Gen
|
Move
|
Type
|
Category
|
Appeal
|
Jam
|
Description
|
I
|
Absorb
|
Grass
|
Special
|
|
|
Quite an appealing move.
|
I
|
Acid
|
Poison
|
Special
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
V
|
Ally Switch
|
Psychic
|
Status
|
|
|
Scrambles the order in which Pokémon will move on the next turn.
|
III
|
Aromatherapy
|
Grass
|
Status
|
|
|
Prevents the user from being startled until the turn ends.
|
IV
|
Assurance
|
Dark
|
Physical
|
|
|
Works better the later it is used in a turn.
|
IV
|
Attack Order
|
Bug
|
Physical
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
II
|
Beat Up
|
Dark
|
Physical
|
|
|
Works well if the user is pumped up.
|
III
|
Calm Mind
|
Psychic
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
III
|
Camouflage
|
Normal
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
III
|
Charge
|
Electric
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
II
|
Confuse Ray
|
Ghost
|
Status
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
II
|
Confusion
|
Psychic
|
Special
|
|
|
Quite an appealing move.
|
VI
|
Crafty Shield
|
Fairy
|
Status
|
|
|
Excites the audience a lot if used first.
|
IV
|
Dark Void
|
Dark
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
IV
|
Defend Order
|
Bug
|
Status
|
|
|
Prevents the user from being startled one time this turn.
|
II
|
Destiny Bond
|
Ghost
|
Status
|
|
|
A move of huge appeal, but using it prevents the user from taking further contest moves.
|
I
|
Disable
|
Normal
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
II
|
Dream Eater
|
Psychic
|
Special
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
VI
|
Eerie Impulse
|
Electric
|
Status
|
|
|
Badly startles the last Pokémon to act before the user.
|
VI
|
Electric Terrain
|
Electric
|
Status
|
|
|
Excites the audience a lot if used first.
|
VI
|
Electrify
|
Electric
|
Status
|
|
|
Badly startles Pokémon that used a move of the same type.
|
IV
|
Embargo
|
Dark
|
Status
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
VI
|
Fairy Lock
|
Fairy
|
Status
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
Feint
|
Normal
|
Physical
|
|
|
Causes the user to move earlier on the next turn.
|
II
|
Feint Attack
|
Dark
|
Physical
|
|
|
Works great if the user goes first this turn.
|
III
|
Flatter
|
Dark
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
I
|
Fly
|
Flying
|
Physical
|
|
|
Prevents the user from being startled one time this turn.
|
II
|
Foresight
|
Normal
|
Status
|
|
|
Badly startles Pokémon that used a move of the same type.
|
VI
|
Forest's Curse
|
Grass
|
Status
|
|
|
Badly startles all Pokémon that successfully showed their appeal.
|
V
|
Foul Play
|
Dark
|
Physical
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
II
|
Future Sight
|
Psychic
|
Special
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
V
|
Gear Grind
|
Steel
|
Physical
|
|
|
Quite an appealing move.
|
II
|
Giga Drain
|
Grass
|
Special
|
|
|
Badly startles the last Pokémon to act before the user.
|
III
|
Grass Whistle
|
Grass
|
Status
|
|
|
Prevents the user from being startled one time this turn.
|
IV
|
Gravity
|
Psychic
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
V
|
Guard Split
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
IV
|
Guard Swap
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
I
|
Gust
|
Flying
|
Special
|
|
|
Badly startles the last Pokémon to act before the user.
|
IV
|
Heal Block
|
Psychic
|
Status
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
Heal Order
|
Bug
|
Status
|
|
|
Badly startles Pokémon that used a move of the same type.
|
IV
|
Heart Swap
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
III
|
Helping Hand
|
Normal
|
Status
|
|
|
Quite an appealing move.
|
V
|
Hex
|
Ghost
|
Special
|
|
|
Badly startles Pokémon that used a move of the same type.
|
II
|
Hidden Power
|
Normal
|
Special
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
VI
|
Hyperspace Hole
|
Psychic
|
Special
|
|
|
Excites the audience a lot if used first.
