Clever (condition)

(Redirected from Smart Contest)
Conditions
Cool
Beautiful
Cute
Clever
Tough

The Clever condition, also called Cleverness (Japanese: かしこさ Cleverness), is one of the five different Contest conditions. Prior to Pokémon Omega Ruby and Alpha Sapphire, it was known as the Smart condition.

Characteristics

A Pokémon will have its Clever condition raised when fed Pokéblocks or Poffins made with Berries that have a bitter flavor. Pokémon with Natures that boost Special Defense—Calm, Gentle, Sassy, and Careful—get the most benefit from bitter-tasting Berries, as a result, they are the easiest to raise for a Cleverness Contest.

When competing in the Clever category, a Pokémon with an enhanced Cleverness will score higher in the primary judging of a Pokémon Contest and the Visual Competition of a Pokémon Super Contest. This can also be assisted with the use of the Green Scarf. Many Psychic-, Grass-, Ghost-, and Poison-type moves will become Clever moves when used in Contests, but moves from other types may display Cleverness as well.

During a Cleverness Contest, the audience will react as follows:

Move performed Audience reaction
Cool move Discontent
Beautiful move Discontent
Cute move Indifference
Clever move Excitement
Tough move Indifference

Awards

At the end of a Cleverness Contest, the winning Pokémon will receive a Contest Ribbon. Additionally, in Pokémon Diamond, Pearl, and Platinum, Coordinators are awarded special Accessories the first time they win the Contest. Different Ribbons and Accessories are awarded for winning in each of the four ranks.

Hoenn Contests

Normal Rank Super Rank Hyper Rank Master Rank
Smart Ribbon Hoenn.png Smart Ribbon Super.png Smart Ribbon Hyper.png Smart Ribbon Master Hoenn.png

Sinnoh Super Contests

Normal Rank Great Rank Ultra Rank Master Rank
Smart Ribbon Sinnoh.png Smart Ribbon Great.png Smart Ribbon Ultra.png Smart Ribbon Master Sinnoh.png
Accessory Green Barrette Sprite.png Accessory Green Balloons Sprite.png Accessory Professor Hat Sprite.png Accessory Cube Stage Sprite.png

