Generation VI Level Up |
|
— |
Confusion |
|
|
|
Quite an appealing move. |
4 |
Odor Sleuth |
|
|
|
Prevents the user from being startled one time this turn. |
8 |
Gust |
|
|
|
Badly startles the last Pokémon to act before the user. |
12 |
Assurance |
|
|
|
Works better the later it is used in a turn. |
15 |
Heart Stamp |
|
|
|
An appealing move that can be used repeatedly without boring the audience. |
19 |
Imprison |
|
|
|
Temporarily stops the crowd from growing excited. |
21 |
Air Cutter |
|
|
|
Quite an appealing move. |
25 |
Attract |
|
|
|
Makes the remaining Pokémon nervous. |
29 |
Amnesia |
|
|
|
Prevents the user from being startled until the turn ends. |
29 |
Calm Mind |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
32 |
Air Slash |
|
|
|
Badly startles the last Pokémon to act before the user. |
36 |
Future Sight |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
41 |
Psychic |
|
|
|
Quite an appealing move. |
47 |
Endeavor |
|
|
|
Works great if the user goes last this turn. |
TM & HM Attacks |
|
TM03 |
Psyshock |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM04 |
Calm Mind |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM06 |
Toxic |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
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. |
TM16 |
Light Screen |
|
|
|
Prevents the user from being startled one time this turn. |
TM17 |
Protect |
|
|
|
Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
|
|
|
Works better the more the crowd is excited. |
TM19 |
Roost |
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect. |
TM20 |
Safeguard |
|
|
|
Prevents the user from being startled one time this turn. |
TM21 |
Frustration |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
|
|
|
Quite an appealing move. |
TM29 |
Psychic |
|
|
|
Quite an appealing move. |
TM30 |
Shadow Ball |
|
|
|
Quite an appealing move. |
TM32 |
Double Team |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM33 |
Reflect |
|
|
|
Prevents the user from being startled one time this turn. |
TM40 |
Aerial Ace |
|
|
|
Works great if the user goes first this turn. |
TM41 |
Torment |
|
|
|
Makes the remaining Pokémon nervous. |
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. |
TM46 |
Thief |
|
|
|
Shows off the Pokémon’s appeal about as well as the move used just before it. |
TM48 |
Round |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
TM51 |
Steel Wing |
|
|
|
Affected by how well the previous Pokémon's move went. |
TM53 |
Energy Ball |
|
|
|
Quite an appealing move. |
TM57 |
Charge Beam |
|
|
|
Works well if the user is pumped up. |
TM62 |
Acrobatics |
|
|
|
Works well if the user is pumped up. |
TM63 |
Embargo |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM70 |
Flash |
|
|
|
Makes audience expect little of other contestants. |
TM73 |
Thunder Wave |
|
|
|
Startles all of the Pokémon to act before the user. |
TM74 |
Gyro Ball |
|
|
|
Works better the later it is used in a turn. |
TM77 |
Psych Up |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
TM85 |
Dream Eater |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
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. |
TM89 |
U-turn |
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect. |
TM90 |
Substitute |
|
|
|
Prevents the user from being startled one time this turn. |
TM92 |
Trick Room |
|
|
|
Scrambles the order in which Pokémon will move on the next turn. |
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. |
HM02 |
Fly |
|
|
|
Prevents the user from being startled one time this turn. |