| Generation VI Level Up |
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| — |
Fiery Dance |
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| Works well if the user is pumped up. |
| — |
Hurricane |
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| Badly startles all Pokémon that successfully showed their appeal. |
| — |
Rage Powder |
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| Temporarily stops the crowd from growing excited. |
| — |
Heat Wave |
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| Startles all of the Pokémon to act before the user. |
| — |
Quiver Dance |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| — |
Flare Blitz |
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| A very appealing move, but after using this move, the user is more easily startled. |
| — |
Thrash |
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| A very appealing move, but after using this move, the user is more easily startled. |
| — |
Amnesia |
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| Prevents the user from being startled until the turn ends. |
| — |
Bug Buzz |
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| Badly startles the last Pokémon to act before the user. |
| — |
Flame Wheel |
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| Affected by how well the previous Pokémon's move went. |
| — |
Ember |
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| Quite an appealing move. |
| — |
String Shot |
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| Startles the last Pokémon to act before the user. |
| — |
Leech Life |
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| Shows off the Pokémon’s appeal about as well as the move used just before it. |
| — |
Gust |
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| Badly startles the last Pokémon to act before the user. |
| 10 |
Leech Life |
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| Shows off the Pokémon’s appeal about as well as the move used just before it. |
| 20 |
Gust |
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| Badly startles the last Pokémon to act before the user. |
| 30 |
Fire Spin |
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| Temporarily stops the crowd from growing excited. |
| 40 |
Whirlwind |
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| Causes the user to move later on the next turn. |
| 50 |
Silver Wind |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 59 |
Quiver Dance |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 60 |
Heat Wave |
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  |
  |
| Startles all of the Pokémon to act before the user. |
| 70 |
Bug Buzz |
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    |
| Badly startles the last Pokémon to act before the user. |
| 80 |
Rage Powder |
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   |
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| Temporarily stops the crowd from growing excited. |
| 90 |
Hurricane |
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  |
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| Badly startles all Pokémon that successfully showed their appeal. |
| 100 |
Fiery Dance |
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| Works well if the user is pumped up. |
| TM & HM Attacks |
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| 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. |
| 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. |
| TM19 |
Roost |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
| 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. |
| 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 |
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    |
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| Quite an appealing move. |
| TM32 |
Double Team |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| TM35 |
Flamethrower |
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| Quite an appealing move. |
| TM38 |
Fire Blast |
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| Works better the more the crowd is excited. |
| 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. |
| 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. |
| TM59 |
Incinerate |
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| Makes audience expect little of other contestants. |
| TM61 |
Will-O-Wisp |
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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. |
| TM68 |
Giga Impact |
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| Startles all other Pokémon. User cannot act in the next turn. |
| TM76 |
Struggle Bug |
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| Works great if the user goes last this turn. |
| TM84 |
Poison Jab |
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| Quite an appealing move. |
| 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. |
| TM93 |
Wild Charge |
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| A very appealing move, but after using this move, the user is more easily startled. |
| 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. |