X & Y Level Up |
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— |
Stored Power |
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Works well if the user is pumped up. |
— |
Close Combat |
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A very appealing move, but after using this move, the user is more easily startled. |
— |
Leaf Blade |
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An appealing move that can be used repeatedly without boring the audience. |
— |
Night Slash |
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Affected by how well the previous Pokémon's move went. |
— |
Leer |
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Badly startles Pokémon that the audience has high expectations of. |
— |
Confusion |
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Quite an appealing move. |
— |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Teleport |
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Prevents the user from being startled until the turn ends. |
6 |
Confusion |
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Quite an appealing move. |
10 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
12 |
Teleport |
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Prevents the user from being startled until the turn ends. |
17 |
Fury Cutter |
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An appealing move that can be used repeatedly without boring the audience. |
22 |
Slash |
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Quite an appealing move. |
25 |
Heal Pulse |
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Excites the audience in any kind of contest. |
31 |
Swords Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
36 |
Psycho Cut |
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Quite an appealing move. |
39 |
Helping Hand |
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Quite an appealing move. |
45 |
Feint |
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Causes the user to move earlier on the next turn. |
50 |
False Swipe |
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Makes the audience quickly grow bored when an appeal move has little effect. |
53 |
Protect |
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Prevents the user from being startled one time this turn. |
59 |
Close Combat |
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A very appealing move, but after using this move, the user is more easily startled. |
64 |
Stored Power |
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Works well if the user is pumped up. |
ΩRαS Level Up |
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— |
Stored Power |
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Works well if the user is pumped up. |
— |
Close Combat |
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A very appealing move, but after using this move, the user is more easily startled. |
— |
Leaf Blade |
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An appealing move that can be used repeatedly without boring the audience. |
— |
Night Slash |
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Affected by how well the previous Pokémon's move went. |
— |
Leer |
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Badly startles Pokémon that the audience has high expectations of. |
— |
Confusion |
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Quite an appealing move. |
— |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
— |
Teleport |
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Prevents the user from being startled until the turn ends. |
4 |
Confusion |
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Quite an appealing move. |
6 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
9 |
Teleport |
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Prevents the user from being startled until the turn ends. |
11 |
Quick Guard |
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Works great if the user goes first this turn. |
14 |
Fury Cutter |
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An appealing move that can be used repeatedly without boring the audience. |
17 |
Slash |
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Quite an appealing move. |
19 |
Heal Pulse |
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Excites the audience in any kind of contest. |
23 |
Wide Guard |
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Prevents the user from being startled until the turn ends. |
26 |
Swords Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
31 |
Psycho Cut |
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Quite an appealing move. |
35 |
Helping Hand |
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Quite an appealing move. |
40 |
Feint |
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Causes the user to move earlier on the next turn. |
44 |
False Swipe |
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Makes the audience quickly grow bored when an appeal move has little effect. |
49 |
Protect |
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Prevents the user from being startled one time this turn. |
53 |
Close Combat |
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A very appealing move, but after using this move, the user is more easily startled. |
58 |
Stored Power |
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Works well if the user is pumped up. |
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. |
TM12 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
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. |
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. |
TM24 |
Thunderbolt |
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Quite an appealing move. |
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. |
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. |
TM40 |
Aerial Ace |
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Works great if the user goes first this turn. |
TM41 |
Torment |
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Makes the remaining Pokémon nervous. |
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. |
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. |
TM49 |
Echoed Voice |
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An appealing move that can be used repeatedly without boring the audience. |
TM52 |
Focus Blast |
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Quite an appealing move. |
TM54 |
False Swipe |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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. |
TM61 |
Will-O-Wisp |
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Makes audience expect little of other contestants. |
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. |
TM71 |
Stone Edge |
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Affected by how well the previous Pokémon's move went. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
TM75 |
Swords Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
TM81 |
X-Scissor |
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Badly startles Pokémon that used a move of the same type. |
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. |
TM92 |
Trick Room |
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Scrambles the order in which Pokémon will move on the next 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. |
TM99 |
Dazzling Gleam |
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Quite an appealing move. |
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. |
HM04 |
Strength |
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Quite an appealing move. |
Pre-Evolution Only Moves |
Growl |
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| Lv. 1 | |
Works great if the user goes last this turn. |
Disarming Voice |
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| Lv. 11 | |
Works great if the user goes first this turn. |
Lucky Chant |
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| Lv. 14 | |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
Magical Leaf |
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| Lv. 17 | |
Works great if the user goes first this turn. |
Draining Kiss |
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| Lv. 23 | |
Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
Calm Mind |
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| Lv. 26 | |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
Psychic |
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| Lv. 30 | |
Quite an appealing move. |
Imprison |
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| Lv. 33 | |
Temporarily stops the crowd from growing excited. |
Future Sight |
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| Lv. 37 | |
Works well if it is the same type as the move used by the last Pokémon. |
Charm |
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| Lv. 40 | |
Badly startles Pokémon that the audience has high expectations of. |
Hypnosis |
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| Lv. 44 | |
Startles all of the Pokémon to act before the user. |
Dream Eater |
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| Lv. 47 | |
Works well if it is the same type as the move used by the last Pokémon. |