| Abilities: Poison Point - Swift Swim - Intimidate (Hidden Ability) |
Poison Point: The opponent has a 30% chance of being induced with Poison when using an attack, that requires physical contact, against this Pokémon.
Swift Swim: When rainy, The Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Heavy Rain.
Hidden Ability (Available through transfer): Intimidate: Upon entering battle, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. In a link battle, if both sides switch on the same turn, and first player sends out a Pokémon with Intimidate, the opponent’s Attack will be lowered before the opponent’s Pokémon switches. |
| Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
1,000,000 Points Medium Fast |
70 | 1 Attack Point(s)
|
Not Eligible/Known
|
| Generation VI Level Up |
|
| — |
Fell Stinger |
 |
 |
|
| Works better the more the crowd is excited. |
| — |
Hydro Pump |
 |
 |
|
| Works better the more the crowd is excited. |
| — |
Destiny Bond |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| — |
Water Gun |
 |
    |
|
| Quite an appealing move. |
| — |
Spikes |
 |
  |
|
| Makes the remaining Pokémon nervous. |
| — |
Tackle |
 |
    |
|
| Quite an appealing move. |
| — |
Poison Sting |
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  |
   |
| Startles the last Pokémon to act before the user. |
| 9 |
Harden |
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  |
|
| Prevents the user from being startled one time this turn. |
| 9 |
Minimize |
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|
| Prevents the user from being startled until the turn ends. |
| 13 |
Bubble |
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    |
|
| Quite an appealing move. |
| 17 |
Rollout |
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   |
|
| An appealing move that can be used repeatedly without boring the audience. |
| 21 |
Toxic Spikes |
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  |
|
| Makes the remaining Pokémon nervous. |
| 25 |
Stockpile |
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|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 25 |
Spit Up |
 |
 |
|
| Works well if the user is pumped up. |
| 29 |
Revenge |
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  |
|
| Works great if the user goes last this turn. |
| 33 |
Brine |
 |
   |
|
| Affected by how well the previous Pokémon's move went. |
| 37 |
Pin Missile |
 |
 |
|
| Effectiveness varies depending on when it is used. |
| 41 |
Take Down |
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      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
| 45 |
Aqua Tail |
 |
    |
|
| Quite an appealing move. |
| 49 |
Poison Jab |
 |
    |
|
| Quite an appealing move. |
| 53 |
Destiny Bond |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| 57 |
Hydro Pump |
 |
 |
|
| Works better the more the crowd is excited. |
| 60 |
Fell Stinger |
 |
 |
|
| Works better the more the crowd is excited. |
| TM & HM Attacks |
|
| TM06 |
Toxic |
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   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM07 |
Hail |
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  |
 |
| Badly startles all Pokémon that successfully showed their appeal. |
| TM09 |
Venoshock |
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  |
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| Works well if it is the same type as the move used by the last Pokémon. |
| TM10 |
Hidden Power |
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   |
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| An appealing move that can be used repeatedly without boring the audience. |
| TM12 |
Taunt |
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  |
 |
| Badly startles Pokémon that the audience has high expectations of. |
| TM13 |
Ice Beam |
 |
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    |
| Badly startles the last Pokémon to act before the user. |
| TM14 |
Blizzard |
 |
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   |
| Badly startles the last Pokémon to act before the user. |
| TM17 |
Protect |
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  |
|
| Prevents the user from being startled one time this turn. |
| TM18 |
Rain Dance |
 |
 |
|
| Works better the more the crowd is excited. |
| TM21 |
Frustration |
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  |
   |
| Badly startles the last Pokémon to act before the user. |
| TM27 |
Return |
 |
    |
|
| Quite an appealing move. |
| TM30 |
Shadow Ball |
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    |
|
| Quite an appealing move. |
| TM32 |
Double Team |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| TM34 |
Sludge Wave |
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   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM36 |
Sludge Bomb |
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  |
 |
| Badly startles Pokémon that the audience has high expectations of. |
| TM42 |
Facade |
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  |
|
| 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. |
| TM48 |
Round |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM55 |
Scald |
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  |
|
| Makes the remaining Pokémon nervous. |
| TM64 |
Explosion |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| TM66 |
Payback |
 |
  |
|
| Works great if the user goes last this turn. |
| TM73 |
Thunder Wave |
 |
 |
   |
| Startles all of the Pokémon to act before the user. |
| TM74 |
Gyro Ball |
 |
 |
|
| Works better the later it is used in a turn. |
| TM84 |
Poison Jab |
 |
    |
|
| 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 |
 |
 |
|
| 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 |
 |
 |
|
| 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. |
| HM03 |
Surf |
 |
  |
  |
| Startles all of the Pokémon to act before the user. |
| HM05 |
Waterfall |
 |
    |
|
| Quite an appealing move. |
| HM07 (ΩRαS) |
Dive |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| Transfer Only Moves (Details) |
|
| Dive |
 |
  |
|
Gen V HM06 |
| Prevents the user from being startled one time this turn. |
| 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. |
| Natural Gift |
 |
 |
|
Gen IV 363 |
| Works better the more the crowd is excited. |
| Whirlpool |
 |
   |
|
Gen IV 250 |
| Temporarily stops the crowd from growing excited. |
| Dive |
 |
  |
|
Move Tutor - PtHGSS |
| Prevents the user from being startled one time this turn. |
| Swift |
 |
  |
|
Move Tutor - PtHGSS |
| Works great if the user goes first this turn. |
| Headbutt |
 |
    |
|
Move Tutor - HGSS |
| Quite an appealing move. |
| Swords Dance |
 |
 |
| Move Tutor - FRLG |
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 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. |
| Endure |
 |
   |
|
Move Tutor - Emerald |
| Causes the user to move later on the next turn. |
| Swift |
 |
  |
|
Move Tutor - Emerald |
| Works great if the user goes first this turn. |
| Defense Curl |
 |
  |
|
Move Tutor - Emerald |
| Prevents the user from being startled one time this turn. |
| Self-destruct |
 |
       |
|
Move Tutor - XD |
| A move of huge appeal, but using it prevents the user from taking further contest moves. |