Generation VI Level Up |
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Scratch |
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Quite an appealing move. |
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Tail Whip |
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Works great if the user goes last this turn. |
5 |
Ember |
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Quite an appealing move. |
11 |
Howl |
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Works great if the user goes last this turn. |
14 |
Flame Charge |
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Works well if the user is pumped up. |
17 |
Psybeam |
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Makes audience expect little of other contestants. |
20 |
Fire Spin |
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Temporarily stops the crowd from growing excited. |
25 |
Lucky Chant |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
27 |
Light Screen |
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Prevents the user from being startled one time this turn. |
31 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
35 |
Flamethrower |
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Quite an appealing move. |
38 |
Will-O-Wisp |
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Makes audience expect little of other contestants. |
41 |
Psychic |
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Quite an appealing move. |
43 |
Sunny Day |
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Works better the more the crowd is excited. |
46 |
Magic Room |
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Temporarily stops the crowd from growing excited. |
48 |
Fire Blast |
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Works better the more the crowd is excited. |
TM & HM Attacks |
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TM03 |
Psyshock |
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Badly startles the last Pokémon to act before the user. |
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. |
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. |
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. |
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. |
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. |
TM63 |
Embargo |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
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. |
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. |
HM01 |
Cut |
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Quite an appealing move. |