Gen
|
Move
|
Type
|
Category
|
|
Appeal
|
Jamming
|
Description
|
V
|
Acid Spray
|
Poison
|
Special
|
VI
|
|
|
Badly startles Pokémon that used a move of the same type.
|
IV
|
Aqua Jet
|
Water
|
Physical
|
IV
|
|
|
Enables the user to perform first in the next turn.
|
IV
|
Aqua Ring
|
Water
|
Status
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Aqua Tail
|
Water
|
Physical
|
VI
|
|
|
Quite an appealing move.
|
VI
|
Aromatic Mist
|
Fairy
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Assurance
|
Dark
|
Physical
|
IV
|
|
|
Earns double the score on the final performance.
|
IV
|
Aura Sphere
|
Fighting
|
Special
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Works great if the user goes first this turn.
|
I
|
Aurora Beam
|
Ice
|
Special
|
III
|
|
|
Startles Pokémon that made a same-type appeal.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
V
|
Autotomize
|
Steel
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Avalanche
|
Ice
|
Physical
|
VI
|
|
|
Affected by how well the previous Pokémon's move went.
|
III
|
Blast Burn
|
Fire
|
Special
|
III
|
|
|
Jams the others, and misses one turn of appeals.
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
Startles all other Pokémon. User cannot act in the next turn.
|
III
|
Blaze Kick
|
Fire
|
Physical
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
I
|
Blizzard
|
Ice
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Badly startles all of the Pokémon to act before the user.
|
V
|
Blue Flare
|
Fire
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
V
|
Bolt Strike
|
Electric
|
Physical
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
I
|
Bubble Beam
|
Water
|
Special
|
III
|
|
|
Badly startles those who have made appeals.
|
IV
|
|
|
Enables the user to perform last in the next turn.
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
IV
|
Bug Buzz
|
Bug
|
Special
|
VI
|
|
|
Badly startles the last Pokémon to act before the user.
|
III
|
Bulk Up
|
Fighting
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
IV
|
Captivate
|
Normal
|
Physical
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
IV
|
Charge Beam
|
Electric
|
Special
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Works well if the user is pumped up.
|
V
|
Clear Smog
|
Poison
|
Special
|
VI
|
|
|
Works great if the user goes first this turn.
|
I
|
Conversion
|
Normal
|
Status
|
III
|
|
|
Works well if it's the same type as the one before.
|
IV
|
|
|
Earn +3 if the Pokémon gets the lowest score.
|
VI
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
II
|
Conversion 2
|
Normal
|
Status
|
III
|
|
|
Works well if it's the same type as the one before.
|
IV
|
|
|
Earn +3 if the Pokémon gets the lowest score.
|
VI
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
III
|
Cosmic Power
|
Psychic
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness too.
|
II
|
Cotton Spore
|
Grass
|
Status
|
III
|
|
|
Startles the Pokémon that has the Judge's attention.
|
IV
|
|
|
Enables the user to perform first in the next turn.
|
VI
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
VI
|
Dazzling Gleam
|
Fairy
|
Special
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Defog
|
Flying
|
Status
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
Diamond Storm
|
Rock
|
Physical
|
VI
|
|
|
Excites the audience a lot if used last.
|
IV
|
Discharge
|
Electric
|
Special
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
III
|
Dive
|
Water
|
Physical
|
III
|
|
|
Can avoid being startled by others once.
|
IV
|
|
|
Earn +3 if no other Pokémon has chosen the same Judge.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
III
|
Doom Desire
|
Steel
|
Special
|
VI
|
|
|
Excites the audience a lot if used last.
|
IV
|
Draco Meteor
|
Dragon
|
Special
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
VI
|
Dragon Ascent
|
Flying
|
Physical
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
IV
|
Dragon Pulse
|
Dragon
|
Special
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Drain Punch
|
Fighting
|
Physical
|
IV
|
|
|
Earn +3 if two Pokémon raise the Voltage in a row.
|
IV
|
Earth Power
|
Ground
|
Special
|
VI
|
|
|
Quite an appealing move.
|
V
|
Echoed Voice
|
Normal
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
V
|
Electroweb
|
Electric
|
Special
|
VI
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
I
|
Ember
|
Fire
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
IV
|
Energy Ball
|
Grass
|
Special
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Quite an appealing move.
|
III
|
Eruption
|
Fire
|
Special
|
III
|
|
|
The appeal works better the later it is performed.
|
IV
|
|
|
Earn +2 if the Pokémon performs last in the turn.
