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Kazbar Ranks 100 Pokemon Moves (The List)

(Here it is, saved for posterity)


100. Splash

(Nominated by: SuperAngelo128)

I suppose this was the pretty obvious last-place finisher, unless you expected me to be "funny" by having it in first place or something. It's a completely useless move, in every sense of the word. One major thing that bugs me about it is the fact that it still doesn't do any damage while surfing/diving. I mean, you'd figure it'd at least do 10 base damage or something, since you're getting the opponent wet. Whatever. Terrible move is obviously terrible.


99. Constrict

(Nominated by: GenesisTwilight)

You know how I said Splash should have 10 base damage in water? Well, this move has that naturally, and is thus one of the weakest damaging moves in the game. Also, while I said I associate it most with Tentacool, a shoutout must go to one of my favorite Pokemon: Shuckle. I once did a Shuckle solo run of SoulSilver, believe it or not. I did this by egg transferring the Togepi egg with a Shuckle egg I had on Platinum. To make it "fair" in my eyes, I didn't breed any good moves onto Shuckle. So, until I got Rock Tomb out of Union Cave, I was fighting trainers with ONLY CONSTRICT. To say this was tedious (Especially against the likes of Geodudes and Onix) is like saying Absolute Zero is "kind of cold". So yeah, I have some serious disdain for this move to go along with its suck-factor.


98. Helping Hand

(Nominated by: Raka_Putra)

Look, I realize that Helping Hand has some decent uses in Double and Triple battles. But let's be honest; in-game, you're gonna run across MAYBE ten double battles in the entire game. It has literally no use in singles battles, and probably the most pathetic thing about this move is how wild Pokemon (and even trainers sometimes) use this move in singles battles to no effect. I mean, it's great for me when I'm fighting one of these types, because it means a free turn for me. It's just too niche for a spot on any team member, and thus it ends up here.


97. Tail Whip

(Nominated by: SMOKEDOG42O)

Tail Whip is already at a disadvantage because of it's common, not-so-useful effect of lower Defense by one stage, and having a lame animation where the user just moves in a circle. The biggest problem with this move, however, is the fact that it isn't a damaging move. Pokemon who learn this move include Ninetales, Nidoqueen and motherf****** Rhyperior! And I'm supposed to believe them swinging their tail at me won't hurt at all? Complete and utter waste, right here.


96. Entrainment

(Nominated by: SilentWanderer)

Entrainment's one of those moves that looks like it could be useful on paper, but in practice it just doesn't have much use. Sure, you could, say, Entrain a levitating enemy so you could hit them with Earthquake, but none of the Pokemon who know the move can do much with such a premise. Not to mention, the battle animation is so incredibly dull. So sorry, Entrainment, you're stuck right toward the bottom of the list.


95. Double Team

(Nominated by: EverythingRuned)

Why is Double Team so low, you may ask? There's a few good reasons for this. For one, it's banned in competitive play. For two, no matter how many Double Teams I lay down in-game, I'm getting hit. And third is the opposite of number two; if an AI trainer or wild Pokemon uses it even once, I can count on the battle being extended at least 5 more turns. For this very reason I always try to keep a never-miss move on one of my team members, but still, the mass annoyance this move has caused me lands it a low place.


94. Poison Sting

(Nominated by: GenesisTwilight)

Does this really need an explanation? It's a terrible move to use yourself, and when a wild Pokemon uses it against you, you're going to be using an Antidote whether you like it or not. If I were to make a count of every time a Weedle/Kakuna in Viridian Forest used this move on someone and it lead to a fainting, it would have to be in the millions. I don't think I need to elaborate more than that.


93. Tackle

(Nominated by: GTM)

It's not quite the joke it used to be back in first four gens, what with that boost it got in Gen V, and for most it's the quintessential Pokemon move in that it's one of the first you're exposed to. But, it's still a wimpy move that is easily trumped by most basic moves, and honestly, unless it gets upgraded to some sort of super move, it's not getting higher than this.


92. Bubble

(Nominated by: EverythingRuned)

Bubble's a weak move with no real positive qualities. Not only is it statistically worthless, but there's also the embarrassment factor. Imagine defeating a Regirock (for example) with little tiny bubbles? That's just sad! But I guess it's also a little funny, and Bubble is more useful than Tackle and whatnot, I suppose. So, well, there you go.


91. Supersonic

(Nominated by: MeteorExF)

Similar to the likes of Poison Sting and Double Team, this move gets a low placement because of the annoyance factor it has on the player. I don't even had to say that the number of times a Zubat or Golbat has confused a player in one of the caves and made their Pokemon hit themselves over and over is astronomically high. The only reason this gets a slightly higher placement is, unlike the other two, I've actually gotten it to work before on opponents (Not every single time, like with the AI, but at least sometimes). Other than that, there's no much positive to say about this move.


90. Harden

(Nominated by: Blairville)

Objectively speaking, this move isn't much more useful than Tail Whip. The only advantage it has over it is it stays on you, as opposed to Tail Whip which stops working once the opponent switches. However, in-game (the only place where you'd be using these moves), this is hardly a problem. So why is this that much higher than Tail Whip? The Pokemon I associate the move with: Metapod. I love Metapod. It's in my top 35 Pokemon (which doesn't sound like much until you realize there's 649 of them). Specifically, I love shiny Metapod; it's my absolute favorite shiny in the game. I mean, look at it:

http://cdn.bulbagarden.net/media/upload/a/a4/Spr_5b_011_s.png

God damn is that cool! So by being so associated with that awesomeness, Harden manages to avoid the bottom 10. Still not a good move though.


