Generation VI Level Up |
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Tackle |
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Quite an appealing move. |
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Camouflage |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
4 |
Growl |
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Works great if the user goes last this turn. |
7 |
Sand Attack |
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Makes audience expect little of other contestants. |
10 |
Double Kick |
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Badly startles Pokémon that used a move of the same type. |
13 |
Leech Seed |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
16 |
Feint Attack |
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Works great if the user goes first this turn. |
20 |
Take Down |
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A very appealing move, but after using this move, the user is more easily startled. |
24 |
Jump Kick |
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A very appealing move, but after using this move, the user is more easily startled. |
28 |
Aromatherapy |
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Prevents the user from being startled until the turn ends. |
32 |
Energy Ball |
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Quite an appealing move. |
36 |
Charm |
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Badly startles Pokémon that the audience has high expectations of. |
41 |
Nature Power |
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Works better the more the crowd is excited. |
46 |
Double-Edge |
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A very appealing move, but after using this move, the user is more easily startled. |
51 |
Solar Beam |
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Affected by how well the previous Pokémon's move went. |
TM & HM Attacks |
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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. |
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. |
TM27 |
Return |
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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. |
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. |
TM53 |
Energy Ball |
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Quite an appealing move. |
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. |
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. |
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. |
TM96 |
Nature Power |
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Works better the more the crowd is excited. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |