Generation VI Level Up |
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Fairy Lock |
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Temporarily stops the crowd from growing excited. |
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Tackle |
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Quite an appealing move. |
5 |
Fairy Wind |
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Quite an appealing move. |
8 |
Astonish |
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Badly startles the last Pokémon to act before the user. |
12 |
Metal Sound |
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Startles all of the Pokémon to act before the user. |
15 |
Spikes |
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Makes the remaining Pokémon nervous. |
18 |
Draining Kiss |
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Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
23 |
Crafty Shield |
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Excites the audience a lot if used first. |
27 |
Foul Play |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
32 |
Torment |
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Makes the remaining Pokémon nervous. |
34 |
Mirror Shot |
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Startles the last Pokémon to act before the user. |
36 |
Imprison |
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Temporarily stops the crowd from growing excited. |
40 |
Recycle |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
43 |
Play Rough |
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Brings down the energy of any Pokémon that have already used a move this turn. |
44 |
Magic Room |
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Temporarily stops the crowd from growing excited. |
50 |
Heal Block |
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Temporarily stops the crowd from growing excited. |
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. |
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. |
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. |
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. |
TM33 |
Reflect |
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Prevents the user from being startled one time this turn. |
TM41 |
Torment |
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Makes the remaining Pokémon nervous. |
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. |
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. |
TM68 |
Giga Impact |
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Startles all other Pokémon. User cannot act in the next turn. |
TM73 |
Thunder Wave |
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Startles all of the Pokémon to act before the user. |
TM77 |
Psych Up |
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Works well if it is the same type as the move used by the last Pokémon. |
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. |
TM94 (ΩRαS) |
Secret Power |
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Works well if the user is pumped up. |
TM99 |
Dazzling Gleam |
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Quite an appealing move. |
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. |