Gen
|
Move
|
Type
|
Category
|
|
Appeal
|
Jamming
|
Description
|
V
|
After You
|
Normal
|
Status
|
VI
|
|
|
Causes the user to move later on the next turn.
|
I
|
Amnesia
|
Psychic
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
IV
|
Aqua Tail
|
Water
|
Physical
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
III
|
Assist
|
Normal
|
Status
|
III
|
|
|
The appeal's quality depends on its timing.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
III
|
Astonish
|
Ghost
|
Physical
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
II
|
Attract
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
VI
|
Baby-Doll Eyes
|
Fairy
|
Status
|
VI
|
|
|
Causes the user to move earlier on the next turn.
|
I
|
Barrage
|
Normal
|
Status
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Baton Pass
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
|
|
Works well if the user is pumped up.
|
II
|
Belly Drum
|
Normal
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
|
|
A very appealing move, but after using this move, the user is more easily startled.
|
V
|
Bestow
|
Normal
|
Status
|
VI
|
|
|
Works better the more the crowd is excited.
|
III
|
Block
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
III
|
Bounce
|
Flying
|
Physical
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Earn +3 if no other Pokémon has chosen the same Judge.
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
IV
|
Brave Bird
|
Flying
|
Physical
|
IV
|
|
|
Earn +2 if the Pokémon performs last in the turn.
|
I
|
Bubble
|
Water
|
Special
|
III
|
|
|
Startles all Pokémon that have done their appeals.
|
IV
|
|
|
Enables the user to perform last in the next turn.
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Bug Bite
|
Bug
|
Physical
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Bug Buzz
|
Bug
|
Special
|
IV
|
|
|
Earn +2 if the Judge's Voltage goes up.
|
IV
|
Captivate
|
Normal
|
Status
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
VI
|
Celebrate
|
Normal
|
Special
|
VI
|
|
|
Excites the audience in any kind of contest.
|
II
|
Charm
|
Fairy
|
Status
|
III
|
|
|
Startles Pokémon that made a same-type appeal.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
IV
|
Chatter
|
Flying
|
Special
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
VI
|
Confide
|
Normal
|
Status
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Copycat
|
Normal
|
Status
|
VI
|
|
|
Shows off the Pokémon's appeal about as well as the moved used just before it.
|
V
|
Cotton Guard
|
Grass
|
Status
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
II
|
Covet
|
Normal
|
Physical
|
III
|
|
|
Makes the appeal as good as those before it.
|
IV
|
|
|
Steals the Voltage of the Pokémon that just went.
|
VI
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
I
|
Defense Curl
|
Normal
|
Status
|
III
|
|
|
Can avoid being startled by others once.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
VI
|
Disarming Voice
|
Fairy
|
Special
|
VI
|
|
|
Works great if the user goes first this turn.
|
I
|
Dizzy Punch
|
Normal
|
Special
|
VI
|
|
|
Makes audience expect little of other contestants.
|
I
|
Double Slap
|
Normal
|
Physical
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
VI
|
Draining Kiss
|
Fairy
|
Special
|
VI
|
|
|
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
|
I
|
Egg Bomb
|
Normal
|
Physical
|
VI
|
|
|
Quite an appealing move.
|
IV
|
Embargo
|
Dark
|
Status
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
I
|
Ember
|
Fire
|
Special
|
VI
|
|
|
Quite an appealing move.
|
II
|
Encore
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Earn +3 if two Pokémon raise the Voltage in a row.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
V
|
Entrainment
|
Normal
|
Status
|
VI
|
|
|
Badly startles Pokémon that used a move of the same type.
|
III
|
Facade
|
Normal
|
Physical
|
III
|
|
|
The appeal works great if performed last.
|
IV
|
|
|
Earns double the score on the final performance.
|
VI
|
|
|
Works great if the user goes last this turn.
|
III
|
Fake Out
|
Normal
|
Physical
|
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.
|
III
|
Fake Tears
|
Dark
|
Status
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
III
|
Flail
|
Normal
|
Physical
|
III
|
|
|
The appeal works better the later it is performed.
|
IV
|
|
|
Earns double the score on the final performance.
|
VI
|
|
|
Works better the later it is used in a turn.
|
IV
|
Fling
|
Dark
|
Physical
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
III
|
Follow Me
|
Normal
|
Physical
|
III
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
III
|
Frustration
|
Normal
|
Physical
|
III
|
|
|
An appeal that excites the audience in any contest.
|
IV
|
|
|
Earn +2 if the Pokémon performs last in the turn.
