Generation VI Level Up |
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Searing Shot |
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An appealing move that can be used repeatedly without boring the audience. |
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Focus Energy |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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Confusion |
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Quite an appealing move. |
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Incinerate |
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Makes audience expect little of other contestants. |
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Quick Attack |
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Causes the user to move earlier on the next turn. |
9 |
Endure |
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Causes the user to move later on the next turn. |
17 |
Headbutt |
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Quite an appealing move. |
25 |
Flame Charge |
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Works well if the user is pumped up. |
33 |
Reversal |
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Works better the later it is used in a turn. |
41 |
Flame Burst |
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Makes audience expect little of other contestants. |
49 |
Zen Headbutt |
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Quite an appealing move. |
57 |
Inferno |
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Badly startles the last Pokémon to act before the user. |
65 |
Double-Edge |
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A very appealing move, but after using this move, the user is more easily startled. |
73 |
Flare Blitz |
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A very appealing move, but after using this move, the user is more easily startled. |
81 |
Final Gambit |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
89 |
Stored Power |
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Works well if the user is pumped up. |
97 |
Overheat |
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A very appealing move, but after using this move, the user is more easily startled. |
TM & HM Attacks |
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TM03 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
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. |
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. |
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. |
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. |
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. |
TM35 |
Flamethrower |
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Quite an appealing move. |
TM38 |
Fire Blast |
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Works better the more the crowd is excited. |
TM42 |
Facade |
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Works great if the user goes last this turn. |
TM43 |
Flame Charge |
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Works well if the user is pumped up. |
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. |
TM52 |
Focus Blast |
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Quite an appealing move. |
TM53 |
Energy Ball |
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Quite an appealing move. |
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. |
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. |
TM63 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move 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. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
TM77 |
Psych Up |
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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. |
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. |
TM92 |
Trick Room |
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Scrambles the order in which Pokémon will move on the next turn. |
TM93 |
Wild Charge |
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A very appealing move, but after using this move, the user is more easily startled. |
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. |