| Generation VI Level Up |
|
| — |
Lunar Dance |
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       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| — |
Psycho Shift |
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  |
|
| Works great if the user goes last this turn. |
| — |
Psycho Cut |
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    |
|
| Quite an appealing move. |
| — |
Moonlight |
 |
 |
|
| Effectiveness varies depending on when it is used. |
| — |
Confusion |
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    |
|
| Quite an appealing move. |
| — |
Double Team |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 11 |
Safeguard |
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  |
|
| Prevents the user from being startled one time this turn. |
| 20 |
Mist |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| 29 |
Aurora Beam |
 |
  |
   |
| Badly startles the last Pokémon to act before the user. |
| 38 |
Future Sight |
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  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| 47 |
Slash |
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    |
|
| Quite an appealing move. |
| 57 |
Moonlight |
 |
 |
|
| Effectiveness varies depending on when it is used. |
| 66 |
Psycho Cut |
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    |
|
| Quite an appealing move. |
| 75 |
Psycho Shift |
 |
  |
|
| Works great if the user goes last this turn. |
| 84 |
Lunar Dance |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| 93 |
Psychic |
 |
    |
|
| Quite an appealing move. |
| 99 |
Moonblast |
 |
 |
    |
| Badly startles the last Pokémon to act before the user. |
| TM & HM Attacks |
|
| TM03 |
Psyshock |
 |
 |
    |
| Badly startles the last Pokémon to act before the user. |
| TM04 |
Calm Mind |
 |
 |
|
| 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 |
 |
 |
|
| Works better the more the crowd is excited. |
| TM13 |
Ice Beam |
 |
 |
    |
| Badly startles the last Pokémon to act before the user. |
| 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 |
 |
 |
|
| Works better the more the crowd is excited. |
| TM20 |
Safeguard |
 |
  |
|
| 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. |
| TM22 |
Solar Beam |
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   |
|
| Affected by how well the previous Pokémon's move went. |
| TM27 |
Return |
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    |
|
| 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. |
| TM33 |
Reflect |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| 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 |
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  |
|
| Makes the remaining Pokémon nervous. |
| TM48 |
Round |
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  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM53 |
Energy Ball |
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    |
|
| Quite an appealing move. |
| TM57 |
Charge Beam |
 |
 |
|
| Works well if the user is pumped up. |
| TM68 |
Giga Impact |
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    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM70 |
Flash |
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   |
|
| Makes audience expect little of other contestants. |
| TM73 |
Thunder Wave |
 |
 |
   |
| 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. |
| TM85 |
Dream Eater |
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  |
|
| 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 |
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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. |
| TM92 |
Trick Room |
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   |
|
| Scrambles the order in which Pokémon will move on the next turn. |
| TM94 (ΩRαS) |
Secret Power |
 |
 |
|
| Works well if the user is pumped up. |
| TM100 |
Confide |
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   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| 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. |
| 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. |
| Fury Cutter |
 |
   |
|
Move Tutor - PtHGSS |
| An appealing move that can be used repeatedly without boring the audience. |
| 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. |
| Role Play |
 |
 |
|
Move Tutor - HGSS |
| Shows off the Pokémon’s appeal about as well as the move used just before it. |