| Generation VI Level Up |
|
| — |
Future Sight |
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| Works well if it is the same type as the move used by the last Pokémon. |
| — |
Role Play |
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| Shows off the Pokémon’s appeal about as well as the move used just before it. |
| — |
Switcheroo |
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  |
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| Badly startles Pokémon that used a move of the same type. |
| — |
Shadow Ball |
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    |
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| Quite an appealing move. |
| — |
Scratch |
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    |
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| Quite an appealing move. |
| — |
Tail Whip |
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  |
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| Works great if the user goes last this turn. |
| 5 |
Ember |
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    |
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| Quite an appealing move. |
| 11 |
Howl |
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  |
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| Works great if the user goes last this turn. |
| 14 |
Flame Charge |
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| Works well if the user is pumped up. |
| 18 |
Psybeam |
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   |
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| Makes audience expect little of other contestants. |
| 22 |
Fire Spin |
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   |
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| Temporarily stops the crowd from growing excited. |
| 27 |
Lucky Chant |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
| 30 |
Light Screen |
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  |
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| Prevents the user from being startled one time this turn. |
| 34 |
Psyshock |
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    |
| Badly startles the last Pokémon to act before the user. |
| 36 |
Mystical Fire |
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   |
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| An appealing move that can be used repeatedly without boring the audience. |
| 42 |
Flamethrower |
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    |
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| Quite an appealing move. |
| 47 |
Will-O-Wisp |
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   |
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| Makes audience expect little of other contestants. |
| 51 |
Psychic |
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    |
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| Quite an appealing move. |
| 55 |
Sunny Day |
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| Works better the more the crowd is excited. |
| 58 |
Magic Room |
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   |
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| Temporarily stops the crowd from growing excited. |
| 61 |
Fire Blast |
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|
| Works better the more the crowd is excited. |
| 69 |
Future Sight |
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  |
|
| Works well if it is the same type as the move used by the last Pokémon. |
| 75 |
Mystical Fire |
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   |
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| An appealing move that can be used repeatedly without boring the audience. |
| TM & HM Attacks |
|
| 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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   |
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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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   |
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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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  |
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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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  |
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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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   |
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| Affected by how well the previous Pokémon's move went. |
| TM27 |
Return |
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    |
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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. |
| 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. |
| TM42 |
Facade |
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  |
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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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  |
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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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  |
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| Works well if it is the same type as the move used by the last Pokémon. |
| TM49 |
Echoed Voice |
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   |
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| An appealing move that can be used repeatedly without boring the audience. |
| TM50 |
Overheat |
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      |
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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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   |
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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. |
| TM63 |
Embargo |
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   |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
| TM68 |
Giga Impact |
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    |
    |
| Startles all other Pokémon. User cannot act in the next turn. |
| TM77 |
Psych Up |
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  |
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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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  |
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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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   |
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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. |
| TM90 |
Substitute |
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  |
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| Prevents the user from being startled one time this turn. |
| TM92 |
Trick Room |
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   |
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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 (ΩRαS) Only |
Dazzling Gleam |
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    |
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| Quite an appealing move. |
| TM100 |
Confide |
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   |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
| HM01 |
Cut |
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    |
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| Quite an appealing move. |