Generation VI Level Up |
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Tackle |
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Quite an appealing move. |
10 |
Protect |
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Prevents the user from being startled one time this turn. |
15 |
Bug Bite |
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Makes audience expect little of other contestants. |
20 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
23 |
Confusion |
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Quite an appealing move. |
26 |
Razor Leaf |
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Quite an appealing move. |
29 |
Growth |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
32 |
Psybeam |
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Makes audience expect little of other contestants. |
35 |
Captivate |
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Makes the audience quickly grow bored when an appeal move has little effect. |
38 |
Flail |
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Works better the later it is used in a turn. |
41 |
Attract |
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Makes the remaining Pokémon nervous. |
44 |
Psychic |
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Quite an appealing move. |
47 |
Leaf Storm |
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A very appealing move, but after using this move, the user is more easily startled. |
X / Y Level Up - Sandy Cloak |
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— |
Tackle |
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Quite an appealing move. |
10 |
Protect |
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Prevents the user from being startled one time this turn. |
15 |
Bug Bite |
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Makes audience expect little of other contestants. |
20 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
23 |
Confusion |
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Quite an appealing move. |
26 |
Rock Blast |
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Effectiveness varies depending on when it is used. |
29 |
Harden |
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Prevents the user from being startled one time this turn. |
32 |
Psybeam |
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Makes audience expect little of other contestants. |
35 |
Captivate |
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Makes the audience quickly grow bored when an appeal move has little effect. |
38 |
Flail |
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Works better the later it is used in a turn. |
41 |
Attract |
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Makes the remaining Pokémon nervous. |
44 |
Psychic |
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Quite an appealing move. |
47 |
Fissure |
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Badly startles all Pokémon that successfully showed their appeal. |
X / Y Level Up - Trash Cloak |
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— |
Tackle |
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Quite an appealing move. |
10 |
Protect |
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Prevents the user from being startled one time this turn. |
15 |
Bug Bite |
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Makes audience expect little of other contestants. |
20 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
23 |
Confusion |
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Quite an appealing move. |
26 |
Mirror Shot |
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Startles the last Pokémon to act before the user. |
29 |
Metal Sound |
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Startles all of the Pokémon to act before the user. |
32 |
Psybeam |
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Makes audience expect little of other contestants. |
35 |
Captivate |
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Makes the audience quickly grow bored when an appeal move has little effect. |
38 |
Flail |
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Works better the later it is used in a turn. |
41 |
Attract |
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Makes the remaining Pokémon nervous. |
44 |
Psychic |
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Quite an appealing move. |
47 |
Iron Head |
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Quite an appealing move. |
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. |
TM15 |
Hyper Beam |
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Startles all other Pokémon. User cannot act in the next 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. |
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. |
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. |
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. |
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. |
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. |
TM53 |
Energy Ball |
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Quite an appealing move. |
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. |
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. |
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. |
TM83 |
Infestation |
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Temporarily stops the crowd from growing excited. |
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. |
TM91 |
Flash Cannon |
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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. |