Abilities: Poison Point - Swift Swim - Intimidate (Hidden Ability) |
Poison Point: The opponent has a 30% chance of being induced with Poison when using an attack, that requires physical contact, against this Pokémon.
Swift Swim: When rainy, The Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Heavy Rain.
Hidden Ability (Available through transfer): Intimidate: Upon entering battle, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. In a link battle, if both sides switch on the same turn, and first player sends out a Pokémon with Intimidate, the opponent’s Attack will be lowered before the opponent’s Pokémon switches. |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
1,000,000 Points Medium Fast |
70 | 1 Attack Point(s)
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Not Eligible/Known
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Generation VI Level Up |
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Fell Stinger |
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Works better the more the crowd is excited. |
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Hydro Pump |
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Works better the more the crowd is excited. |
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Destiny Bond |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
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Water Gun |
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Quite an appealing move. |
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Spikes |
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Makes the remaining Pokémon nervous. |
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Tackle |
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Quite an appealing move. |
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Poison Sting |
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Startles the last Pokémon to act before the user. |
9 |
Harden |
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Prevents the user from being startled one time this turn. |
9 |
Minimize |
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Prevents the user from being startled until the turn ends. |
13 |
Bubble |
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Quite an appealing move. |
17 |
Rollout |
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An appealing move that can be used repeatedly without boring the audience. |
21 |
Toxic Spikes |
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Makes the remaining Pokémon nervous. |
25 |
Stockpile |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
25 |
Spit Up |
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Works well if the user is pumped up. |
29 |
Revenge |
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Works great if the user goes last this turn. |
33 |
Brine |
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Affected by how well the previous Pokémon's move went. |
37 |
Pin Missile |
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Effectiveness varies depending on when it is used. |
41 |
Take Down |
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A very appealing move, but after using this move, the user is more easily startled. |
45 |
Aqua Tail |
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Quite an appealing move. |
49 |
Poison Jab |
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Quite an appealing move. |
53 |
Destiny Bond |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
57 |
Hydro Pump |
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Works better the more the crowd is excited. |
60 |
Fell Stinger |
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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. |
TM07 |
Hail |
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Badly startles all Pokémon that successfully showed their appeal. |
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. |
TM12 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
TM13 |
Ice Beam |
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Badly startles the last Pokémon to act before the user. |
TM14 |
Blizzard |
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Badly startles the last Pokémon to act before the user. |
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. |
TM27 |
Return |
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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. |
TM34 |
Sludge Wave |
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Brings down the energy of any Pokémon that have already used a move 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. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM55 |
Scald |
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Makes the remaining Pokémon nervous. |
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. |
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. |
TM84 |
Poison Jab |
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Quite an appealing move. |
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 (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. |
HM03 |
Surf |
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Startles all of the Pokémon to act before the user. |
HM05 |
Waterfall |
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Quite an appealing move. |
HM07 (ΩRαS) |
Dive |
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Prevents the user from being startled one time this turn. |
Transfer Only Moves (Details) |
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Dive |
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Gen V HM06 |
Prevents the user from being startled one time this turn. |
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. |
Whirlpool |
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Gen IV 250 |
Temporarily stops the crowd from growing excited. |
Dive |
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Move Tutor - PtHGSS |
Prevents the user from being startled one time this turn. |
Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. |
Headbutt |
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Move Tutor - HGSS |
Quite an appealing move. |
Swords Dance |
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| Move Tutor - FRLG |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
Defense Curl |
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Move Tutor - Emerald |
Prevents the user from being startled one time this turn. |
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. |