| Generation VI Level Up |
|
| — |
Constrict |
 |
   |
|
| Makes audience expect little of other contestants. |
| — |
Minimize |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| 4 |
Astonish |
 |
  |
   |
| Badly startles the last Pokémon to act before the user. |
| 8 |
Gust |
 |
  |
   |
| Badly startles the last Pokémon to act before the user. |
| 13 |
Focus Energy |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 16 |
Payback |
 |
  |
|
| Works great if the user goes last this turn. |
| 20 |
Ominous Wind |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 25 |
Stockpile |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 27 |
Hex |
 |
  |
 |
| Badly startles Pokémon that used a move of the same type. |
| 32 |
Swallow |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| 32 |
Spit Up |
 |
 |
|
| Works well if the user is pumped up. |
| 36 |
Shadow Ball |
 |
    |
|
| Quite an appealing move. |
| 40 |
Amnesia |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| 44 |
Baton Pass |
 |
 |
|
| Works well if the user is pumped up. |
| 50 |
Explosion |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| TM & HM Attacks |
|
| TM04 |
Calm Mind |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 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. |
| TM17 |
Protect |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| TM18 |
Rain Dance |
 |
 |
|
| Works better the more the crowd is excited. |
| TM21 |
Frustration |
 |
  |
   |
| Badly startles the last Pokémon to act before the user. |
| TM24 |
Thunderbolt |
 |
    |
|
| Quite an appealing move. |
| TM25 |
Thunder |
 |
 |
|
| Works better the more the crowd is excited. |
| TM27 |
Return |
 |
    |
|
| Quite an appealing move. |
| TM29 |
Psychic |
 |
    |
|
| Quite an appealing move. |
| TM30 |
Shadow Ball |
 |
    |
|
| Quite an appealing move. |
| TM32 |
Double Team |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 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. |
| TM57 |
Charge Beam |
 |
 |
|
| Works well if the user is pumped up. |
| TM61 |
Will-O-Wisp |
 |
   |
|
| Makes audience expect little of other contestants. |
| TM62 |
Acrobatics |
 |
 |
|
| Works well if the user is pumped up. |
| TM63 |
Embargo |
 |
   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| 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. |
| TM70 |
Flash |
 |
   |
|
| Makes audience expect little of other contestants. |
| 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. |
| TM77 |
Psych Up |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM85 |
Dream Eater |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| 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. |
| 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. |
| HM01 |
Cut |
 |
    |
|
| Quite an appealing move. |
| Transfer Only Moves (Details) |
|
| Telekinesis |
 |
  |
|
Gen V TM19 |
| Makes the remaining Pokémon nervous. |
| Endure |
 |
   |
|
Gen IV 203 |
| Causes the user to move later on the next turn. |
| Silver Wind |
 |
 |
|
Gen IV 318 |
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 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. |
| Air Cutter |
 |
    |
|
Move Tutor - PtHGSS |
| Quite an appealing move. |
| Sucker Punch |
 |
   |
|
Move Tutor - PtHGSS |
| Excites the audience a lot if used first. |
| Swift |
 |
  |
|
Move Tutor - PtHGSS |
| Works great if the user goes first this turn. |
| Mud-slap |
 |
   |
|
Move Tutor - PtHGSS |
| Makes audience expect little of other contestants. |
| Rollout |
 |
   |
|
Move Tutor - PtHGSS |
| An appealing move that can be used repeatedly without boring the audience. |