X & Y Level Up |
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— |
Wonder Room |
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Scrambles the order in which Pokémon will move on the next turn. |
— |
Rock Throw |
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Quite an appealing move. |
— |
Tackle |
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Quite an appealing move. |
— |
Harden |
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Prevents the user from being startled one time this turn. |
— |
Confusion |
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Quite an appealing move. |
5 |
Rock Throw |
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Quite an appealing move. |
9 |
Fire Spin |
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Temporarily stops the crowd from growing excited. |
13 |
Rock Polish |
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Causes the user to move earlier on the next turn. |
17 |
Psywave |
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Effectiveness varies depending on when it is used. |
21 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
25 |
Rock Slide |
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Startles all of the Pokémon to act before the user. |
29 |
Cosmic Power |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
33 |
Psychic |
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Quite an appealing move. |
37 |
Heal Block |
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Temporarily stops the crowd from growing excited. |
41 |
Stone Edge |
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Affected by how well the previous Pokémon's move went. |
45 |
Solar Beam |
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Affected by how well the previous Pokémon's move went. |
49 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
53 |
Wonder Room |
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Scrambles the order in which Pokémon will move on the next turn. |
ΩRαS Level Up |
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— |
Tackle |
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Quite an appealing move. |
— |
Harden |
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Prevents the user from being startled one time this turn. |
— |
Confusion |
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Quite an appealing move. |
— |
Rock Throw |
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Quite an appealing move. |
5 |
Fire Spin |
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Temporarily stops the crowd from growing excited. |
9 |
Rock Polish |
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Causes the user to move earlier on the next turn. |
13 |
Psywave |
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Effectiveness varies depending on when it is used. |
17 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
21 |
Rock Slide |
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Startles all of the Pokémon to act before the user. |
25 |
Cosmic Power |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
29 |
Psychic |
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Quite an appealing move. |
33 |
Heal Block |
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Temporarily stops the crowd from growing excited. |
37 |
Stone Edge |
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Affected by how well the previous Pokémon's move went. |
41 |
Solar Beam |
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Affected by how well the previous Pokémon's move went. |
45 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
49 |
Wonder Room |
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Scrambles the order in which Pokémon will move 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. |
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. |
TM20 |
Safeguard |
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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. |
TM23 |
Smack Down |
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Badly startles Pokémon that the audience has high expectations of. |
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. |
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. |
TM35 |
Flamethrower |
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Quite an appealing move. |
TM37 |
Sandstorm |
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Badly startles all Pokémon that successfully showed their appeal. |
TM38 |
Fire Blast |
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Works better the more the crowd is excited. |
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. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM50 |
Overheat |
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A very appealing move, but after using this move, the user is more easily startled. |
TM57 |
Charge Beam |
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Works well if the user is pumped up. |
TM59 |
Incinerate |
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Makes audience expect little of other contestants. |
TM61 |
Will-O-Wisp |
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Makes audience expect little of other contestants. |
TM62 |
Acrobatics |
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Works well if the user is pumped up. |
TM63 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM64 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM68 |
Giga Impact |
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Startles all other Pokémon. User cannot act in the next turn. |
TM69 |
Rock Polish |
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Causes the user to move earlier on the next turn. |
TM70 |
Flash |
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Makes audience expect little of other contestants. |
TM71 |
Stone Edge |
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Affected by how well the previous Pokémon's move went. |
TM74 |
Gyro Ball |
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Works better the later it is used in a turn. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
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. |
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. |
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. |
Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. |
Natural Gift |
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Gen IV 363 |
Works better the more the crowd is excited. |
Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. |
Ancient Power |
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Move Tutor - PtHGSS |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
Rollout |
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Move Tutor - PtHGSS |
An appealing move that can be used repeatedly without boring the audience. |
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. |
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. |
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. |