| Generation VI Level Up | 
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				| — | 
				Natural Gift | 
		
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				| Works better the more the crowd is excited. | 
				| — | 
				Last Resort | 
		
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				| Works well if the user is pumped up. | 
				| — | 
				Rest | 
		
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				| Prevents the user from being startled until the turn ends. | 
				| — | 
				Confusion | 
		
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				| Quite an appealing move. | 
				| 6 | 
				Imprison | 
		
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				| Temporarily stops the crowd from growing excited. | 
				| 16 | 
				Detect | 
		
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				| Prevents the user from being startled until the turn ends. | 
				| 21 | 
				Swift | 
		
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				| Works great if the user goes first this turn. | 
				| 31 | 
				Uproar | 
		
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				| Badly startles Pokémon that the audience has high expectations of. | 
				| 36 | 
				Future Sight | 
		
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				| Works well if it is the same type as the move used by the last Pokémon. | 
				| 46 | 
				Nasty Plot | 
		
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				| Gets the Pokémon pumped up. Helps prevent nervousness, too. | 
				| 50 | 
				Extrasensory | 
		
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				| Badly startles Pokémon that used a move of the same type. | 
				| 61 | 
				Last Resort | 
		
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				| Works well if the user is pumped up. | 
				| 66 | 
				Natural Gift | 
		
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				| Works better the more the crowd is excited. | 
				| 76 | 
				Explosion | 
		
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				| A move of huge appeal, but using it prevents the user from taking further contest moves. | 
| TM & HM Attacks | 
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| TM03 | 
					Psyshock | 
		
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				| Badly startles the last Pokémon to act before the user. | 
| TM04 | 
					Calm Mind | 
		
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				| 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 | 
		
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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. | 
| 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 | 
		
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				| Works better the more the crowd is excited. | 
| TM20 | 
					Safeguard | 
		
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				| 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. | 
| TM24 | 
					Thunderbolt | 
		
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				| Quite an appealing move. | 
| TM25 | 
					Thunder | 
		
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				| Works better the more the crowd is excited. | 
| TM27 | 
					Return | 
		
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				| Quite an appealing move. | 
| TM29 | 
					Psychic | 
		
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				| Quite an appealing move. | 
| TM30 | 
					Shadow Ball | 
		
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				| Quite an appealing move. | 
| TM32 | 
					Double Team | 
		
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				| Gets the Pokémon pumped up. Helps prevent nervousness, too. | 
| TM33 | 
					Reflect | 
		
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				| Prevents the user from being startled one time this turn. | 
| TM35 | 
					Flamethrower | 
		
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				| Quite an appealing move. | 
| TM37 | 
					Sandstorm | 
		
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				| Badly startles all Pokémon that successfully showed their appeal. | 
| TM38 | 
					Fire Blast | 
		
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				| Works better the more the crowd is excited. | 
| TM41 | 
					Torment | 
		
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				| Makes the remaining Pokémon nervous. | 
| TM42 | 
					Facade | 
		
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				| Works great if the user goes last this turn. | 
| TM44 | 
					Rest | 
		
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				| Prevents the user from being startled until the turn ends. | 
| 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. | 
| TM56 | 
					Fling | 
		
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				| Brings down the energy of any Pokémon that have already used a move this turn. | 
| TM57 | 
					Charge Beam | 
		
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				| Works well if the user is pumped up. | 
| TM59 | 
					Incinerate | 
		
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				| Makes audience expect little of other contestants. | 
| TM62 | 
					Acrobatics | 
		
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				| Works well if the user is pumped up. | 
| TM64 | 
					Explosion | 
		
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				| A move of huge appeal, but using it prevents the user from taking further contest moves. | 
| TM66 | 
					Payback | 
		
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				| Works great if the user goes last this turn. | 
| 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 | 
		
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				| 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 | 
		
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				| 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 | 
		
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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. | 
| TM92 | 
					Trick Room | 
		
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				| Scrambles the order in which Pokémon will move on the next turn. | 
| TM94 (ΩRαS) | 
					Secret Power | 
		
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				| Works well if the user is pumped up. | 
| TM98 | 
					Power-Up Punch | 
		
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				| Works well if the user is pumped up. | 
| TM99 | 
					Dazzling Gleam | 
		
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				| Quite an appealing move. | 
| TM100 | 
					Confide | 
		
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				| Brings down the energy of any Pokémon that have already used a move this turn. |