| 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. |