| Generation VI Level Up |
|
| — |
Searing Shot |
 |
   |
|
| An appealing move that can be used repeatedly without boring the audience. |
| — |
Focus Energy |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| — |
Confusion |
 |
    |
|
| Quite an appealing move. |
| — |
Incinerate |
 |
   |
|
| Makes audience expect little of other contestants. |
| — |
Quick Attack |
 |
   |
|
| Causes the user to move earlier on the next turn. |
| 9 |
Endure |
 |
   |
|
| Causes the user to move later on the next turn. |
| 17 |
Headbutt |
 |
    |
|
| Quite an appealing move. |
| 25 |
Flame Charge |
 |
 |
|
| Works well if the user is pumped up. |
| 33 |
Reversal |
 |
 |
|
| Works better the later it is used in a turn. |
| 41 |
Flame Burst |
 |
   |
|
| Makes audience expect little of other contestants. |
| 49 |
Zen Headbutt |
 |
    |
|
| Quite an appealing move. |
| 57 |
Inferno |
 |
 |
    |
| Badly startles the last Pokémon to act before the user. |
| 65 |
Double-Edge |
 |
      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
| 73 |
Flare Blitz |
 |
      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
| 81 |
Final Gambit |
 |
       |
|
| A move of huge appeal, but using it prevents the user from taking further contest moves. |
| 89 |
Stored Power |
 |
 |
|
| Works well if the user is pumped up. |
| 97 |
Overheat |
 |
      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
| 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. |
| TM12 |
Taunt |
 |
  |
 |
| Badly startles Pokémon that the audience has high expectations of. |
| TM15 |
Hyper Beam |
 |
    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM16 |
Light Screen |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| TM17 |
Protect |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| TM20 |
Safeguard |
 |
  |
|
| 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. |
| 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. |
| TM31 |
Brick Break |
 |
    |
|
| Quite an appealing move. |
| TM32 |
Double Team |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| TM35 |
Flamethrower |
 |
    |
|
| Quite an appealing move. |
| TM38 |
Fire Blast |
 |
 |
|
| Works better the more the crowd is excited. |
| TM42 |
Facade |
 |
  |
|
| Works great if the user goes last this turn. |
| TM43 |
Flame Charge |
 |
 |
|
| Works well if the user is pumped up. |
| TM44 |
Rest |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| TM48 |
Round |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM50 |
Overheat |
 |
      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
| TM52 |
Focus Blast |
 |
    |
|
| Quite an appealing move. |
| TM53 |
Energy Ball |
 |
    |
|
| Quite an appealing move. |
| TM56 |
Fling |
 |
   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM57 |
Charge Beam |
 |
 |
|
| Works well if the user is pumped up. |
| TM59 |
Incinerate |
 |
   |
|
| Makes audience expect little of other contestants. |
| TM61 |
Will-O-Wisp |
 |
   |
|
| Makes audience expect little of other contestants. |
| TM63 |
Embargo |
 |
   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM68 |
Giga Impact |
 |
    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM70 |
Flash |
 |
   |
|
| Makes audience expect little of other contestants. |
| TM73 |
Thunder Wave |
 |
 |
   |
| Startles all of the Pokémon to act before the user. |
| TM77 |
Psych Up |
 |
  |
|
| 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. |
| TM89 |
U-turn |
 |
    |
|
| Makes the audience quickly grow bored when an appeal move has little effect. |
| 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. |
| TM93 |
Wild Charge |
 |
      |
|
| A very appealing move, but after using this move, the user is more easily startled. |
TM94 (XY) HM06 (ΩRαS) |
Rock Smash |
 |
    |
|
| Quite an appealing move. |
| TM94 (ΩRαS) |
Secret Power |
 |
 |
|
| Works well if the user is pumped up. |
| TM98 |
Power-Up Punch |
 |
 |
|
| Works well if the user is pumped up. |
| TM99 |
Dazzling Gleam |
 |
    |
|
| Quite an appealing move. |
| TM100 |
Confide |
 |
   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |