X & Y Level Up |
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Last Resort |
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Works well if the user is pumped up. |
— |
Play Nice |
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Works better the more the crowd is excited. |
— |
Pound |
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Quite an appealing move. |
— |
Growl |
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Works great if the user goes last this turn. |
— |
Helping Hand |
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Quite an appealing move. |
5 |
Refresh |
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Prevents the user from being startled one time this turn. |
10 |
Double Slap |
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Effectiveness varies depending on when it is used. |
15 |
Attract |
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Makes the remaining Pokémon nervous. |
20 |
Secret Power |
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Works well if the user is pumped up. |
25 |
Entrainment |
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Badly startles Pokémon that used a move of the same type. |
30 |
Take Down |
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A very appealing move, but after using this move, the user is more easily startled. |
35 |
Heal Pulse |
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Excites the audience in any kind of contest. |
40 |
After You |
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Causes the user to move later on the next turn. |
45 |
Simple Beam |
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Brings down the energy of any Pokémon that have already used a move this turn. |
50 |
Double-Edge |
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A very appealing move, but after using this move, the user is more easily startled. |
55 |
Last Resort |
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Works well if the user is pumped up. |
ΩRαS Level Up |
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Last Resort |
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Works well if the user is pumped up. |
— |
Misty Terrain |
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Excites the audience a lot if used first. |
— |
Play Nice |
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Works better the more the crowd is excited. |
— |
Pound |
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Quite an appealing move. |
— |
Growl |
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Works great if the user goes last this turn. |
— |
Helping Hand |
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Quite an appealing move. |
5 |
Baby-Doll Eyes |
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Causes the user to move earlier on the next turn. |
9 |
Refresh |
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Prevents the user from being startled one time this turn. |
13 |
Disarming Voice |
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Works great if the user goes first this turn. |
17 |
Double Slap |
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Effectiveness varies depending on when it is used. |
21 |
Attract |
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Makes the remaining Pokémon nervous. |
25 |
Secret Power |
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Works well if the user is pumped up. |
29 |
Entrainment |
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Badly startles Pokémon that used a move of the same type. |
33 |
Take Down |
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A very appealing move, but after using this move, the user is more easily startled. |
37 |
Heal Pulse |
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Excites the audience in any kind of contest. |
41 |
After You |
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Causes the user to move later on the next turn. |
45 |
Simple Beam |
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Brings down the energy of any Pokémon that have already used a move this turn. |
49 |
Double-Edge |
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A very appealing move, but after using this move, the user is more easily startled. |
53 |
Last Resort |
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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. |
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. |
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. |
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. |
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. |
TM28 |
Dig |
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Prevents the user from being startled one time this turn. |
TM29 |
Psychic |
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Quite an appealing move. |
TM30 |
Shadow Ball |
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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. |
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. |
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. |
TM49 |
Echoed Voice |
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An appealing move that can be used repeatedly without boring the audience. |
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. |
TM67 |
Retaliate |
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Affected by how well the previous Pokémon's move went. |
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. |
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. |
TM93 |
Wild Charge |
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A very appealing move, but after using this move, the user is more easily startled. |
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. |
HM03 |
Surf |
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Startles all of the Pokémon to act before the user. |