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
I
|
Explosion
|
Normal
|
Physical
|
III
|
|
|
The user cannot make anymore appeals after this.
|
IV
|
|
|
Earn +15 if all the Pokémon choose the same Judge.
|
VI
|
|
|
A move of huge appeal, but using it prevents the user from taking further contest moves.
|
VI
|
Fairy Wind
|
Fairy
|
Special
|
VI
|
|
|
Quite an appealing move.
|
III
|
Feather Dance
|
Flying
|
Status
|
III
|
|
|
The appeal works great if performed last.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Works great if the user goes last this turn.
|
IV
|
Feint
|
Normal
|
Status
|
IV
|
|
|
Raises the score if the Voltage is low.
|
V
|
Fiery Dance
|
Fire
|
Special
|
VI
|
|
|
Works well if the user is pumped up.
|
I
|
Fire Blast
|
Fire
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Works better the more the crowd is excited.
|
IV
|
Fire Fang
|
Fire
|
Physical
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
V
|
Fire Pledge
|
Fire
|
Special
|
VI
|
|
|
Excites the audience in any kind of contest.
|
I
|
Fire Punch
|
Fire
|
Physical
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
I
|
Fire Spin
|
Fire
|
Special
|
III
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
|
|
Earn a higher score the later the Pokémon performs.
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
V
|
Flame Burst
|
Fire
|
Special
|
VI
|
|
|
Makes audience expect little of other contestants.
|
II
|
Flame Wheel
|
Fire
|
Physical
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Allows performance of the same move twice in a row.
|
VI
|
|
|
Affected by how well the previous Pokémon's move went.
|
I
|
Flamethrower
|
Fire
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Quite an appealing move.
|
I
|
Flash
|
Normal
|
Status
|
III
|
|
|
Shifts the judge's attention from the others.
|
IV
|
|
|
Lowers the Voltage of all Judges by one each.
|
VI
|
|
|
Makes audience expect little of other contestants.
|
IV
|
Flash Cannon
|
Steel
|
Special
|
VI
|
|
|
Quite an appealing move.
|
VI
|
Flower Shield
|
Fairy
|
Status
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
VI
|
Freeze-Dry
|
Ice
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
V
|
Freeze Shock
|
Ice
|
Physical
|
VI
|
|
|
Affected by how well the previous Pokémon's move went.
|
V
|
Frost Breath
|
Ice
|
Special
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
V
|
Fusion Flare
|
Fire
|
Special
|
VI
|
|
|
Works better the later it is used in a turn.
|
IV
|
Gastro Acid
|
Poison
|
Status
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
Geomancy
|
Fairy
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Giga Impact
|
Normal
|
Physical
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
V
|
Glaciate
|
Ice
|
Special
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
V
|
Grass Pledge
|
Grass
|
Special
|
VI
|
|
|
Excites the audience in any kind of contest.
|
VI
|
Grassy Terrain
|
Grass
|
Status
|
VI
|
|
|
Excites the audience a lot if used first.
|
IV
|
Gravity
|
Psychic
|
Status
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
I
|
Growth
|
Grass
|
Status
|
III
|
|
|
Ups the user's condition and helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Gyro Ball
|
Steel
|
Physical
|
IV
|
|
|
Earns double the score on the final performance.
|
III
|
Hail
|
Ice
|
Status
|
III
|
|
|
Badly startles those that have made appeals.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Badly startles all Pokémon that successfully showed their appeal.
|
I
|
Haze
|
Ice
|
Status
|
III
|
|
|
Worsens the condition of those that made appeals.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
II
|
Heal Bell
|
Normal
|
Status
|
III
|
|
|
The appeal works great if performed last.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
V
|
Heal Pulse
|
Psychic
|
Status
|
VI
|
|
|
Excites the audience in any kind of contest.
|
IV
|
Healing Wish
|
Psychic
|
Status
|
VI
|
|
|
A move of huge appeal, but using it prevents the user from taking further contest moves.
|
III
|
Heat Wave
|
Fire
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
III
|
Hydro Cannon
|
Water
|
Special
|
III
|
|
|
Jams the others, and misses one turn of appeals.
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
Startles all other Pokémon. User cannot act in the next turn.
|
I
|
Hydro Pump
|
Water
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Works better the more the crowd is excited.
|
III
|
Ice Ball
|
Ice
|
Physical
|
III
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
|
|
Allows performance of the same move twice in a row.
