Generation VI Level Up |
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Tackle |
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Quite an appealing move. |
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Protect |
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Prevents the user from being startled one time this turn. |
6 |
Self-Destruct |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
9 |
Bug Bite |
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Makes audience expect little of other contestants. |
12 |
Take Down |
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A very appealing move, but after using this move, the user is more easily startled. |
17 |
Rapid Spin |
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Works better the more the crowd is excited. |
20 |
Bide |
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Causes the user to move later on the next turn. |
23 |
Natural Gift |
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Works better the more the crowd is excited. |
28 |
Spikes |
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Makes the remaining Pokémon nervous. |
31 |
Payback |
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Works great if the user goes last this turn. |
34 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
39 |
Iron Defense |
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Prevents the user from being startled until the turn ends. |
42 |
Gyro Ball |
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Works better the later it is used in a turn. |
45 |
Double-Edge |
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A very appealing move, but after using this move, the user is more easily startled. |
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. |
TM09 |
Venoshock |
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Works well if it is the same type as the move used by the last Pokémon. |
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. |
TM26 |
Earthquake |
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Badly startles all Pokémon that successfully showed their appeal. |
TM27 |
Return |
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Quite an appealing move. |
TM28 |
Dig |
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Prevents the user from being startled one time this turn. |
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. |
TM37 |
Sandstorm |
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Badly startles all Pokémon that successfully showed their appeal. |
TM39 |
Rock Tomb |
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Makes audience expect little of other contestants. |
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. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM64 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM66 |
Payback |
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Works great if the user goes last this turn. |
TM74 |
Gyro Ball |
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Works better the later it is used in a turn. |
TM76 |
Struggle Bug |
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Works great if the user goes last this turn. |
TM78 |
Bulldoze |
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Badly startles the last Pokémon to act before the user. |
TM80 |
Rock Slide |
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Startles all of the Pokémon to act before the user. |
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. |
TM94 (XY) HM06 (ΩRαS) |
Rock Smash |
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Quite an appealing move. |
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. |
HM04 |
Strength |
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Quite an appealing move. |