Generation VI Level Up |
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— |
Growl |
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Works great if the user goes last this turn. |
— |
Bide |
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Causes the user to move later on the next turn. |
5 |
Quick Attack |
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Causes the user to move earlier on the next turn. |
9 |
Charm |
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Badly startles Pokémon that the audience has high expectations of. |
13 |
Spark |
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Quite an appealing move. |
17 |
Endure |
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Causes the user to move later on the next turn. |
19 |
Nuzzle |
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Badly startles Pokémon that used a move of the same type. |
21 |
Swift |
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Works great if the user goes first this turn. |
25 |
Electro Ball |
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Excites the audience a lot if used first. |
29 |
Sweet Kiss |
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Makes the remaining Pokémon nervous. |
33 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
37 |
Super Fang |
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Badly startles all Pokémon that successfully showed their appeal. |
41 |
Discharge |
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Badly startles the last Pokémon to act before the user. |
45 |
Last Resort |
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Works well if the user is pumped up. |
49 |
Hyper Fang |
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An appealing move that can be used repeatedly without boring the audience. |
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. |
TM10 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
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. |
TM24 |
Thunderbolt |
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Quite an appealing move. |
TM25 |
Thunder |
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Works better the more the crowd is excited. |
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. |
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. |
TM49 |
Echoed Voice |
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An appealing move that can be used repeatedly without boring the audience. |
TM56 |
Fling |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM57 |
Charge Beam |
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Works well if the user is pumped up. |
TM70 |
Flash |
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Makes audience expect little of other contestants. |
TM72 |
Volt Switch |
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Makes the audience quickly grow bored when an appeal move has little effect. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
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. |
TM89 |
U-turn |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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. |
HM01 |
Cut |
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Quite an appealing move. |