89. Water Gun

(Nominated by: EverythingRuned)

I suppose there's nothing inherently wrong with this move besides it's base power being weak. It's just so bland. A majority of water-type Pokemon get the move, it's animation is nothing spectacular...again, I'm not saying it's terrible. It's just very mediocre.


88. Lick

(Nominated by: GenesisTwilight)

You know how the last write-up was pretty short? That's going to be a trend over the next few, I think. Not because I'm being lazy (Well, no intentionally), but rather because there isn't much to say about the moves. For instance, Lick; it's weak, and paralyzes often, unless I'm using it. Not much I can say about it except it as well is awfully mediocre.


87. String Shot

(Nominated by: GenesisTwilight)

It's really too bad String Shot can't work in the games like it did in the anime (That is to say, completely immobilizing the opponent and shrouding them in cocoon fibers). Instead, it just slows the opponent. However, said anime appearance is what gives it this spot over the previous moves before it. So...there you go.


86. Cut

(Nominated by: Sorozone)

Cut's an important move, but that doesn't prevent it from having serious faults. Actually, it's importance is actually a knock against it. See, most of the other HM's (barring Flash and Defog, and Whirlpool kinda) are actually decent moves in game. Cut, however, is really weak, doesn't even have perfect accuracy, but the second you take your Cutter off your team that's when you're going to be back tracking to get them back out of the box. So gee, thanks a lot, Cut.


85. Acid

(Nominated by: GenesisTwilight)

I'm personally a sucker for the lesser-used Pokemon moves. Barrage? Egg Bomb? Beat Up? More like sign me up! And really, that's the only reason why Acid managed to get this high. It's statistically worse than a number of the former moves, but, well, I just don't see it very often, and that gets it a couple of extra points in my book. So sue me.


84. Bulk Up

(Nominated by: Blairville)

Nothing wrong with this move, in particular. Just like the ones that come ahead of it more. As for the Pokemon I associate with it, that's because I use a Vigoroth with Eviolite on my RU team, and at the beginning of Gen V, I actually had one on my OU team. He did surprisingly well, I have to say; this move + Fire Punch did a number on many unsuspecting Ferrothorns. Like I said, not a bad move, it's just not up there with the others coming up.


83. Coil

(Nominated by: GTM)

Coil's another move I don't have a particular dislike for; once again, it's just nothing special. That said, it gets above Bulk Up because of it's ability to raise three stats instead of just two. I remember when I first found out about three-boost moves when Gen V came out; it blew my mind. That said, this is one of the least useful (if not the least useful) three-boost moves in the game, and it's not like it's animation is great or anything. So it ends up here.


82. Dark Pulse

(Nominated by: swordz9)

Dark Pulse is a move with wasted potential, animation wise. I mean, yeah, it's kind of neat, but it could have been so much cooler. I don't know...I mean, competitively it's a useful move, and there's pretty much nothing wrong with it. Just it's animation, and really something I can't explain rub me the wrong way. So it's getting stuck here.


81. Tickle

(Nominated by: SilentWanderer)

Just now I had a really hard time finding this move on my user-list (I keep two lists of these moves; the move rankings, and then a drop down of the people who nominated which move) because I kept confusing it with Tackle. I know that's not really important, but it sure pads out this write-up nicely. As far as the actual move goes, there's nothing too special about it. It's not bad, it's not great, but it's kind of funny to imagine (Or see, in the anime) one Pokemon attack another with this move. Though, imagining, say, Groudon laughing as it's being tickled by a Cleffa is kind of weird.


80. Fury Attack

(Nominated by: Blairville)

For the longest time (IE: until I looked it up just now), I didn't even know how Fury Attack was supposed to attack the opponent. I mean, it's obviously something that involves the fury of the attacker, but that's incredibly vague. Then I decided to look it up, and Black and White describes the move as "The target is jabbed repeatedly with a horn or beak two to five times in a row.". So that cleared that up. While that kind of takes some of the mystique away from the move that kind of put it here in the first place, I'll let it slide.


79. Electro Ball

(Nominated by: Wicklebee)

Electro Ball has a lot of potential for a move, but the major problem is that, more often than not, Thunderbolt is more useful. I mean, sure, those rare situations where you're using an Electrode against a Bronzong are going to be great. But even then Electrode isn't that great at attacking; as a matter of fact, most of the Pokemon who learn this move are lacking in one of the two categories needed for it to be great (those being Special Attack and Speed). It's too bad something like Jolteon can't learn this move. As it stands, the only Pokemon that can use it to somewhat full potential is Galvantula. All that put together gives it a relatively low placement. In the world of Theorymon, it'd be higher.


78. Sandstorm

(Nominated by: scotted4)

Sandstorm as a move has fallen on tough times. Why? Because competitively, there's no reason to have or use it anymore. Pokemon like Tyranitar and Hippowdon engage a permanent sandstorm just by stepping onto the field, eliminating both needing to use a move to activate sand and needing to switch back to the user of said move every time it dies down. While I realize other Pokemon exist that do the same for the other element moves, the fact is those still have some use, or at least look cooler (We'll get to both examples later; after all, all the weather effect moves got nominated). That leaves Sandstorm in the dust. Pun completely intended.


77. Double Kick

(Nominated by: Silver_Ermine)

It's a weak move, but it breaks through Substitutes. I kind of like it's animation, but it's nothing spectacular. It's kind of unique, but the Nidorans are so common that you see the move all the time. It's just one of those moves where it has no major positives or negatives, but I like it enough that it gets this high.


76. Sunny Day

(Nominated by: SuperAngelo128)

Sunny Day is more useful than Sandstorm in that it's not as easily laid down permanently. Groudon's Uber, so that leaves DW Ninetales as the only Pokemon that can do such a thing. That said, there's no reason NOT to use Ninetales on a sun team, and so, much like Sandstorm, it's lower than the other two weathers left.


75. Techno Blast

(Nominated by: SSJSephirothGokuX123)

Techno Blast should have been a really cool move. Instead, it's a huge disappointment. Not only is it inferior to Flamethrower, Thunderbolt and Ice Beam when holding those certain Drives, but it's animation is so incredibly lame. When I hear "Techno Blast", I assume some sort of huge beam or ball of energy that just looks like it will obliterate it's opponent. Instead, it's a tiny ball of energy that "doinks" right off the enemy as if they got hit with a wimpy slap. Techno Blast could have been so much more than it is, but instead, we got a move that makes the legendary that uses it look like a pansy.


74. Overheat

(Nominated by: GenesisSaga)

Going along the lines of Techno Blast, this move's major disappointing factor is it's animation. In this case, it's even worse (Though the move itself is better), because this move has 140 base power. This thing is supposed to be incredibly destructive; so why does the animation look like the Pokemon is puffing out a few embers? And why is the background to the move blue? It should be black and red and orange! This move should look like the devil bursting out of the Pokemon. Instead, it's...well, whatever it is, and so it gets a fitting low placement.


73. Hail

(Nominated by: scotted4)

Much like the other two weather moves that have come before it on the list, Hail's usefulness is little at best considering Abomasnow can give you it's permanent presence just by appearing on the field, and there's no real reason not to use Abomasnow on a Hail team. So why is Hail higher than Sunny Day and Sandstorm? I don't know, I just like it more. No, seriously, that's the only reason. I have an unexplainable preference toward Hail over the aforementioned. So sue me.


72. Heart Swap

(Nominated by: xx521xx)

I really don't have anything interesting to say about this move. It's useful, but not great, be it in-game or competitively. Though it has its uses. I wish I could come up with a way to pad out this write-up talking about the move, or Manaphy, or something relating, but I can't. Blargh.


71. Curse

(Nominated by: SuperAngelo128)

I suppose Gastly or Haunter could also go in that association section, but there are few Pokemon that have ever dominated like Curselax did back in the day. But here's the thing about this move; used by Ghosts, it's nigh worthless. Sure it does great damage, but you can just switch out when afflicted by that, and that ends up being a 2:1 trade by the user, trading 50% of their HP for 25% of the opponent's HP. Also, when used by non-Ghosts...well, what the hell are they doing? The animation does nothing to answer this. Is the Pokemon spouting profanities? Are they...just sitting their trying and failing to do the Ghost version of the move? It doesn't make any sense.


70. Quiver Dance

(Nominated by: swordz9)

Quiver Dance is a great move competitively, but once again we come across a situation where the animation ruins it. It's just Tail Whip with a few sparkles added in! I know you're not going to animate the sprites to actually dance, but come on, you can at least try to make it interesting. This is the kind of move animation that makes you look to the ground and shake your head. Sheesh.


69. Mirror Shot

(Nominated by: SilentWanderer)

The move's fine, whatever.

IT'S WORM-A-DOM! AS IN DOM DELUISE! People actually pronounce it Worm-a-DAMN? Do you pronounce it "Jen-gar" too? "Make-oo-heat-uh"? "Fry-lish"? Come on, then.

I don't care if you call up Satoshi Tajiri himself and record a message of him saying otherwise. Jesus.


68. Belly Drum

(Nominated by: Silver_Ermine)

Belly Drum's a big risk, big reward type move that, for most Pokemon, isn't worth said risk. The only ones that pull it off super-well are Charizard, Linoone, and sometimes Snorlax (BP Smeargle notwithstanding). In-game in works pretty well, though, especially since you can just potion back to full health your next turn. I also like the move's animation, and like the thought of it in general; imagining, say, Lickitung drop a beat on his belly is kind of cute. That said, the fact that it's not so useful in the metagame tarnishes it, and quite frankly, there's a lot of better moves in the upcoming parts of the list.


67. Trick Room

(Nominated by: scotted4)

You're probably wondering why the Pokemon I associate this move with is one that can't even learn it. Well, unless you know about the competitive side of things, in which case you know exactly why; Trick Room turns this guy into a god damn monster. That 165 base attack bowls over everything when it out speeds them, and considering how bad Rampardos' speed is, in Trick Room that becomes a majority of Pokemon. And he's not the only one of course. In fact, quite a few Pokemon benefit from the move. That said, it's usefulness in-game is sparse at best, and it's animation is kind of neat, but a little underwhelming.


66. Night Shade

(Nominated by: 20three)

Night Shade was one of two attacking Ghost moves in Gen I. The other was Lick, and we all know how much that one sucked. This one wasn't effected by type match-ups, though (Since it does your level in damage), so that, combined with the lack of Bug moves in general in Gen I, meant Psychics ran rampant, as I'm sure you all remember. Anyway, it's an alright move, but it's unspectacular.


65. Petal Dance

(Nominated by: Murphiroth)

I think I should mention now that I always get the names for Bellossom and Sunflora mixed up. I'm always calling the former the latter, and there's really no good reason for it. Oh well. Anyway, Petal Dance is a fine move (It's animation is of average quality), but that confusion at the end kind of kills it. There's no real reason to use it over something like Seed Bomb or Giga Drain.


64. Tail Glow

(Nominated by: GTM)

Tail Glow is great move competitively, turning any standard special attacker into a dangerous weapon in two moves (Those being Tail Glow and Baton Pass). But, at that same time, the problem is that Volbeat itself is terrible to be using the move with. Boosting Volbeat's special attack is like giving a knife to a toddler; the weapon is dangerous, but the user can't really do anything with it. Manaphy also gets it, and uses it very well, but the fact of the matter is it's only seen on these two Pokemon, barring Smeargle, and as said, one of them finds it worthless to use for itself. And while I generally like rare moves, this one is unspectacular as far as animation and coolness-factor go.


63. Water Pulse

(Nominated by: Raka_Putra)

It's kind of a neat move; I like the animation in general (It's not fantastic, but it's decent), and the secondary effect does come into play on occasion. Ah, but that's the caveat: on occasion. I know it's only a 20% chance, but that should equate to roughly 1 in 5 uses resulting in confusion. Not so, for me at least. Basically, Water Pulse is a middling water move, and so it ends up with a just-slightly-less than middling score, since a good few of the moves on the upcoming part of the list are ones I really enjoy.


62. Hyper Fang

(Nominated by: Silver_Ermine)

If this were Super Fang, then it'd be a decent amount higher up the list. But Hyper Fang? Meh. I mean, it's cool in that it's pretty unique, and imagining Raticate just chomp through stuff is pretty cool. But Super Fang has all that, and automatically does 50% of their current HP. Great for hitting defensive walls hard a couple times to soften them up for the kill. This? It's alright, but does not have the same appeal.


61. False Swipe

(Nominated by: Murphiroth)

False Swipe is quite handy for catching wild Pokemon; in fact, it's debatable if there's any better, technically speaking. I mean, it doesn't do great damage, so trying to chip away at higher level Pokemon you're probably better off with other moves at first, but any opportunity to bring a wild Pokemon to 1 HP is spectacular. But let's list it's flaws, and there are a few of them: it's animation is very dull. Once again, it's base power is minimal. But biggest of all, is obviously it's literal uselessness in competitive play. One might think maybe they could use it in doubles to allow for a full-power Flail or Endeavor, but you might as well be using a Sturdy ability'd Pokemon if you're thinking of that. All together, it has it's uses, obviously, but it's lack of uses in other areas diminishes it's overall status on this list.


60. Bug Buzz

(Nominated by: swordz9)

It's a good move who's animation is average and who's good (both competitively and in-game) but bland. That was an easy write-up.


59. Rain Dance

(Nominated by: SuperAngelo128)

Much like Trick Room turns Rampardos into a monster, Rain Dance does a similar thing with Kabutops, though it's definitely not exclusive to helping him (Floatzel is another notable one). Rain Dance has a lot going for it over the other element moves, in my opinion. For one, it's animation in Pokemon Stadium 2 is really, really neat. The rain in that game looks simply awesome. Also, it's just so useful in a multitude of ways. For one, Swift Swim and Drizzle (The ability that puts permanent rain on the field when a Pokemon with it enters) is banned by Smogon, so this move actually has a use in the metagame. Also, rain isn't only for Swift Swim; it helps things like Parasect get essentially free Leftovers, and things like Manaphy not have to worry about status effects. So why is this not even in the top 50? For the same reason the others aren't a little higher, either, and it's a big reason; before Gen V, if there was weather in effect in-game, you were going to know about it at the end of every. Single. Turn. It just brings the gameplay to a crawl, especially in areas where you can't avoid rain or the sandstorm or whatever. That really hurts the weather moves in the long run, IMO.


58. Hyper Beam

(Nominated by: MarvelousGerbil)

I want to like this move more. I really do. It's got the animation and anime appearance factor, for sure; it looks great in both fields. Unlike something like Overheat or Techno Blast, this move delivers exactly what you expect when you hear the name. So why don't I have this way higher? Why is this not in the upper echelon? Besides the obvious competitive downsides a recharge move has, I really don't have any idea. I just can't embrace it.


57. Jump Kick

(Nominated by: Sorozone)

It pails in comparison to most kick moves, to be sure. But it's rank here is actually a little higher than it could have been, for two reasons: one, I just looked it up and saw it as well had it's power boosted in Gen V. Second, it's kind of unique. Not super unique, but it's certainly not widespread. So I think 57th is a good spot for it.


56. Acrobatics

(Nominated by: xx521xx)

  • sigh* Another useful move with a lame animation. Why does GameFreak do this to us (specifically, me)? I mean, I guess I can't think of much else a move called "Acrobatics" would do, but anything besides what we got. The reason this gets higher than, say, Overheat is because of two things. One, it is a good move with good uses; just equip a Flying Gem and this move's gonna hurt. And two, for whatever reason, I do like it. But the animation just stops it from becoming more.


55. Volt Tackle

(Nominated by: MeteorExF)

Volt Tackle has a really, really cool animation. So that's the good news. And really, looking at it just as a move, it really shouldn't be too bad. But then you find out that the only Pokemon who can learn the move are the Pikachu line. The problem there is that they simply cannot handle the recoil damage; all of them are semi-guaranteed two-hit KO's in the first place, and sucking HP from them just to hit a move is just something they can't do effectively. It's really too bad, because Pikachu + Light Ball + Volt Tackle hurts like b****, and again, it's cool looking. But I just can't put it higher when it's in this state. Come back when Electivire can learn it. (Not that I want him to, from a fan-of-Pikachu standpoint. Just saying)


54. Psybeam

(Nominated by: GTM)

Psybeam has to hold a dear place in most Pokemon players' hearts in that it's generally the first non-Confusion (AKA, non-crappy) Psychic move a Psychic type learns. Especially back in the first couple generations where Psychic was more useful, this was a big thing that meant you were about to stomp some heads. It's animation is pretty good, as well. But, of course, the main flaw here is that Psychic (the move) is infinitely better and always has been, and it's hard to rate a move super high with such an inferiority, unless there's something really special about it. Which in this case, there isn't.


