| Generation VI Level Up | 
|
				| — | Round |  |   |  | 
				| Works well if it is the same type as the move used by the last Pokémon. | 
				| 6 | Quick Attack |  |    |  | 
				| Causes the user to move earlier on the next turn. | 
				| 11 | Confusion |  |     |  | 
				| Quite an appealing move. | 
				| 16 | Sing |  |   |  | 
				| Makes the remaining Pokémon nervous. | 
				| 21 | Teeter Dance |  |     |     | 
				| Startles all other Pokémon. User cannot act in the next turn. | 
				| 26 | Acrobatics |  |  |  | 
				| Works well if the user is pumped up. | 
				| 31 | Psybeam |  |    |  | 
				| Makes audience expect little of other contestants. | 
				| 36 | Echoed Voice |  |    |  | 
				| An appealing move that can be used repeatedly without boring the audience. | 
				| 43 | U-turn |  |     |  | 
				| Makes the audience quickly grow bored when an appeal move has little effect. | 
				| 50 | Wake-Up Slap |  |    |  | 
				| Affected by how well the previous Pokémon's move went. | 
				| 57 | Psychic |  |     |  | 
				| Quite an appealing move. | 
				| 64 | Hyper Voice |  |   |   | 
				| Startles all of the Pokémon to act before the user. | 
				| 71 | Role Play |  |  |  | 
				| Shows off the Pokémon’s appeal about as well as the move used just before it. | 
				| 78 | Close Combat |  |       |  | 
				| A very appealing move, but after using this move, the user is more easily startled. | 
				| 85 | Perish Song |  |     |  | 
				| Makes the audience quickly grow bored when an appeal move has little effect. | 
| X / Y Level Up - Pirouette Forme | 
|
				| — | Round |  |   |  | 
				| Works well if it is the same type as the move used by the last Pokémon. | 
				| 6 | Quick Attack |  |    |  | 
				| Causes the user to move earlier on the next turn. | 
				| 11 | Confusion |  |     |  | 
				| Quite an appealing move. | 
				| 16 | Sing |  |   |  | 
				| Makes the remaining Pokémon nervous. | 
				| 21 | Teeter Dance |  |     |     | 
				| Startles all other Pokémon. User cannot act in the next turn. | 
				| 26 | Acrobatics |  |  |  | 
				| Works well if the user is pumped up. | 
				| 31 | Psybeam |  |    |  | 
				| Makes audience expect little of other contestants. | 
				| 36 | Echoed Voice |  |    |  | 
				| An appealing move that can be used repeatedly without boring the audience. | 
				| 43 | U-turn |  |     |  | 
				| Makes the audience quickly grow bored when an appeal move has little effect. | 
				| 50 | Wake-Up Slap |  |    |  | 
				| Affected by how well the previous Pokémon's move went. | 
				| 57 | Psychic |  |     |  | 
				| Quite an appealing move. | 
				| 64 | Hyper Voice |  |   |   | 
				| Startles all of the Pokémon to act before the user. | 
				| 71 | Role Play |  |  |  | 
				| Shows off the Pokémon’s appeal about as well as the move used just before it. | 
				| 78 | Close Combat |  |       |  | 
				| A very appealing move, but after using this move, the user is more easily startled. | 
				| 85 | Perish Song |  |     |  | 
				| Makes the audience quickly grow bored when an appeal move has little effect. | 
| TM & HM Attacks | 
|
| TM01 | Hone Claws |  |  |  | 
				| Gets the Pokémon pumped up. Helps prevent nervousness, too. | 
| TM03 | Psyshock |  |  |     | 
				| Badly startles the last Pokémon to act before the user. | 
| TM04 | Calm Mind |  |  |  | 
				| Gets the Pokémon pumped up. Helps prevent nervousness, too. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| TM42 | Facade |  |   |  | 
				| Works great if the user goes last this turn. | 
| TM44 | Rest |  |  |  | 
				| Prevents the user from being startled until the turn ends. | 
| TM47 | Low Sweep |  |   |    | 
				| 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. | 
| TM49 | Echoed Voice |  |    |  | 
				| An appealing move that can be used repeatedly without boring the audience. | 
| 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. | 
| TM62 | Acrobatics |  |  |  | 
				| Works well if the user is pumped up. | 
| TM63 | Embargo |  |    |  | 
				| Brings down the energy of any Pokémon that have already used a move this turn. | 
| TM65 | Shadow Claw |  |     |  | 
				| Quite an appealing move. | 
| TM66 | Payback |  |   |  | 
				| Works great if the user goes last this turn. | 
| TM67 | Retaliate |  |    |  | 
				| Affected by how well the previous Pokémon's move went. | 
| TM68 | Giga Impact |  |     |     | 
				| Startles all other Pokémon. User cannot act in the next turn. | 
| TM70 | Flash |  |    |  | 
				| Makes audience expect little of other contestants. | 
| TM71 | Stone Edge |  |    |  | 
				| Affected by how well the previous Pokémon's move went. | 
| 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. | 
| TM85 | Dream Eater |  |   |  | 
				| 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. | 
| 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. | 
| HM04 | Strength |  |     |  | 
				| Quite an appealing move. |