| X & Y Level Up |
|
| — |
Whirlpool |
 |
   |
|
| Temporarily stops the crowd from growing excited. |
| 6 |
Confusion |
 |
    |
|
| Quite an appealing move. |
| 10 |
Agility |
 |
   |
|
| Causes the user to move earlier on the next turn. |
| 15 |
Water Pulse |
 |
   |
|
| Makes audience expect little of other contestants. |
| 19 |
Amnesia |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| 24 |
Aqua Ring |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 28 |
Captivate |
 |
    |
|
| Makes the audience quickly grow bored when an appeal move has little effect. |
| 33 |
Baton Pass |
 |
 |
|
| Works well if the user is pumped up. |
| 37 |
Dive |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| 42 |
Psychic |
 |
    |
|
| Quite an appealing move. |
| 46 |
Aqua Tail |
 |
    |
|
| Quite an appealing move. |
| 50 |
Hydro Pump |
 |
 |
|
| Works better the more the crowd is excited. |
| ΩRαS Level Up |
|
| — |
Whirlpool |
 |
   |
|
| Temporarily stops the crowd from growing excited. |
| — |
Confusion |
 |
    |
|
| Quite an appealing move. |
| 5 |
Water Sport |
 |
  |
|
| Excites the audience in any kind of contest. |
| 9 |
Agility |
 |
   |
|
| Causes the user to move earlier on the next turn. |
| 11 |
Draining Kiss |
 |
 |
|
| Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
| 14 |
Water Pulse |
 |
   |
|
| Makes audience expect little of other contestants. |
| 16 |
Amnesia |
 |
 |
|
| Prevents the user from being startled until the turn ends. |
| 19 |
Aqua Ring |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 23 |
Captivate |
 |
    |
|
| Makes the audience quickly grow bored when an appeal move has little effect. |
| 26 |
Dive |
 |
  |
|
| Prevents the user from being startled one time this turn. |
| 29 |
Baton Pass |
 |
 |
|
| Works well if the user is pumped up. |
| 34 |
Psychic |
 |
    |
|
| Quite an appealing move. |
| 39 |
Aqua Tail |
 |
    |
|
| Quite an appealing move. |
| 45 |
Coil |
 |
 |
|
| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 50 |
Hydro Pump |
 |
 |
|
| Works better the more the crowd is excited. |
| TM & HM Attacks |
|
| TM06 |
Toxic |
 |
   |
|
| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM07 |
Hail |
 |
  |
 |
| Badly startles all Pokémon that successfully showed their appeal. |
| TM10 |
Hidden Power |
 |
   |
|
| An appealing move that can be used repeatedly without boring the audience. |
| TM13 |
Ice Beam |
 |
 |
    |
| Badly startles the last Pokémon to act before the user. |
| TM14 |
Blizzard |
 |
 |
   |
| Badly startles the last Pokémon to act before the user. |
| TM15 |
Hyper Beam |
 |
    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM17 |
Protect |
 |
  |
|
| 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 |
 |
  |
   |
| Badly startles the last Pokémon to act before the user. |
| 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. |
| TM48 |
Round |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM55 |
Scald |
 |
  |
|
| Makes the remaining Pokémon nervous. |
| TM68 |
Giga Impact |
 |
    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM77 |
Psych Up |
 |
  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| TM83 |
Infestation |
 |
   |
|
| Temporarily stops the crowd from growing excited. |
| 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. |
| HM03 |
Surf |
 |
  |
  |
| Startles all of the Pokémon to act before the user. |
| HM05 |
Waterfall |
 |
    |
|
| Quite an appealing move. |
| HM07 (ΩRαS) |
Dive |
 |
  |
|
| Prevents the user from being startled one time this turn. |