53. Triple Kick

(Nominated by: Sorozone)

Technically speaking, this move really isn't much better than Double Kick, seeing as it does roughly the same damage all-together. But the fact that it's exclusive to Hitmontop, a Pokemon I think doesn't get as much attention as it should, gives it a bit of a boost. Besides, three chances for a critical hit is always better than two.


52. Dragon Rage

(Nominated by: MeteorExF)

You're currently looking at the only Gen I Dragon move. How about that? Honestly, as useless as it is in the higher levels, it's seriously useful in the lower ones, making leveling up Dratini (for instance) on it's own really easy. Unfortunately, the move's banned in Little Cup, for the very obvious reason that it one or two hit KO's literally everything in the tier. It'd get a little higher otherwise.


51. Thunderpunch

(Nominated by: 20three)

Honestly, Thunderpunch was a lot more useful back in the day where types determined if a move was physical or special. Back then, Ampharos and Alakazam and the like could use it to great effect. Instead, it's physical now, and while that helps guys like Hitmonchan, I just can't but help feeling like it doesn't have the uses it once did. In anycase, it's nothing spectacular, but it's a good move either way, and I think 51 is perfect for it.


50. Stomp

Nominated by: Silver_Ermine

Stomp really is a mediocre move, stats-wise. It does alright damage, but nothing to write home about, and the flinch percentage is OK, but really, Headbutt does this just slightly better, with an extra 5 BP (Not much, but more is more). So why is this all the way at 50? One reason: it does double damage to Minimized targets. That's so cool to me. Imagine a Minimized Pokemon scurrying around, and suddenly the much bigger Pokemon looks down upon it and squishes it in one big Stomp. Really neat. Also, the sound of the move in Pokemon Stadium always comes back in my head when I use it. Those two cool factors help boost Stomp to much beyond what it would have been without those features.


49. Dragon Tail

(Nominated by: Wicklebee)

Dragon Tail is a neat move in that it semi-obsoletes Whirlwind and Roar; why switch Pokemon out with a non-damaging move when you can do the same while hurting them? It has the same negative priority and everything, so there's really no disadvantage to using it over the aforementioned moves. But, much like Roar and Whirlwind, Dragon Tail itself has limited uses. Sure, you can try to keep hitting the opponent with it, forcing switches and getting them chipped away at by things like Stealth Rock and Spikes and Sandstorm, but the fact that it has such negative priority means you're going to be taking a hit each turn, and that will wear on you quickly (Especially if you accidentally switch-in the opponent's dragon counter with Ice Shard. Oops!) And while it's useful for switching out things with major buffs to get rid of their statboosts, the fact of the matter is most of the Pokemon that learn Dragon Tail have better things to be doing, such as sweeping the enemy team. But it is a cool move, so it gets into the top 50, at least.


48. Toxic Spikes

(Nominated by: MarvelousGerbil)

You gotta like Toxic Spikes. "Hey, switching in, huh? Well guess what, now I just hit you with a free Toxic on the switch in!". Problems exist, of course; Poison types absorb Toxic Spikes, rendering them useless if the other team has a Poison type. Also, while Toxic is a fine ailment (Remember that we're assuming you laid down two layers here; no point in it otherwise), by them being ailed like this you lose the ability to paralyze or burn or freeze them, which can be a big deal if the other team has a monster sweeper waiting. Overall, Toxic Spikes definitely has its uses, but it's probably the least useful of all the collateral damage moves.


47. Focus Blast

(Nominated by: Wicklebee)

Focus Blast ended up being one of the great new moves of the change in Gen IV to physical and special moves. Suddenly, you could hit types weak to Fighting moves in the defensive slot that they weren't jacked up in, as well as giving a powerful Fighting move to Pokemon with good special attack. It adds versatility to Pokemon like Gengar and Alakazam. So why isn't it higher? It's a matter of over-saturation. The moves ahead of it either interest me more, are more useful, have better animations; there's literally nothing wrong with Focus Blast except maybe it's accuracy. There were just too many good moves on this list to justify it getting much higher, for me.


46. Solarbeam

(Nominated by: xx521xx)

Two-turn moves are all-but useless in competitive Pokemon, but this moves gets some use on Sunny Day teams where it can hit in one turn. It's also a decent looking move. Hell, it's in-game use is alright, since most AI opponents don't switch. But...well, I'm just not as big a fan of it as I guess I should be. It's a cool move, but not supercool. I suppose I could analyze why, but I don't feel like it. It's here on the list to stay.


45. Rolling Kick

(Nominated by: Sorozone)

Rolling Kick is a bad move overall. But it's so gosh darn unique and underused that I can't help but find it downright charming. That's literally the only reason it's here.


44. Leech Seed

(Nominated by: MarvelousGerbil)

Leech Seed is comparable to Curse (by Ghosts), but better in that instead of taking a move and half your health, it just takes a move. That said, it's still canceled by switch-out, which limits its use (though SubSeeders in competitive can be a real b**** to kill off). But what really makes this move for me, and what gets it into the top 50, is how cool it is in the anime, wrapping tons of vines around the opponent and sucking the life out of them. It's just so cool it can't be ignored.