|
II
|
Hypnosis
|
Psychic
|
Status
|
|
|
Startles all of the Pokémon to act before the user.
|
III
|
Imprison
|
Psychic
|
Status
|
|
|
Temporarily stops the crowd from growing excited.
|
III
|
Ingrain
|
Grass
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
II
|
Kinesis
|
Psychic
|
Status
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
III
|
Knock Off
|
Dark
|
Physical
|
|
|
Startles the last Pokémon to act before the user.
|
II
|
Leech Life
|
Bug
|
Physical
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
I
|
Leech Seed
|
Grass
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
II
|
Lock-On
|
Normal
|
Status
|
|
|
Causes the user to move earlier on the next turn.
|
V
|
Low Sweep
|
Fighting
|
Physical
|
|
|
Startles the last Pokémon to act before the user.
|
III
|
Luster Purge
|
Psychic
|
Special
|
|
|
Badly startles Pokémon that used a move of the same type.
|
V
|
Magic Room
|
Psychic
|
Status
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
Magnet Rise
|
Electric
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
VI
|
Magnetic Flux
|
Electric
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Me First
|
Normal
|
Status
|
|
|
Causes the user to move earlier on the next turn.
|
I
|
Mega Drain
|
Grass
|
Special
|
|
|
Startles the last Pokémon to act before the user.
|
III
|
Metal Sound
|
Steel
|
Status
|
|
|
Startles all of the Pokémon to act before the user.
|
II
|
Mind Reader
|
Normal
|
Status
|
|
|
Causes the user to move earlier on the next turn.
|
IV
|
Miracle Eye
|
Psychic
|
Status
|
|
|
Works great if the user goes first this turn.
|
II
|
Mirror Move
|
Flying
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
III
|
Mist Ball
|
Psychic
|
Special
|
|
|
Badly startles all Pokémon that successfully showed their appeal.
|
IV
|
Nasty Plot
|
Dark
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Natural Gift
|
Normal
|
Physical
|
|
|
Works better the more the crowd is excited.
|
III
|
Needle Arm
|
Grass
|
Physical
|
|
|
Quite an appealing move.
|
II
|
Night Shade
|
Ghost
|
Special
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
II
|
Nightmare
|
Ghost
|
Status
|
|
|
Startles all of the Pokémon to act before the user.
|
III
|
Odor Sleuth
|
Normal
|
Status
|
|
|
Prevents the user from being startled one time this turn.
|
II
|
Pain Split
|
Normal
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
VI
|
Parabolic Charge
|
Electric
|
Special
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
I
|
Pay Day
|
Normal
|
Physical
|
|
|
Excites the audience in any kind of contest.
|
III
|
Poison Fang
|
Poison
|
Physical
|
|
|
Quite an appealing move.
|
II
|
Poison Gas
|
Poison
|
Status
|
|
|
Makes audience expect little of other contestants.
|
I
|
Poison Powder
|
Poison
|
Status
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
I
|
Poison Sting
|
Poison
|
Physical
|
|
|
Startles the last Pokémon to act before the user.
|
III
|
Poison Tail
|
Poison
|
Physical
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
VI
|
Powder
|
Bug
|
Status
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
V
|
Power Split
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
IV
|
Power Swap
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
IV
|
Power Trick
|
Psychic
|
Status
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
II
|
Psych Up
|
Normal
|
Status
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
II
|
Psychic
|
Psychic
|
Special
|
|
|
Quite an appealing move.
|
III
|
Psycho Boost
|
Psychic
|
Special
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
IV
|
Psycho Shift
|
Psychic
|
Status
|
|
|
Works great if the user goes last this turn.
|
II
|
Psywave
|
Psychic
|
Special
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Pursuit
|
Dark
|
Physical
|
|
|
Badly startles Pokémon that used a move of the same type.
|
V
|
Quash
|
Dark
|
Status
|
|
|
Causes the user to move earlier on the next turn.
