Generation VI Level Up |
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Fiery Dance |
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Works well if the user is pumped up. |
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Hurricane |
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Badly startles all Pokémon that successfully showed their appeal. |
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Rage Powder |
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Temporarily stops the crowd from growing excited. |
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Heat Wave |
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Startles all of the Pokémon to act before the user. |
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Quiver Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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Flare Blitz |
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A very appealing move, but after using this move, the user is more easily startled. |
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Thrash |
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A very appealing move, but after using this move, the user is more easily startled. |
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Amnesia |
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Prevents the user from being startled until the turn ends. |
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Bug Buzz |
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Badly startles the last Pokémon to act before the user. |
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Flame Wheel |
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Affected by how well the previous Pokémon's move went. |
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Ember |
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Quite an appealing move. |
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String Shot |
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Startles the last Pokémon to act before the user. |
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Leech Life |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
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Gust |
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Badly startles the last Pokémon to act before the user. |
10 |
Leech Life |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
20 |
Gust |
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Badly startles the last Pokémon to act before the user. |
30 |
Fire Spin |
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Temporarily stops the crowd from growing excited. |
40 |
Whirlwind |
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Causes the user to move later on the next turn. |
50 |
Silver Wind |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
59 |
Quiver Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
60 |
Heat Wave |
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Startles all of the Pokémon to act before the user. |
70 |
Bug Buzz |
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Badly startles the last Pokémon to act before the user. |
80 |
Rage Powder |
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Temporarily stops the crowd from growing excited. |
90 |
Hurricane |
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Badly startles all Pokémon that successfully showed their appeal. |
100 |
Fiery Dance |
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Works well if the user is pumped up. |
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. |
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. |
TM19 |
Roost |
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Makes the audience quickly grow bored when an appeal move has little effect. |
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. |
TM29 |
Psychic |
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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. |
TM38 |
Fire Blast |
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Works better the more the crowd is excited. |
TM40 |
Aerial Ace |
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Works great if the user goes first this turn. |
TM42 |
Facade |
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Works great if the user goes last this turn. |
TM43 |
Flame Charge |
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Works well if the user is pumped up. |
TM44 |
Rest |
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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. |
TM50 |
Overheat |
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A very appealing move, but after using this move, the user is more easily startled. |
TM59 |
Incinerate |
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Makes audience expect little of other contestants. |
TM61 |
Will-O-Wisp |
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Makes audience expect little of other contestants. |
TM62 |
Acrobatics |
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Works well if the user is pumped up. |
TM68 |
Giga Impact |
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Startles all other Pokémon. User cannot act in the next turn. |
TM76 |
Struggle Bug |
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Works great if the user goes last this turn. |
TM84 |
Poison Jab |
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Quite an appealing move. |
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. |
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. |
TM100 |
Confide |
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Brings down the energy of any Pokémon that have already used a move this turn. |
HM02 |
Fly |
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Prevents the user from being startled one time this turn. |