43. High Jump Kick

(Nominated by: MarvelousGerbil)

High Jump Kick has always been pretty decent, but in Gen V it went from decent to incredibly powerful. It's always been a cool move, and having it be useful in competitive made it even cooler. The only flaw is the whole "crash to the ground and die" thing, which is a big deal when the other Pokemon uses Protect or something. All said, I like it, but I can't really put it ahead of the others moves on this list, based mostly on preference.


42. Dragon Dance

(Nominated by: Sorozone)

This is sort of an opposite scenario with Rolling Kick; I don't really care for the move, but it's just too useful to have any worse on the list than this. Dragon Dance has effected the metagame in such a strong way. With this move, pretty much any of the Pokemon who learn this become a force to be reckoned with after one use, and two uses almost always means sweep. If I had a dollar for every time I saw DD Gyarados on a DP OU team, I'd probably have about 700 dollars.


41. Horn Drill

(Nominated by: Blairville)

Ah, OHKO moves. Fun when you hit, infuriating when you're hit. They have a certain charm in that they aren't seen very often, so when they do happen, it's a cool little happenstance. Horn Drill is probably my least favorite OHKO move, but the fact that it still made it to 41 should tell you how I feel about them in general.


40. Hydro Pump

(Nominated by: 20three)

You know what this move reminds me of more than anything else? That weird "do-DO do-DO" noise it and a couple other moves in Gen I made. Not really sure what that was supposed to be. Anyway, I like Hydro Pump, but much like High Jump Kick, the moves ahead of it are simply higher on my preference list.


39. Shell Smash

(Nominated by: Murphiroth)

This move has single-handedly turned the likes of Cloyster, Gorebyss and Clamperl (Yes, Clamperl) into monsters. It's pretty great, when you get right down to it. I mean, I'm not going to say it's one of my favorites, by any means (since it's animation is nothing special and it's got no real "coolness" to it), but you have to be blind if it's utility, if nothing else, doesn't catch your eye.


38. Thunderbolt

(Nominated by: xx521xx)

Thunderbolt is a part of one of the more famous move combos in Pokemon history; BoltBeam. These two moves (the other being Ice Beam) provide great coverage. And I do like Thunderbolt as a whole, though not as much as Thunder (which wasn't nominated). But a couple of things prevent it from being a little higher, and they're kind of related to one another. Thunderbolt is used so often it kind of saps it's appeal away, and Pikachu has spammed it so much in the anime that it's almost a forgone conclusion in every episode. Which is too bad not just for Thunderbolt, but also for Pikachu. The yellow mouse is in my top 30, but that's in spite of the anime, not because of it. Anime Pikachu, and Ash, for that matter, should have stopped adventuring ages ago and let someone new take over.


37. Spore

(Nominated by: Blairville)

While this move isn't at all exciting, and indeed it's animation is pretty much the same as other Powder moves, it's really hard to give a low ranking to the only 100% sleep inducing move in the games. Not much more to it than that.


36. Razor Shell

(Nominated by: GenesisSaga)

I think we all know that, while Razor Shell is a decently cool move on it's own, it's the presence of Oshawott and Dewott that boost it up. I hated Oshawott the first time I saw it, but over time the little golfball-head grew on me. However, I always liked Dewott. And their anime appearances, in which they use Razor Shell, make this move a nice one.


35. Mega Kick

(Nominated by: Silver_Ermine)

Back when I first played FireRed, my sister was watching me play pretty much the whole time (Thank you GameCube Game Boy Player). I have a tendency of turning certain things into jokes when I do this, because me and my sister have a lot of fun lampooning things (With movies we're pretty much a running RiffTrax recording). One of the many that I made while playing this game making a huge deal out of hitting both Mega Punch and Mega Kick, always shouting "MEGA PUUUUUNCH!" or "MEGA KIIIIIIICK!" as we hit the opponent. That experience puts Mega Kick pretty high up. Though Mega Punch would be higher, since that was used more frequently.


34. Spacial Rend

(Nominated by: Natwaf_akidna)

Honestly, I've never once used this move. Why? Because it's never come up via Metronome, I don't play Ubers, and I've never owned a Palkia. But, thanks to lovely internet sources, I don't need to have used a move to see it's animations or know how effective it is. And this move has a pretty dang cool animation (as well as an awesome movie appearance), and is pretty effective. But the fact that I've never actually used it makes it hard to put it higher.


33. Sky Attack

(Nominated by: MeteorExF)

Sky Attack is a pretty cool move, if for nothing else than how it looked in the Pokemon Stadium games. Yeah, it's all-but useless competitively (as are most 2-move attacks), and I don't know if I'm the only one, but I never saw it used in-game in Gen II until I transferred my own Pokemon with it over. Those are what keep it from being even higher. But, again, it's a cool looking move, plain and simple, and the fact that it got here pretty much on that merit alone should tell you how much I like it.


32. Fiery Dance

(Nominated by: Murphiroth)

Kind of regretting putting this one so high, in retrospect. This is one of the moves that bounced around a lot as the list was being made; I think I originally had it at 52 or so. Mind you, I'm glad I moved it up a little, but 32 is too much, the more I look at it. Probably would have put it behind Horn Drill if I could have a do-over. I mean, it's a fine move, but it's nothing great (Especially for a move learned at level 100), and it's animation, taking another look at it, isn't as good as I remember. Oh well, what'cha gonna do?


