Generation VI Level Up |
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Psywave |
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Effectiveness varies depending on when it is used. |
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Reflect |
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Prevents the user from being startled one time this turn. |
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Rollout |
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An appealing move that can be used repeatedly without boring the audience. |
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Snatch |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
3 |
Reflect |
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Prevents the user from being startled one time this turn. |
7 |
Rollout |
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An appealing move that can be used repeatedly without boring the audience. |
10 |
Snatch |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
14 |
Hidden Power |
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An appealing move that can be used repeatedly without boring the audience. |
16 |
Light Screen |
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Prevents the user from being startled one time this turn. |
19 |
Charm |
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Badly startles Pokémon that the audience has high expectations of. |
24 |
Recover |
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Works well if it is the same type as the move used by the last Pokémon. |
25 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
28 |
Endeavor |
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Works great if the user goes last this turn. |
31 |
Future Sight |
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Works well if it is the same type as the move used by the last Pokémon. |
34 |
Pain Split |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
39 |
Psychic |
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Quite an appealing move. |
41 |
Dizzy Punch |
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Badly startles Pokémon that the audience has high expectations of. |
45 |
Skill Swap |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
54 |
Heal Block |
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Temporarily stops the crowd from growing excited. |
59 |
Wonder Room |
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Scrambles the order in which Pokémon will move on the next turn. |
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. |
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. |
TM25 |
Thunder |
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Works better the more the crowd is excited. |
TM27 |
Return |
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Quite an appealing move. |
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. |
TM39 |
Rock Tomb |
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Makes audience expect little of other contestants. |
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. |
TM52 |
Focus Blast |
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Quite an appealing move. |
TM53 |
Energy Ball |
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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. |
TM63 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM64 |
Explosion |
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A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM68 |
Giga Impact |
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Startles all other Pokémon. User cannot act in the next turn. |
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. |
TM74 |
Gyro Ball |
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Works better the later it is used in a turn. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
TM80 |
Rock Slide |
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Startles all of the Pokémon to act before the user. |
TM83 |
Infestation |
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Temporarily stops the crowd from growing excited. |
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. |
TM91 |
Flash Cannon |
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Quite an appealing move. |
TM92 |
Trick Room |
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Scrambles the order in which Pokémon will move on the next 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. |
TM98 |
Power-Up Punch |
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Works well if the user is pumped up. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |
HM04 |
Strength |
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Quite an appealing move. |