracle Eye |
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Works great if the user goes first this turn. |
20 |
Me First |
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Causes the user to move earlier on the next turn. |
23 |
Confuse Ray |
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Badly startles Pokémon that the audience has high expectations of. |
28 |
Wish |
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Excites the audience a lot if used last. |
33 |
Psycho Shift |
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Works great if the user goes last this turn. |
36 |
Future Sight |
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Works well if it is the same type as the move used by the last Pokémon. |
39 |
Stored Power |
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Works well if the user is pumped up. |
44 |
Ominous Wind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
47 |
Power Swap |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
47 |
Guard Swap |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
50 |
Psychic |
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Quite an appealing move. |
ΩRαS Level Up |
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Peck |
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Quite an appealing move. |
— |
Leer |
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Badly startles Pokémon that the audience has high expectations of. |
6 |
Night Shade |
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An appealing move that can be used repeatedly without boring the audience. |
9 |
Teleport |
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Prevents the user from being startled until the turn ends. |
12 |
Lucky Chant |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
17 |
Stored Power |
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Works well if the user is pumped up. |
20 |
Ominous Wind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
23 |
Confuse Ray |
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Badly startles Pokémon that the audience has high expectations of. |
28 |
Wish |
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Excites the audience a lot if used last. |
33 |
Psychic |
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Quite an appealing move. |
36 |
Miracle Eye |
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Works great if the user goes first this turn. |
39 |
Psycho Shift |
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Works great if the user goes last this turn. |
44 |
Future Sight |
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Works well if it is the same type as the move used by the last Pokémon. |
47 |
Power Swap |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
47 |
Guard Swap |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
50 |
Me First |
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Causes the user to move earlier on the next turn. |
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. |
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. |
TM19 |
Roost |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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. |
TM30 |
Shadow Ball |
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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. |
TM40 |
Aerial Ace |
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Works great if the user goes first this turn. |
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. |
TM51 |
Steel Wing |
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Affected by how well the previous Pokémon's move went. |
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. |
TM89 |
U-turn |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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. |
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. |
Pluck |
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Gen V TM88 |
Brings down the energy of any Pokémon that have already used a move this turn. |
Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. |
Silver Wind |
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Gen IV 318 |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
Pluck |
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Gen IV 365 |
Brings down the energy of any Pokémon that have already used a move this turn. |
Air Cutter |
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Move Tutor - PtHGSS |
Quite an appealing move. |
Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. |
Twister |
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Move Tutor - PtHGSS |
Quite an appealing move. |
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. |
Endure |
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Move Tutor - Emerald |
Causes the user to move later on the next turn. |
Swift |
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Move Tutor - Emerald |
Works great if the user goes first this turn. |
Nightmare |
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Move Tutor - XD |
Startles all of the Pokémon to act before the user. |