Generation VI Level Up |
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Tackle |
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Quite an appealing move. |
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Growl |
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Works great if the user goes last this turn. |
6 |
Quick Attack |
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Causes the user to move earlier on the next turn. |
10 |
Peck |
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Quite an appealing move. |
13 |
Agility |
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Causes the user to move earlier on the next turn. |
16 |
Flail |
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Works better the later it is used in a turn. |
21 |
Roost |
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Makes the audience quickly grow bored when an appeal move has little effect. |
25 |
Razor Wind |
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Affected by how well the previous Pokémon's move went. |
29 |
Natural Gift |
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Works better the more the crowd is excited. |
34 |
Flame Charge |
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Works well if the user is pumped up. |
39 |
Acrobatics |
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Works well if the user is pumped up. |
41 |
Me First |
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Causes the user to move earlier on the next turn. |
45 |
Tailwind |
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Causes the user to move earlier on the next turn. |
48 |
Steel Wing |
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Affected by how well the previous Pokémon's move went. |
TM & HM Attacks |
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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 |
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Works better the more the crowd is excited. |
TM12 |
Taunt |
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Badly startles Pokémon that the audience has high expectations of. |
TM17 |
Protect |
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Prevents the user from being startled one time this turn. |
TM19 |
Roost |
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Makes the audience quickly grow bored when an appeal move has little effect. |
TM21 |
Frustration |
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Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
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Quite an appealing move. |
TM32 |
Double Team |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM40 |
Aerial Ace |
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Works great if the user goes first this turn. |
TM42 |
Facade |
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Works great if the user goes last this turn. |
TM43 |
Flame Charge |
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Works well if the user is pumped up. |
TM44 |
Rest |
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Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
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Makes the remaining Pokémon nervous. |
TM46 |
Thief |
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Shows off the Pokémon’s appeal about as well as the move used just before it. |
TM48 |
Round |
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Works well if it is the same type as the move used by the last Pokémon. |
TM50 |
Overheat |
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A very appealing move, but after using this move, the user is more easily startled. |
TM51 |
Steel Wing |
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Affected by how well the previous Pokémon's move went. |
TM62 |
Acrobatics |
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Works well if the user is pumped up. |
TM75 |
Swords Dance |
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Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM87 |
Swagger |
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Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
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Effectiveness varies depending on when it is used. |
TM89 |
U-turn |
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Makes the audience quickly grow bored when an appeal move has little effect. |
TM90 |
Substitute |
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Prevents the user from being startled one time this turn. |
TM94 (ΩRαS) |
Secret Power |
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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. |
HM02 |
Fly |
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Prevents the user from being startled one time this turn. |