Hoenn Contest Spectaculars

Master Rank
Cleverness Master Ribbon.png

Moves

Gen Move Type Category Appeal Jam Description
I Absorb Grass Special III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
I Acid Poison Special III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
V Ally Switch Psychic Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles the order in which Pokémon will move on the next turn.
III Aromatherapy Grass Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled until the turn ends.
IV Assurance Dark Physical VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the later it is used in a turn.
III Astonish Ghost Physical III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
IV Attack Order Bug Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
II Beat Up Dark Physical III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that made good appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Allows performance of the same move twice in a row.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if the user is pumped up.
IV Brine Water Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
IV Bullet Punch Steel Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
III Calm Mind Psychic Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others once.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
III Camouflage Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Affected by how well the appeal in front goes.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Show off the Pokemon's appeal about as well as all the moves before it this turn.
III Charge Electric Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it's the same type as the one before.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
IV Chatter Flying Special IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
IV Close Combat Fighting Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
I Confuse Ray Ghost Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
I Confusion Psychic Special III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
VI Crafty Shield Fairy Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience a lot if used first.
IV Dark Void Dark Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
IV Defend Order Bug Status IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
II Destiny Bond Ghost Status III
8 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes a great appeal, but allows no more to the end.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn +15 if all the Pokémon choose the same Judge.
VI
8 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A move of huge appeal, but using it prevents the user from taking further contest moves.
I Dig Ground Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if no other Pokémon has chosen the same Judge.
I Disable Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
IV Double Hit Normal Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Allows performance of the same move twice in a row.
IV Draco Meteor Dragon Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
IV Dragon Pulse Dragon Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
I Dream Eater Psychic Special III
2 ♥♥♥♥
♥♥♥♥
2 ♥♥♥♥
♥♥♥♥
Startles all Pokémon that have done their appeals.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
IV Earth Power Ground Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs last in the turn.
VI Eerie Impulse Electric Status VI
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles all of the Pokémon to act before the user.
VI Electric Terrain Electric Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience a lot if used first.
VI Electrify Electric Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
IV Embargo Dark Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
II Faint Attack Dark Physical III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed first.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs last in the turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
VI Fairy Lock Fairy Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
III Fake Tears Dark Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed last.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
IV Feint Normal Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
IV Flare Blitz Fire Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
IV Flash Cannon Steel Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
III Flatter Dark Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
I Fly Flying Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if no other Pokémon has chosen the same Judge.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
II Foresight Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
VI Forest's Curse Grass Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that successfully showed their appeal.
V Foul Play Dark Physical VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
II Future Sight Psychic Special III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
V Gear Grind Steel Physical VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
II Giga Drain Grass Special III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles the Pokémon that has the judge's attention.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the last Pokémon to act before the user.
IV Grass Knot Grass Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
III Grass Whistle Grass Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
IV Gravity Psychic Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
V Guard Split Psychic Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all of the moves before it this turn.
IV Guard Swap Psychic Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
I Gust Flying Special III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
IV Heal Block Psychic Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
IV Heal Order Bug Status IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
IV Heart Swap Psychic Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
III Helping Hand Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
V Hex Ghost Special VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
II Hidden Power Normal Special III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
VI Hyperspace Hole Psychic Physical VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience a lot if used first.
I Hypnosis Psychic Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles all of the Pokémon to act before the user.
III Imprison Psychic Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
III Ingrain Grass Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn a higher score the later the Pokémon performs.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
IV Judgment Normal Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
I Kinesis Psychic Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
III Knock Off Dark Physical III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokemon to act before the user.
I Leech Life Bug Physical III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
I Leech Seed Grass Status III
2 ♥♥♥♥
♥♥♥♥
2 ♥♥♥♥
♥♥♥♥
Startles all Pokémon that have done their appeals.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn a higher score the later the Pokémon performs.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
II Lock-On Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
V Low Sweep Fighting Physical VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Luster Purge Psychic Special III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
V Magic Room Psychic Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
IV Magnet Rise Electric Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
VI Magnetic Flux Electric Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
IV Me First Normal Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
I Mega Drain Grass Special III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Metal Sound Steel Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles all of the Pokémon to act before the user.
II Mind Reader Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
IV Miracle Eye Psychic Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
I Mirror Move Flying Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as the one before it.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earns double the score on the final performance.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
III Mist Ball Psychic Special III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that successfully showed their appeal.
IV Mud Bomb Ground Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs last in the turn.
IV Nasty Plot Dark Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
IV Natural Gift Normal Physical VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works better the more the crowd is excited.
III Needle Arm Grass Physical III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
I Night Shade Ghost Special III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles Pokémon that made a same-type appeal.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
II Nightmare Ghost Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles all of the Pokémon to act before the user.
III Odor Sleuth Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
IV Ominous Wind Ghost Special IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
II Pain Split Normal Status III
1 ♥♥♥
♥♥♥♥
4 ♥♥♥♥
♥♥♥♥
Badly startles the Pokémon in front.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before this turn.
VI Parabolic Charge Electric Special VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
I Pay Day Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works best the more the crowd is excited.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience in any kind of contest.
III Poison Fang Poison Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
I Poison Gas Poison Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
IV Poison Jab Poison Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
I Poison Powder Poison Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
I Poison Sting Poison Physical III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Poison Tail Poison Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
VI Powder Bug Status VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
V Power Split Psychic Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all of the moves before it this turn.