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
IV
|
Grass Knot
|
Grass
|
Special
|
VI
|
|
|
Works better the later it is used in a turn.
|
I
|
Growl
|
Normal
|
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
|
Guard Swap
|
Psychic
|
Status
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
Happy Hour
|
Normal
|
Status
|
VI
|
|
|
Excites the audience in any kind of contest.
|
IV
|
Healing Wish
|
Psychic
|
Status
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
V
|
Heart Stamp
|
Psychic
|
Physical
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
VI
|
Hold Hands
|
Normal
|
Status
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
V
|
Hone Claws
|
Dark
|
Status
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
VI
|
Infestation
|
Bug
|
Special
|
VI
|
|
|
Temporarily stops the crowd from growing excited.
|
IV
|
Last Resort
|
Normal
|
Physical
|
IV
|
|
|
Earn a higher score the later the Pokémon performs.
|
VI
|
|
|
Works well if the user is pumped up.
|
IV
|
Leaf Storm
|
Grass
|
Special
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
I
|
Lick
|
Ghost
|
Physical
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
I
|
Low Kick
|
Fighting
|
Physical
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
IV
|
Lucky Chant
|
Normal
|
Status
|
IV
|
|
|
Earn +3 if the Pokémon that just went hit max Voltage.
|
VI
|
|
|
Gets the Pokémon pumped up. Helps prevent nervousness, too.
|
IV
|
Magnet Rise
|
Electric
|
Status
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
IV
|
Me First
|
Normal
|
Status
|
IV
|
|
|
Enables the user to perform first in the next turn.
|
I
|
Metronome
|
Normal
|
Status
|
III
|
|
|
Can be repeatedly used without boring the judge.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Milk Drink
|
Normal
|
Status
|
III
|
|
|
Works well if it's the same type as the one before.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Works great if the user goes first this turn.
|
I
|
Mimic
|
Normal
|
Status
|
III
|
|
|
Makes the appeal as good as the one before it.
|
IV
|
|
|
Steals the Voltage of the Pokémon that just went.
|
VI
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
I
|
Minimize
|
Normal
|
Status
|
III
|
|
|
Can avoid being startled by others once.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Prevents the user from being startled until turn ends.
|
IV
|
Miracle Eye
|
Psychic
|
Status
|
IV
|
|
|
Earn +3 if two Pokémon raise the Voltage in a row.
|
IV
|
Mirror Shot
|
Steel
|
Special
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
IV
|
Mud Bomb
|
Ground
|
Special
|
VI
|
|
|
Startles the last Pokémon to act before the user.
|
III
|
Mud Sport
|
Ground
|
Status
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Excites the audience in any kind of contest.
|
II
|
Mud-Slap
|
Ground
|
Status
|
III
|
|
|
Startles the Pokémon that has the judge's attention.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Nasty Plot
|
Dark
|
Status
|
IV
|
|
|
Earn double the score in the next turn.
|
VI
|
Nuzzle
|
Electric
|
Physical
|
VI
|
|
|
Badly startles Pokémon that used a move of the same type.
|
VI
|
Play Nice
|
Normal
|
Status
|
VI
|
|
|
Works better the more the crowd is excited.
|
VI
|
Play Rough
|
Fairy
|
Physical
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Pluck
|
Flying
|
Physical
|
IV
|
|
|
Steals the Voltage of the Pokémon that just went.
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
II
|
Present
|
Normal
|
Physical
|
III
|
|
|
Can be repeatedly used without boring the judge.
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
II
|
Protect
|
Normal
|
Status
|
III
|
|
|
Can avoid being startled by others.
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
III
|
Refresh
|
Normal
|
Status
|
III
|
|
|
Ups the user's condition. Helps prevent nervousness.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
I
|
Rest
|
Psychic
|
Status
|
III
|
|
|
Can avoid being startled by others once.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Prevents the user from being startled until the turn ends.
|
II
|
Return
|
Normal
|
Physical
|
III
|
|
|
An appeal that excites the audience in any contest.