|
V
|
Rage Powder
|
Bug
|
Status
|
|
|
Temporarily stops the crowd from growing excited.
|
II
|
Recover
|
Normal
|
Status
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
III
|
Recycle
|
Normal
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
II
|
Reflect
|
Psychic
|
Status
|
|
|
Prevents the user from being startled one time this turn.
|
V
|
Reflect Type
|
Normal
|
Status
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
III
|
Rock Tomb
|
Rock
|
Physical
|
|
|
Makes audience expect little of other contestants.
|
IV
|
Roost
|
Flying
|
Status
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
III
|
Sand Tomb
|
Ground
|
Physical
|
|
|
Temporarily stops the crowd from growing excited.
|
II
|
Screech
|
Normal
|
Status
|
|
|
Makes audience expect little of other contestants.
|
III
|
Secret Power
|
Normal
|
Physical
|
|
|
Works well if the user is pumped up.
|
II
|
Shadow Ball
|
Ghost
|
Special
|
|
|
Quite an appealing move.
|
III
|
Shadow Punch
|
Ghost
|
Physical
|
|
|
Works great if the user goes first this turn.
|
IV
|
Shadow Sneak
|
Ghost
|
Physical
|
|
|
Causes the user to move earlier on the next turn.
|
V
|
Shift Gear
|
Steel
|
Status
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
II
|
Sketch
|
Normal
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
III
|
Skill Swap
|
Psychic
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
I
|
Sleep Powder
|
Grass
|
Status
|
|
|
Startles all of the Pokémon to act before the user.
|
II
|
Smokescreen
|
Normal
|
Status
|
|
|
Prevents the user from being startled one time this turn.
|
III
|
Snatch
|
Dark
|
Status
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
II
|
Spider Web
|
Bug
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
II
|
Spikes
|
Ground
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
V
|
Stored Power
|
Psychic
|
Special
|
|
|
Works well if the user is pumped up.
|
II
|
String Shot
|
Bug
|
Status
|
|
|
Startles the last Pokémon to act before the user.
|
I
|
Stun Spore
|
Grass
|
Status
|
|
|
Badly startles all Pokémon that successfully showed their appeal.
|
IV
|
Sucker Punch
|
Dark
|
Physical
|
|
|
Excites the audience a lot if used first.
|
I
|
Supersonic
|
Normal
|
Status
|
|
|
Makes audience expect little of other contestants.
|
IV
|
Switcheroo
|
Dark
|
Status
|
|
|
Badly startles Pokémon that used a move of the same type.
|
V
|
Synchronoise
|
Psychic
|
Special
|
|
|
Works well if it is the same type as the move used by the last Pokémon.
|
II
|
Synthesis
|
Grass
|
Status
|
|
|
Effectiveness varies depending on when it is used.
|
III
|
Taunt
|
Dark
|
Status
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
V
|
Telekinesis
|
Psychic
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
VI
|
Topsy-Turvy
|
Dark
|
Status
|
|
|
Scrambles the order in which Pokémon will move on the next turn.
|
II
|
Toxic
|
Poison
|
Status
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Toxic Spikes
|
Poison
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
II
|
Transform
|
Normal
|
Status
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
III
|
Trick
|
Psychic
|
Status
|
|
|
Badly startles Pokémon that used a move of the same type.
|
IV
|
Trick Room
|
Psychic
|
Status
|
|
|
Scrambles the order in which Pokémon will move on the next turn.
|
VI
|
Venom Drench
|
Poison
|
Status
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
I
|
Whirlwind
|
Normal
|
Status
|
|
|
Causes the user to move later on the next turn.
|
V
|
Wonder Room
|
Psychic
|
Status
|
|
|
Scrambles the order in which Pokémon will move on the next turn.
|
IV
|
Worry Seed
|
Grass
|
Status
|
|
|
Makes the remaining Pokémon nervous.
|
IV
|
Zen Headbutt
|
Psychic
|
Physical
|
|
|
Quite an appealing move.
|
For a detailed description of a move's Contest effect, see its page.
|