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
I
|
Ice Beam
|
Ice
|
Special
|
III
|
|
|
Startles Pokémon that have made a same-type appeal.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Badly startles the last Pokémon to act before the user.
|
V
|
Ice Burn
|
Ice
|
Special
|
VI
|
|
|
Affected by how well the previous Pokémon's move went.
|
I
|
Ice Punch
|
Ice
|
Physical
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Ice Shard
|
Ice
|
Physical
|
IV
|
|
|
Enables the user to perform first in the next turn.
|
VI
|
|
|
Causes the user to move earlier on the next turn.
|
V
|
Icicle Crash
|
Ice
|
Physical
|
VI
|
|
|
Excites the audience a lot if used last.
|
III
|
Icicle Spear
|
Ice
|
Physical
|
III
|
|
|
Startles Pokémon that made a same-type appeal.
|
IV
|
|
|
Allows performance of the same move twice in a row.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Icy Wind
|
Ice
|
Special
|
III
|
|
|
Badly startles those that have made appeals.
|
IV
|
|
|
Enables the user to perform last in the next turn.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
V
|
Inferno
|
Fire
|
Special
|
VI
|
|
|
Badly startles the last Pokémon to act before the user.
|
VI
|
Ion Deluge
|
Electric
|
Status
|
VI
|
|
|
Temporally stops the crowd from growing excited.
|
IV
|
Judgment
|
Normal
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
VI
|
Land's Wrath
|
Ground
|
Physical
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
IV
|
Leaf Storm
|
Grass
|
Special
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
VI
|
Light of Ruin
|
Fairy
|
Special
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
I
|
Light Screen
|
Psychic
|
Status
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
I
|
Lovely Kiss
|
Normal
|
Status
|
III
|
|
|
Badly startles those that have made appeals.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
IV
|
Lunar Dance
|
Psychic
|
Status
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
A move of huge appeal, but using it prevents the user from taking further contest moves.
|
III
|
Magic Coat
|
Psychic
|
Status
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Earns double the score on the final performance.
|
VI
|
|
|
Works great if the user goes last this turn.
|
III
|
Magical Leaf
|
Grass
|
Special
|
III
|
|
|
The appeal works great if performed first.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Works great if the user goes first this turn.
|
II
|
Mean Look
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Lowers the Voltage of all Judges by one each.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
III
|
Meditate
|
Psychic
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Metal Burst
|
Steel
|
Physical
|
IV
|
|
|
Earn double the score in the next turn.
|
II
|
Mirror Coat
|
Psychic
|
Special
|
III
|
|
|
Can avoid being startles by others once.
|
IV
|
|
|
Earns double the score on the final performance.
|
VI
|
|
|
Works great if the user goes last this turn.
|
IV
|
Mirror Shot
|
Steel
|
Special
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
I
|
Mist
|
Ice
|
Status
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
VI
|
Misty Terrain
|
Fairy
|
Status
|
VI
|
|
|
Excites the audience a lot if used first.
|
VI
|
Moonblast
|
Fairy
|
Special
|
VI
|
|
|
Badly startles the last Pokémon to act before the user.
|
II
|
Moonlight
|
Normal
|
Status
|
III
|
|
|
Temporarily stops the crowd from getting excited.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Morning Sun
|
Normal
|
Status
|
III
|
|
|
The appeal's quality varies depending on its timing.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
VI
|
Mystical Fire
|
Fire
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
III
|
Nature Power
|
Normal
|
Status
|
III
|
|
|
The appeal works best the more crowd is excited.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Works better the more the crowd is excited.
|
IV
|
Night Slash
|
Dark
|
Physical
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
IV
|
Ominous Wind
|
Ghost
|
Special
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
VI
|
Origin Pulse
|
Water
|
Special
|
VI
|
|
|
Excites the audience a lot if used first.
|
III
|
Overheat
|
Fire
|
Special
|
III
|
|
|
After this move, the user is more easily startled.
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
II
|
Perish Song
|
Normal
|
Status
|
III
|
|
|
Badly startles all Pokémon that made good appeals.
|
IV
|
|
|
Lowers the Voltage of all Judges by one each.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
VI
|
Petal Blizzard
|
Grass
|
Physical
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
I
|
Petal Dance
|
Grass
|
Special
|
III
|
|
|
Jams the others, and misses one turn of appeals.
|
IV
|
|
|
Earn a higher score the later the Pokémon performs.