IV Power Swap Psychic Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as all the moves before it this turn.
IV Power Trick Psychic Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
II Psych Up Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it's the same type as the one before.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn double the score in the next turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
I Psychic Psychic Special III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
III Psycho Boost Psychic Special III
6 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
After this move, the user is more easily startled.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
VI
6 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A very appealing move, but after using this move, the user is more easily startled.
IV Psycho Shift Psychic Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes last this turn.
I Psywave Psychic Special III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that made good appeals.
IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
IV Punishment Dark Physical IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
II Pursuit Dark Physical III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that made good appeals.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if two Pokémon raise the Voltage in a row.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
V Quash Dark Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
V Rage Powder Bug Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
I Recover Normal Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Startles Pokémon that made a same-type appeal.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
III Recycle Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
I Reflect Psychic Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Prevents the user from being startled one time this turn.
V Reflect Type Normal Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
III Rock Tomb Rock Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform last in the next turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
IV Roost Flying Status VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the audience quickly grow bored when an appeal move has little effect.
III Sand Tomb Ground Physical III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from getting excited.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn a higher score the later the Pokémon performs.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Temporarily stops the crowd from growing excited.
I Screech Normal Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
III Secret Power Normal Physical III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works well if the user's condition is good.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Makes the order of contestants random in the next turn.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if the user is pumped up.
IV Seed Bomb Grass Physical IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
II Shadow Ball Ghost Special III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
IV Shadow Force Ghost Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
III Shadow Punch Ghost Physical III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal works great if performed first.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Pokémon performs first in the turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works great if the user goes first this turn.
IV Shadow Sneak Ghost Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move earlier on the next turn.
V Shift Gear Steel Status VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Gets the Pokémon pumped up. Helps prevent nervousness, too.
II Sketch Normal Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as the one before it.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
III Skill Swap Psychic Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the appeal as good as those before it.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
I Sleep Powder Grass Status III
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles those that have made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
1 ♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Badly startles all of the Pokémon to act before the user.
III Smelling Salts Normal Physical III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
I Smokescreen Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Lowers the Voltage of all Judges by one each.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
III Snatch Dark Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that made good appeals.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Shows off the Pokémon's appeal about as well as the move used just before it.
II Spider Web Bug Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
II Spikes Ground Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
V Stored Power Psychic Special VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if the user is pumped up.
I String Shot Bug Status III
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the Pokémon that appealed before the user.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
3 ♥♥♥
♥♥♥♥
Startles the last Pokémon to act before the user.
I Stun Spore Grass Status III
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that made good appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles all Pokémon that successfully showed their appeal.
I Substitute Normal Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can avoid being startled by others once.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
IV Sucker Punch Dark Physical IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Excites the audience a lot if used first.
I Supersonic Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes audience expect little of other contestants.
IV Switcheroo Dark Status VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
V Synchronoise Psychic Special VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it is the same type as the move used by the last Pokémon.
II Synthesis Grass Status III
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
The appeal's quality depends on its timing.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Increased Voltage is added to the performance score.
VI
1 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Effectiveness varies depending on when it is used.
IV Tailwind Flying Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
III Taunt Dark Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes all Pokémon after the user nervous.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that the audience has high expectations of.
V Telekinesis Psychic Status VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
IV Thunder Fang Electric Physical IV
3 ♥♥♥
♥♥♥♥
N/A
A basic performance using a move known by the Pokémon.
VI Topsy-Turvy Dark Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles the order in which Pokémon will move on the next turn.
I Toxic Poison Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Worsens the condition of those that made appeals.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going down in the same turn.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Toxic Spikes Poison Status IV
2 ♥♥♥♥
♥♥♥♥
N/A
Prevents the Voltage from going up in the same turn.
VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
I Transform Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Can be repeatedly used without boring the judge.
IV
1 ♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon gets the lowest score.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
An appealing move that can be used repeatedly without boring the audience.
III Trick Psychic Status III
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Works well if it's the same type as the one before.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Steals the Voltage of the Pokémon that just went.
VI
2 ♥♥♥♥
♥♥♥♥
1 ♥♥♥
♥♥♥♥
Badly startles Pokémon that used a move of the same type.
IV Trick Room Psychic Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles the order in which Pokémon will move on the next turn.
IV Vacuum Wave Fighting Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Enables the user to perform first in the next turn.
VI Venom Drench Poison Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Brings down the energy of any Pokémon that have already used a move this turn.
IV Wake-Up Slap Fighting Physical IV
0 ♥♥♥♥
♥♥♥♥
N/A
Raises the score if the Voltage is low.
III Weather Ball Normal Special III
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
A highly appealing move.
IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +2 if the Judge's Voltage goes up.
I Whirlwind Normal Status III
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles up the order of appeals on the next turn.
IV
0 ♥♥♥♥
♥♥♥♥
N/A
Earn +15 if all the Pokémon choose the same Judge.
VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Causes the user to move later on the next turn.
V Wonder Room Psychic Status VI
3 ♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Scrambles the order in which Pokémon will move on the next turn.
IV Worry Seed Grass Physical VI
2 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Makes the remaining Pokémon nervous.
IV Wring Out Normal Special IV
2 ♥♥♥♥
♥♥♥♥
N/A
Earn +3 if the Pokémon that just went hit max Voltage.
IV Zen Headbutt Psychic Status VI
4 ♥♥♥♥
♥♥♥♥
0 ♥♥♥♥
♥♥♥♥
Quite an appealing move.
For a detailed description of a move's Contest effect, see its article.

In other languages

Language Title
Mandarin Chinese 聰明組 / 聪明组 Cōngmíng Zǔ
France Flag.png French Intelligence
Germany Flag.png German Klugheit
Italy Flag.png Italian Acume
South Korea Flag.png Korean 슬기로움 Seulgiro-um
Spain Flag.png Spanish Ingenio


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Necessary Spoils
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Contest Categories
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Rounds
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Participation
ContestSuper Contest
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Grand Festivals
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Others
Combinations • Opponents (IIIIVVI) • Double PerformanceJamming
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Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.
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