Generation VI Level Up |
|
— |
Tackle |
|
|
|
Quite an appealing move. |
5 |
Tail Whip |
|
|
|
Works great if the user goes last this turn. |
7 |
Water Gun |
|
|
|
Quite an appealing move. |
11 |
Water Sport |
|
|
|
Excites the audience in any kind of contest. |
13 |
Focus Energy |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
17 |
Razor Shell |
|
|
|
An appealing move that can be used repeatedly without boring the audience. |
19 |
Fury Cutter |
|
|
|
An appealing move that can be used repeatedly without boring the audience. |
23 |
Water Pulse |
|
|
|
Makes audience expect little of other contestants. |
25 |
Revenge |
|
|
|
Works great if the user goes last this turn. |
29 |
Aqua Jet |
|
|
|
Causes the user to move earlier on the next turn. |
31 |
Encore |
|
|
|
Makes the remaining Pokémon nervous. |
35 |
Aqua Tail |
|
|
|
Quite an appealing move. |
37 |
Retaliate |
|
|
|
Affected by how well the previous Pokémon's move went. |
41 |
Swords Dance |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
43 |
Hydro Pump |
|
|
|
Works better the more the crowd is excited. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM07 |
Hail |
|
|
|
Badly startles all Pokémon that successfully showed their appeal. |
TM10 |
Hidden Power |
|
|
|
An appealing move that can be used repeatedly without boring the audience. |
TM12 |
Taunt |
|
|
|
Badly startles Pokémon that the audience has high expectations of. |
TM13 |
Ice Beam |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM14 |
Blizzard |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM17 |
Protect |
|
|
|
Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
|
|
|
Works better the more the crowd is excited. |
TM21 |
Frustration |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
|
|
|
Quite an appealing move. |
TM28 |
Dig |
|
|
|
Prevents the user from being startled one time this turn. |
TM32 |
Double Team |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM40 |
Aerial Ace |
|
|
|
Works great if the user goes first this turn. |
TM42 |
Facade |
|
|
|
Works great if the user goes last this turn. |
TM44 |
Rest |
|
|
|
Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
|
|
|
Makes the remaining Pokémon nervous. |
TM48 |
Round |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
TM54 |
False Swipe |
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect. |
TM55 |
Scald |
|
|
|
Makes the remaining Pokémon nervous. |
TM56 |
Fling |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM67 |
Retaliate |
|
|
|
Affected by how well the previous Pokémon's move went. |
TM75 |
Swords Dance |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM81 |
X-Scissor |
|
|
|
Badly startles Pokémon that used a move of the same type. |
TM86 |
Grass Knot |
|
|
|
Works better the later it is used in a turn. |
TM87 |
Swagger |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
|
|
|
Effectiveness varies depending on when it is used. |
TM90 |
Substitute |
|
|
|
Prevents the user from being startled one time this turn. |
TM94 (XY) HM06 (ΩRαS) |
Rock Smash |
|
|
|
Quite an appealing move. |
TM94 (ΩRαS) |
Secret Power |
|
|
|
Works well if the user is pumped up. |
TM100 |
Confide |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
HM01 |
Cut |
|
|
|
Quite an appealing move. |
HM03 |
Surf |
|
|
|
Startles all of the Pokémon to act before the user. |
HM05 |
Waterfall |
|
|
|
Quite an appealing move. |
HM07 (ΩRαS) |
Dive |
|
|
|
Prevents the user from being startled one time this turn. |