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
II
|
Powder Snow
|
Ice
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Power Gem
|
Rock
|
Special
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Power Swap
|
Psychic
|
Status
|
IV
|
|
|
Raises the score if the Voltage is low.
|
IV
|
Power Whip
|
Grass
|
Physical
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
I
|
Psybeam
|
Psychic
|
Special
|
III
|
|
|
Scrambles the order of appeals on the next turn.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Makes the audience expect little of the other contestants.
|
V
|
Psyshock
|
Psychic
|
Special
|
VI
|
|
|
Badly startles the last Pokémon to act before the user.
|
V
|
Quiver Dance
|
Bug
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
III
|
Rain Dance
|
Water
|
Status
|
VI
|
|
|
Works better the more the crowd is excited.
|
V
|
Relic Song
|
Normal
|
Special
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
IV
|
Roar of Time
|
Dragon
|
Special
|
VI
|
|
|
Startles all other Pokémon. User cannot act in the next turn.
|
V
|
Round
|
Normal
|
Special
|
VI
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
II
|
Sacred Fire
|
Fire
|
Physical
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
Excites the audience a lot if used last.
|
II
|
Safeguard
|
Normal
|
Status
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
V
|
Secret Sword
|
Fighting
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
IV
|
Seed Flare
|
Grass
|
Special
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
I
|
Self-Destruct
|
Normal
|
Physical
|
III
|
|
|
The user cannot make anymore appeals after this.
|
IV
|
|
|
Earn +15 if all the Pokémon choose the same Judge.
|
VI
|
|
|
A move of huge appeal, but using it prevents the user from taking further contest moves.
|
III
|
Sheer Cold
|
Ice
|
Special
|
III
|
|
|
Badly startles all Pokémon that made good appeals.
|
IV
|
|
|
Earn +15 if all the Pokémon choose the same Judge.
|
VI
|
|
|
Badly startles all Pokémon that successfully showed their appeal.
|
III
|
Signal Beam
|
Bug
|
Special
|
III
|
|
|
Randomizes the order of appeals on the next turn.
|
IV
|
|
|
Earn +2 if the Judge's Voltage goes up.
|
VI
|
|
|
Makes audience expect little of other contestants.
|
II
|
Silver Wind
|
Bug
|
Special
|
III
|
|
|
Ups the user's condition and helps prevent nervousness.
|
IV
|
|
|
Earn +2 if the Judge's Voltage goes up.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
I
|
Soft-Boiled
|
Normal
|
Status
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
IV
|
Spacial Rend
|
Dragon
|
Special
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
I
|
Spore
|
Grass
|
Status
|
III
|
|
|
Badly startles those that have made appeals.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
VI
|
Steam Eruption
|
Water
|
Special
|
VI
|
|
|
Excites the audience a lot if used last.
|
II
|
Sunny Day
|
Fire
|
Status
|
III
|
|
|
The appeal works the best the more the crowd is excited.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Works better the more the crowd is excited.
|
I
|
Surf
|
Water
|
Special
|
III
|
|
|
Affected by how well the appeal in front goes.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Startles all of the Pokémon to act before the user.
|
I
|
Swords Dance
|
Normal
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness too.
|
III
|
Tail Glow
|
Bug
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
VI
|
Thousand Arrows
|
Ground
|
Physical
|
VI
|
|
|
Badly startles Pokémon that used a move of the same type.
|
I
|
Tri Attack
|
Normal
|
Special
|
III
|
|
|
Startles all Pokémon that have done their appeals.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
V
|
Venoshock
|
Poison
|
Special
|
VI
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
III
|
Water Pulse
|
Water
|
Special
|
III
|
|
|
Scrambles the order of appeals on the next turn.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Makes the audience expect little of the other contestants.
|
III
|
Water Spout
|
Water
|
Special
|
III
|
|
|
The appeal works better the later it is performed.
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
III
|
Weather Ball
|
Normal
|
Special
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
II
|
Whirlpool
|
Water
|
Special
|
III
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
|
|
Earn a higher score the later the Pokémon performs.
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
III
|
Will-O-Wisp
|
Fire
|
Status
|
III
|
|
|
Badly startles the Pokémon in front.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Makes audience expect little of other contestants.
|
IV
|
Worry Seed
|
Grass
|
Status
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
IV
|
X-Scissor
|
Bug
|
Physical
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
IV
|
Zen Headbutt
|
Psychic
|
Physical
|
IV
|
|
|
Earn +2 if the Pokémon performs last in the turn.
|
For a detailed description of a move's Contest effect, see its article.
|