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
VI
|
|
|
Quite an appealing move.
|
III
|
Role Play
|
Psychic
|
Status
|
III
|
|
|
Makes the appeal as good as those before it.
|
IV
|
|
|
Earn +3 if the Pokémon gets the lowest score.
|
VI
|
|
|
Shows off the Pokémon's appeal about as well as the move used just before it.
|
II
|
Rollout
|
Rock
|
Physical
|
VI
|
|
|
An appealing move that can be used repeatedly without boring the audience.
|
I
|
Sand Attack
|
Ground
|
Status
|
III
|
|
|
Startles the Pokémon that has the judge's attention.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Makes audience expect little of other contestants.
|
IV
|
Shadow Claw
|
Ghost
|
Physical
|
IV
|
|
|
Earn +2 if the Pokémon performs first in the turn.
|
I
|
Sharpen
|
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.
|
V
|
Simple Beam
|
Normal
|
Status
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
I
|
Sing
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
III
|
Slack Off
|
Normal
|
Status
|
III
|
|
|
The appeal works better the later it is performed.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
II
|
Sleep Talk
|
Normal
|
Status
|
III
|
|
|
Can be repeatedly used without boring the judge.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
II
|
Snore
|
Normal
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
V
|
Soak
|
Water
|
Status
|
VI
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
I
|
Soft-Boiled
|
Normal
|
Status
|
VI
|
|
|
Works great if the user goes first this turn.
|
I
|
Splash
|
Normal
|
Status
|
III
|
|
|
The appeal works great if performed last.
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
V
|
Struggle Bug
|
Bug
|
Special
|
VI
|
|
|
Works great if the user goes last this turn.
|
I
|
Substitute
|
Normal
|
Status
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
II
|
Swagger
|
Normal
|
Status
|
III
|
|
|
The appeal works great if performed first.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
II
|
Sweet Kiss
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
II
|
Sweet Scent
|
Normal
|
Status
|
III
|
|
|
Badly startles those that have made appeals.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Prevents the user from being startled one time this turn.
|
V
|
Tail Slap
|
Normal
|
Physical
|
VI
|
|
|
Effectiveness varies depending on when it is used.
|
I
|
Tail Whip
|
Normal
|
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.
|
III
|
Teeter Dance
|
Normal
|
Status
|
III
|
|
|
Jams the others, and misses one turn of appeals.
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
|
|
Startles all other Pokémon. User cannot act in the next turn.
|
III
|
Tickle
|
Normal
|
Status
|
III
|
|
|
Worsens the condition of those that made appeals.
|
IV
|
|
|
Prevents the Voltage from going down in the same turn.
|
VI
|
|
|
Brings down the energy of any Pokémon that have already used a move this turn.
|
IV
|
Trick Room
|
Ghost
|
Status
|
IV
|
|
|
Makes the order of contestants random in the next turn.
|
VI
|
Trick-or-Treat
|
Ghost
|
Status
|
VI
|
|
|
Badly startles Pokémon that used a move of the same type.
|
IV
|
U-turn
|
Bug
|
Physical
|
IV
|
|
|
Raises the score if the Voltage is low.
|
VI
|
|
|
Makes the audience quickly grow bored when an appeal move has little effect.
|
III
|
Uproar
|
Normal
|
Special
|
III
|
|
|
Scrambles up the order of appeals on the next turn.
|
IV
|
|
|
Lowers the Voltage of all Judges by one each.
|
VI
|
|
|
Badly startles Pokémon that the audience has high expectations of.
|
III
|
Water Gun
|
Water
|
Special
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
A basic performance using a move known by the Pokémon.
|
VI
|
|
|
Quite an appealing move.
|
III
|
Water Sport
|
Water
|
Status
|
III
|
|
|
A highly appealing move.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Excites the audience in any kind of contest.
|
III
|
Wish
|
Normal
|
Status
|
III
|
|
|
Temporarily stops the crowd from getting excited.
|
IV
|
|
|
Increased Voltage is added to the performance score.
|
VI
|
|
|
Excites the audience a lot if used last.
|
I
|
Withdraw
|
Water
|
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.
|
III
|
Yawn
|
Normal
|
Status
|
III
|
|
|
Makes all Pokémon after the user nervous.
|
IV
|
|
|
Prevents the Voltage from going up in the same turn.
|
VI
|
|
|
Makes the remaining Pokémon nervous.
|
For a detailed description of a move's Contest effect, see its article.
|