Generation VI Level Up |
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Night Daze |
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An appealing move that can be used repeatedly without boring the audience. |
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Imprison |
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Temporarily stops the crowd from growing excited. |
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U-turn |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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Scratch |
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Quite an appealing move. |
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Leer |
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Badly startles Pokémon that the audience has high expectations of. |
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Pursuit |
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Badly startles Pokémon that used a move of the same type. |
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Hone Claws |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
5 |
Pursuit |
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Badly startles Pokémon that used a move of the same type. |
9 |
Hone Claws |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
13 |
Fury Swipes |
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Effectiveness varies depending on when it is used. |
17 |
Feint Attack |
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Works great if the user goes first this turn. |
21 |
Scary Face |
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Brings down the energy of any Pokémon that have already used a move this turn. |
25 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
29 |
Foul Play |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
30 |
Night Slash |
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Affected by how well the previous Pokémon's move went. |
34 |
Torment |
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Makes the remaining Pokémon nervous. |
39 |
Agility |
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Causes the user to move earlier on the next turn. |
44 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
49 |
Punishment |
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Badly startles Pokémon that the audience has high expectations of. |
54 |
Nasty Plot |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
59 |
Imprison |
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Temporarily stops the crowd from growing excited. |
64 |
Night Daze |
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An appealing move that can be used repeatedly without boring the audience. |
TM & HM Attacks |
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TM01 |
Hone Claws |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM04 |
Calm Mind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM05 |
Roar |
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Causes the user to move later on the next turn. |
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. |
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. |
TM21 |
Frustration |
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Badly startles the last Pokémon to act before the user. |
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. |
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. |
TM35 |
Flamethrower |
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Quite an appealing move. |
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. |
TM52 |
Focus Blast |
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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. |
TM59 |
Incinerate |
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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. |
TM65 |
Shadow Claw |
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Quite an appealing move. |
TM66 |
Payback |
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Works great if the user goes last this turn. |
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. |
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. |
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. |
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. |
TM95 |
Snarl |
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Makes the audience quickly grow bored when an appeal move has little effect. |
TM97 |
Dark Pulse |
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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. |