X & Y Level Up |
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— |
Zen Headbutt |
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Quite an appealing move. |
— |
Fire Punch |
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Quite an appealing move. |
— |
Thunder Punch |
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Quite an appealing move. |
— |
Ice Punch |
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Quite an appealing move. |
— |
Bide |
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Causes the user to move later on the next turn. |
— |
Meditate |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Confusion |
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Quite an appealing move. |
— |
Detect |
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Prevents the user from being startled until the turn ends. |
4 |
Meditate |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
8 |
Confusion |
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Quite an appealing move. |
11 |
Detect |
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Prevents the user from being startled until the turn ends. |
15 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
18 |
Mind Reader |
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Causes the user to move earlier on the next turn. |
22 |
Feint |
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Causes the user to move earlier on the next turn. |
25 |
Calm Mind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
29 |
Force Palm |
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Quite an appealing move. |
32 |
High Jump Kick |
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A very appealing move, but after using this move, the user is more easily startled. |
36 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
42 |
Acupressure |
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Effectiveness varies depending on when it is used. |
49 |
Power Trick |
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Works well if it is the same type as the move used by the last Pokémon. |
55 |
Reversal |
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Works better the later it is used in a turn. |
62 |
Recover |
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Works well if it is the same type as the move used by the last Pokémon. |
ΩRαS Level Up |
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— |
Zen Headbutt |
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Quite an appealing move. |
— |
Fire Punch |
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Quite an appealing move. |
— |
Thunder Punch |
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Quite an appealing move. |
— |
Ice Punch |
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Quite an appealing move. |
— |
Bide |
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Causes the user to move later on the next turn. |
— |
Meditate |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Confusion |
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Quite an appealing move. |
— |
Detect |
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Prevents the user from being startled until the turn ends. |
4 |
Meditate |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
7 |
Confusion |
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Quite an appealing move. |
9 |
Detect |
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Prevents the user from being startled until the turn ends. |
12 |
Endure |
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Causes the user to move later on the next turn. |
15 |
Feint |
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Causes the user to move earlier on the next turn. |
17 |
Force Palm |
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Quite an appealing move. |
20 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
23 |
Calm Mind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
25 |
Mind Reader |
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Causes the user to move earlier on the next turn. |
28 |
High Jump Kick |
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A very appealing move, but after using this move, the user is more easily startled. |
31 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
33 |
Acupressure |
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Effectiveness varies depending on when it is used. |
36 |
Power Trick |
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Works well if it is the same type as the move used by the last Pokémon. |
42 |
Reversal |
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Works better the later it is used in a turn. |
47 |
Recover |
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Works well if it is the same type as the move used by the last Pokémon. |
53 |
Counter |
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Works great if the user goes last this 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. |
TM08 |
Bulk Up |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
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. |
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. |
TM31 |
Brick Break |
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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. |
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. |
TM47 |
Low Sweep |
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Prevents the user from being startled until the turn ends. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM52 |
Focus Blast |
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Quite an appealing move. |
TM53 |
Energy Ball |
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Quite an appealing move. |
TM56 |
Fling |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM67 |
Retaliate |
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Affected by how well the previous Pokémon's move went. |
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. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
TM80 |
Rock Slide |
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Startles all of the Pokémon to act before the user. |
TM84 |
Poison Jab |
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Quite an appealing move. |
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. |
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. |
TM98 |
Power-Up Punch |
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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. |
Transfer Only Moves (Details) |
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Telekinesis |
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Gen V TM19 |
Makes the remaining Pokémon nervous. |
Work Up |
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Gen V TM83 |
Excites the audience a lot if used first. |
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. |
Vacuum Wave |
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Move Tutor - PtHGSS |
Causes the user to move earlier on the next turn. |
Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. |
Mud-slap |
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Move Tutor - PtHGSS |
Makes audience expect little of other contestants. |
Headbutt |
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Move Tutor - HGSS |
Quite an appealing move. |
Mega Punch |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. |
Mega Kick |
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| Move Tutor - FRLG |
Works better the more the crowd is excited. |
Body Slam |
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| Move Tutor - FRLG |
Badly startles the last Pokémon to act before the user. |
Double-edge |
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| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. |
Seismic Toss |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. |
Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. |
Metronome |
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| Move Tutor - FRLG |
Effectiveness varies depending on when it is used. |
Mud-slap |
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Move Tutor - Emerald |
Makes audience expect little of other contestants. |
Swift |
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Move Tutor - Emerald |
Works great if the user goes first this turn. |