Generation VI Level Up |
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Soak |
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Badly startles Pokémon that the audience has high expectations of. |
— |
Gust |
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Badly startles the last Pokémon to act before the user. |
— |
Pound |
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Quite an appealing move. |
— |
Water Gun |
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Quite an appealing move. |
— |
Attract |
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Makes the remaining Pokémon nervous. |
6 |
Water Gun |
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Quite an appealing move. |
10 |
Attract |
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Makes the remaining Pokémon nervous. |
13 |
Rain Dance |
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Works better the more the crowd is excited. |
17 |
Gust |
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Badly startles the last Pokémon to act before the user. |
22 |
Water Pulse |
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Makes audience expect little of other contestants. |
26 |
Captivate |
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Makes the audience quickly grow bored when an appeal move has little effect. |
29 |
Safeguard |
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Prevents the user from being startled one time this turn. |
35 |
Aqua Ring |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
42 |
Whirlpool |
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Temporarily stops the crowd from growing excited. |
48 |
U-turn |
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Makes the audience quickly grow bored when an appeal move has little effect. |
53 |
Bounce |
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Prevents the user from being startled until the turn ends. |
59 |
Silver Wind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
66 |
Soak |
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Badly startles Pokémon that the audience has high expectations of. |
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. |
TM10 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
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. |
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. |
TM27 |
Return |
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Quite an appealing move. |
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. |
TM55 |
Scald |
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Makes the remaining Pokémon nervous. |
TM66 |
Payback |
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Works great if the user goes last this turn. |
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. |
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. |
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. |