Generation VI Level Up |
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Pound |
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Quite an appealing move. |
3 |
Baby-Doll Eyes |
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Causes the user to move earlier on the next turn. |
7 |
Helping Hand |
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Quite an appealing move. |
9 |
Tickle |
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Brings down the energy of any Pokémon that have already used a move this turn. |
13 |
Double Slap |
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Effectiveness varies depending on when it is used. |
15 |
Encore |
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Makes the remaining Pokémon nervous. |
19 |
Swift |
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Works great if the user goes first this turn. |
21 |
Sing |
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Makes the remaining Pokémon nervous. |
25 |
Tail Slap |
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Effectiveness varies depending on when it is used. |
27 |
Charm |
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Badly startles Pokémon that the audience has high expectations of. |
31 |
Wake-Up Slap |
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Affected by how well the previous Pokémon's move went. |
33 |
Echoed Voice |
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An appealing move that can be used repeatedly without boring the audience. |
37 |
Slam |
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Quite an appealing move. |
39 |
Captivate |
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Makes the audience quickly grow bored when an appeal move has little effect. |
43 |
Hyper Voice |
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Startles all of the Pokémon to act before the user. |
45 |
Last Resort |
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Works well if the user is pumped up. |
49 |
After You |
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Causes the user to move later on the next turn. |
TM & HM Attacks |
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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. |
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. |
TM24 |
Thunderbolt |
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Quite an appealing move. |
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. |
TM32 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
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. |
TM67 |
Retaliate |
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Affected by how well the previous Pokémon's move went. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
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 (ΩRαS) |
Secret Power |
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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. |