31. Softboiled

(Nominated by: MarvelousGerbil)

I learned a few things about Softboiled just now, looking it up. See, I knew it was a TM in Gen I, but I had no idea Chansey and Mew were the only ones that could learn it in that Gen. It begs the question of why they didn't just give Chansey Softboiled as a level-up move and give something else the TM spot instead. Anyway, the things I like about this move: it's unique, it has the cool ability to heal a teammate outside of battle, and I find it kind of interesting in a grotesque way when I imagine Chansey eating it's own egg to gain health. At least, that's what's insinuated by the animation.


30. Meteor Mash

(Nominated by: MeteorExF)

The animation to this move is awesome. And it slams you hard when you're getting hit by it via Metagross. I suppose I could elaborate more and talk about the way it has helped Metagross, along with great stats and excellent typing, become a Pokemon that will be an OU staple for pretty much the rest of time, but I'm more preoccupied with the fact that someone could actually not like Mew. Like, seriously, how could you hate that cute little cat/fetus that has the second most versatility in all of Pokemon (Trailing only Smeargle). I guess some people just have awful taste. Those people being the ones that hate Mew.


29. Fissure

(Nominated by: EverythingRuned)

Fissure is my second favorite OHKO move, trailing only Guillotine. I mean, Horn Drill is a horn drilling into the opponent, which is cool, but Drill Peck does the same and isn't OHKO. Then comes Sheer Cold, which is pretty nifty when you imagine the opponent being frozen instantly like those British guys in that otherwise-crappy Day After Tomorrow movie (By the way, Articuno is really awesome for having the Mind Reader/Sheer Cold combo. Just sayin'). Fissure is next, and you'd have to be crazy to not like the idea of stomping a huge crack into the ground for the opponent to fall to their doom into. Guillotine I think is self-explanatory. Anyway, like I said with Horn Drill, the fact that it's banned in competitive hurts it just a tiny bit, but there's just something to love about OHKO moves.


28. Razor Wind

(Nominated by: Anagram)

As I have previously mentioned, I'm a fan of rarely-used moves. Well, here's a major member of that faction. Once again, it's a two-move attack (that isn't even very powerful), so it's pretty worthless competitively, but it has a charm about it that I can't help but take notice of.


27. Mist Ball

(Nominated by: SSJSephirothGokuX123)

Latias as a Pokemon has a good place in my heart. Not because I particularly like it (I don't dislike it, but there are plenty I prefer), but because in HeartGold, when I ran across it the first time, I chucked a Great Ball and caught it first try. I never really used it much, but I did try it out a bit, and I like Mist Ball. It's unique to Latias, and is pretty neat, animation-wise. Not quite as good as it's counterpart Luster Purge, though (Which you'll see coming up pretty soon).


26. Fly

(Nominated by: EverythingRuned)

While Fly's uses as an actual move are limited, there is few more enjoyable HM moves to have on your team, for the utility of being able to fly to any city you've been to. Fly does not feel like a burden to put on your team, like Cut or Flash or Defog. You WANT Fly, and you want it ASAP. And there is nothing like finally getting Fly and just spurting way back to a town you haven't seen since the beginning of the game. Overall, I think it's pretty obvious why Fly is so high, guy.


25. Luster Purge

(Nominated by: SSJSephirothGokuX123)

I have even LESS experience using Latios than Latias, but Luster Purge is identical to Mist Ball in everything but animation, so that doesn't matter. And I like this move's animation better. That's pretty much all there is to say about this one.


24. Shadow Ball

(Nominated by: swordz9)

Neat looking move that's pretty useful. Just generally a good move overall. Like a few of the moves before this point, its placement is a matter of better moves in front of it, not it necessarily having any flaws. Man, that last write-up was short, and now this one's going to be pretty short to. At least complaining about the length of the write-ups increases the length of this one, thus making it look better in the long run.


23. Milk Drink

(Nominated by: SuperAngelo128)

It's virtually identical to Softboiled, both in healing and ability to heal outside of battle, but replace the morbid curiosity of Chansey eating it's own egg with the kind-of-hilarious image of Miltank bending over and sucking from it's own teat. I mean, here's Miltank in the middle of this heated battle, then suddenly, *bend* *gulp gulp gulp* and she's ready to go! The only flaw with this move is that having it doesn't automatically produce Moomoo Milk for the player to carry. I guess we need bottles on hand to carry it in something, but still.


22. Twineedle

(Nominated by: 20three)

You know how waaaay back at number 90 I gave Harden the place I did mostly out of my love for Metapod? Same concept here, except for Beedrill. And while numerically they aren't all-that separated (My current list stands with Metapod at 30 and Beedrill at 9), this just kind of goes to show you how much I love Beedrill. Also boosting it is the fact that, in my first LeafGreen run, Beedrill stayed on my team the entire way through the Elite 4, and this move ended up being my main weapon against Schlomo's (My nickname for my rival, always) Alakazam. Sure, there was the risk that it would kill me with Psychic before I could hit it, but it never did, for some reason, and thus Beedrill slammed him down every time. Statistically speaking, it's not a great move, but clearly I don't really care about that.


21. Moonlight

(Nominated by: GTM)

Here's a move that, while useful, is getting here pretty much on animation alone. For some unknown reason, it's animation in every game (Especially Pokemon Stadium 2) has always struck me as really, really cool, and so, when coupled with it's semi-usefulness (It's not as good as pretty much any other recovery move, but it's still a recovery move), it just had to be this high on the list.


