Generation VI Level Up |
|
— |
Ember |
|
|
|
Quite an appealing move. |
— |
String Shot |
|
|
|
Startles the last Pokémon to act before the user. |
10 |
Leech Life |
|
|
|
Shows off the Pokémon’s appeal about as well as the move used just before it. |
20 |
Take Down |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
30 |
Flame Charge |
|
|
|
Works well if the user is pumped up. |
40 |
Bug Bite |
|
|
|
Makes audience expect little of other contestants. |
50 |
Double-Edge |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
60 |
Flame Wheel |
|
|
|
Affected by how well the previous Pokémon's move went. |
70 |
Bug Buzz |
|
|
|
Badly startles the last Pokémon to act before the user. |
80 |
Amnesia |
|
|
|
Prevents the user from being startled until the turn ends. |
90 |
Thrash |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
100 |
Flare Blitz |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
TM & HM Attacks |
|
TM04 |
Calm Mind |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM06 |
Toxic |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM10 |
Hidden Power |
|
|
|
An appealing move that can be used repeatedly without boring the audience. |
TM11 |
Sunny Day |
|
|
|
Works better the more the crowd is excited. |
TM16 |
Light Screen |
|
|
|
Prevents the user from being startled one time this turn. |
TM17 |
Protect |
|
|
|
Prevents the user from being startled one time this turn. |
TM20 |
Safeguard |
|
|
|
Prevents the user from being startled one time this turn. |
TM21 |
Frustration |
|
|
|
Badly startles the last Pokémon to act before the user. |
TM22 |
Solar Beam |
|
|
|
Affected by how well the previous Pokémon's move went. |
TM27 |
Return |
|
|
|
Quite an appealing move. |
TM29 |
Psychic |
|
|
|
Quite an appealing move. |
TM32 |
Double Team |
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM35 |
Flamethrower |
|
|
|
Quite an appealing move. |
TM38 |
Fire Blast |
|
|
|
Works better the more the crowd is excited. |
TM42 |
Facade |
|
|
|
Works great if the user goes last this turn. |
TM43 |
Flame Charge |
|
|
|
Works well if the user is pumped up. |
TM44 |
Rest |
|
|
|
Prevents the user from being startled until the turn ends. |
TM48 |
Round |
|
|
|
Works well if it is the same type as the move used by the last Pokémon. |
TM50 |
Overheat |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
TM59 |
Incinerate |
|
|
|
Makes audience expect little of other contestants. |
TM61 |
Will-O-Wisp |
|
|
|
Makes audience expect little of other contestants. |
TM62 |
Acrobatics |
|
|
|
Works well if the user is pumped up. |
TM76 |
Struggle Bug |
|
|
|
Works great if the user goes last this turn. |
TM87 |
Swagger |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
|
|
|
Effectiveness varies depending on when it is used. |
TM89 |
U-turn |
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect. |
TM90 |
Substitute |
|
|
|
Prevents the user from being startled one time this turn. |
TM93 |
Wild Charge |
|
|
|
A very appealing move, but after using this move, the user is more easily startled. |
TM94 (ΩRαS) |
Secret Power |
|
|
|
Works well if the user is pumped up. |
TM100 |
Confide |
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn. |