TM & HM Attacks |
|
TM03 |
Psyshock |
 |
 |
    |
Badly startles the last Pokémon to act before the user. |
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. |
TM15 |
Hyper Beam |
 |
    |
    |
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 |
 |
  |
|
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. |
TM33 |
Reflect |
 |
  |
|
Prevents the user from being startled one time this turn. |
TM36 |
Sludge Bomb |
 |
  |
 |
Badly startles Pokémon that the audience has high expectations of. |
TM42 |
Facade |
 |
  |
|
Works great if the user goes last this turn. |
TM44 |
Rest |
 |
 |
|
Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
 |
  |
|
Makes the remaining Pokémon nervous. |
TM46 |
Thief |
 |
 |
|
Shows off the Pokémon’s appeal about as well as the move used just before it. |
TM48 |
Round |
 |
  |
|
Works well if it is the same type as the move used by the last Pokémon. |
TM53 |
Energy Ball |
 |
    |
|
Quite an appealing move. |
TM64 |
Explosion |
 |
       |
|
A move of huge appeal, but using it prevents the user from taking further contest moves. |
TM68 |
Giga Impact |
 |
    |
    |
Startles all other Pokémon. User cannot act in the next turn. |
TM70 |
Flash |
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   |
|
Makes audience expect little of other contestants. |
TM75 |
Swords Dance |
 |
 |
|
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM77 |
Psych Up |
 |
  |
|
Works well if it is the same type as the move used by the last Pokémon. |
TM83 |
Infestation |
 |
   |
|
Temporarily stops the crowd from growing excited. |
TM85 |
Dream Eater |
 |
  |
|
Works well if it is the same type as the move used by the last Pokémon. |
TM86 |
Grass Knot |
 |
 |
|
Works better the later it is used in a 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. |
TM90 |
Substitute |
 |
  |
|
Prevents the user from being startled one time this turn. |
TM92 |
Trick Room |
 |
   |
|
Scrambles the order in which Pokémon will move on the next turn. |
TM94 (ΩRαS) |
Secret Power |
 |
 |
|
Works well if the user is pumped up. |
TM96 |
Nature Power |
 |
 |
|
Works better the more the crowd is excited. |
TM100 |
Confide |
 |
   |
|
Brings down the energy of any Pokémon that have already used a move this turn. |
HM04 |
Strength |
 |
    |
|
Quite an appealing move. |
Pre-Evolution Only Moves |
Uproar |
 |
  |
 |
 | Lv. 1 | |
Badly startles Pokémon that the audience has high expectations of. |
Reflect |
 |
  |
|
 | Lv. 7 | |
Prevents the user from being startled one time this turn. |
Leech Seed |
 |
 |
|
 | Lv. 11 | |
Gets the Pokémon pumped up. Helps prevent nervousness, too. |
Bullet Seed |
 |
 |
|
 | Lv. 17 | |
Effectiveness varies depending on when it is used. |
Stun Spore |
 |
  |
 |
 | Lv. 19 | |
Badly startles all Pokémon that successfully showed their appeal. |
Poison Powder |
 |
   |
|
 | Lv. 21 | |
Brings down the energy of any Pokémon that have already used a move this turn. |
Sleep Powder |
 |
 |
   |
 | Lv. 23 | |
Startles all of the Pokémon to act before the user. |
Worry Seed |
 |
  |
|
 | Lv. 33 | |
Makes the remaining Pokémon nervous. |
Natural Gift |
 |
 |
|
 | Lv. 37 | |
Works better the more the crowd is excited. |
Solar Beam |
 |
   |
|
 | Lv. 43 | |
Affected by how well the previous Pokémon's move went. |
Extrasensory |
 |
  |
 |
 | Lv. 47 | |
Badly startles Pokémon that used a move of the same type. |
Bestow |
 |
 |
|
 | Lv. 50 | |
Works better the more the crowd is excited. |
Transfer Only Moves (Details) |
|
Telekinesis |
 |
  |
|
Gen V TM19 |
Makes the remaining Pokémon nervous. |
Bullet Seed |
 |
 |
|
Gen IV 331 |
Effectiveness varies depending on when it is used. |
Endure |
 |
   |
|
Gen IV 203 |
Causes the user to move later on the next turn. |
Captivate |
 |
    |
|
Gen IV 445 |
Makes the audience quickly grow bored when an appeal move has little effect. |
Rollout |
 |
   |
|
Move Tutor - PtHGSS |
An appealing move that can be used repeatedly without boring the audience. |
Headbutt |
 |
    |
|
Move Tutor - HGSS |
Quite an appealing move. |
Double-edge |
 |
      |
| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. |
Mimic |
 |
 |
| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. |
Rollout |
 |
   |
|
Move Tutor - Emerald |
An appealing move that can be used repeatedly without boring the audience. |
Endure |
 |
   |
|
Move Tutor - Emerald |
Causes the user to move later on the next turn. |
Nightmare |
 |
 |
   |
Move Tutor - XD |
Startles all of the Pokémon to act before the user. |
Self-destruct |
 |
       |
|
Move Tutor - XD |
A move of huge appeal, but using it prevents the user from taking further contest moves. |