20. Mirror Move

(Nominated by: Raka_Putra)

Some may see having Mirror Move having a high-ranking as a cop out, since all the move does is copy the opponents move. Those people can suck it. What's great about Mirror Move is that suddenly you have to picture a Fearow, or Pidgeot, or whatever has it DOING whatever move it copies. How does a bird, say, use Surf? How about Dig? Softboiled writes its own joke. Basically, it's a great move because it makes you use your imagination, and I imagine pretty cool things when considering this move, myself.


19. Judgment

(Nominated by: Natwaf_akidna)

A powerful, accurate move that is very befitting of the legendary it belongs to. My only problem with this move is the animation, but not in that I don't like it. It's just...well, how does tossing a bunch of black and white orbs at the opponent pass "Judgment" on them? (Though it looks cool in the movie) Honestly, it should be that hand from Metronome or Follow Me, but instead of waggling it has it's thumb out to the side, and points down, followed by a huge energy explosion. (Yes, I know technically thumbs up meant death in ancient Rome, but I don't give a s***). Oh well, at least it wasn't disappointing. Just odd.


18. Brave Bird

(Nominated by: swordz9)

Brave Bird came along in Gen IV and instantly became the physical Flying move of choice. While I prefer Drill Peck due to lack of recoil and general coolness (spoiler for future rankings), it's hard to deny Brave Bird is probably more useful, because the extra damage done is usually well worth the recoil. Unless some super-amazing new Flying move comes along in the future, this one will probably remain a top option for many of the Pokemon that learn it for generations to come.


17. Swords Dance

(Nominated by: GenesisSaga)

Swords Dance is a great all around move. It's extremely useful both in-game and in the metagame, it's always had a pretty damn cool animation, and it really has no true flaws. Though, I do wonder, with Swords Dance...what does that entail, exactly? Does the Pokemon apparate floating swords around itself and dance, like in Pokemon Stadium? Or perhaps they dance while showing off the sharpest part of their body (Scyther's scythes, Charizard's claws, etc). Who knows?


16. Transform

(Nominated by: Raka_Putra)

Yet again, the move is supported by it's main user: Ditto. I love Ditto; not quite as much as Beedrill, I guess, but he's still in the top 20. So why is Transform higher than Twineedle? Cause of it's appearance in the anime. Seeing Ditto transform into a cannon was awesome. (Though Duplica might be the second worst Pokemon anime character ever, after Ritchie). So...well, there you go.


15. Stealth Rock

(Nominated by: GenesisSaga)

I don't know if there's ever been a move that effected the metagame more than Stealth Rock. Nowadays, if you're not running Stealth Rock, Rapid Spin to get rid of Stealth Rock, or both, you're going to have some serious trouble. Pokemon like Articuno and Moltres were instantly made all-but-useless, and setting up Stealth Rock or preventing the setup of Stealth Rock became main focal points of the beginning of matches. That's not to say you can't necessarily win without Stealth Rock or without preventing Stealth Rock, but it certainly helps. Add to that the fact that the thought of floating pointed rocks skewering every incoming Pokemon is pretty cool, and there's really no question as to its placement.


14. Close Combat

(Nominated by: Natwaf_akidna)

Speaking of metagame changing moves, this one didn't do as much as Stealth Rock, but I'll be damned if it didn't do anything. Who cares about the downsides of this move (lowering both defenses) when it can hit so hard with perfect accuracy? And even though the animation is nothing special, the very thought of an Infernape (or whatever) just charging in and smacking the opponent around is pretty god damn cool, IMO. Hard to argue with this one.


13. Extremespeed

(Nominated by: GenesisSaga)

Extremespeed is Quick Attack on steroids. It takes the term "priority attack" and uses it to bash your skull open. Being hit with a move with 80 BP that is almost guaranteed to go before you is no fun, but using it is the exact opposite. It's got a pretty decent animation to boot. Overall this is just a really neat move, and it's the kind of move that any Pokemon that gets it should probably be using it.


12. Aerial Ace

(Nominated by: Wicklebee)

What gets Aerial Ace so high on this list? Well, for one, when I picture it in my head, it's pretty damn cool looking. And, of course, it does have it's uses, being a no-miss move, especially with, say, Scyther, hitting for STAB Technician Aerial Ace. But the biggest thing I like about this move is the name. Aerial Ace. It's just so awesome! I dare say it's the best named Pokemon move in the game. So yeah, it only has 60 BP. But I can deal with that when it has these upsides.


11. Doom Desire

(Nominated by: SSJSephirothGokuX123)

I always liked the concept of the move Future Sight, when it came out. The idea of setting up a move that will hit the opponent when they might not be ready for it is a good one to me. It wasn't a great attack, but it worked. Doom Desire is what would happen if Future Sight got a type change and did a few reps in the gym every day. It's not often used in competitive, but I have seen it used to good effect in that environment. You just can't really rely on it is all. Add to that how sweet that animation is, and you have a great move.


10. Seed Flare

(Nominated by: SSJSephirothGokuX123)

Once again, a move that's useful AND has a kickass animation. And I mean it when I say this move has to be in at least the top 10 as far as animation's go. THIS is how Legendary signature moves should look like, not like that wimpy Techno Blast. No, Seed Flare builds up, then KABOOM with assisting screen shake. GameFreak should be taking lessons from themselves on this one right here. And, like I said, it's also REALLY useful, unlike, again, Techno Blast, so it's definitely a great combination and worthy of the top ten here. Plus, it reiterates just how damn disappointing Techno Blast was, and that's always a good thing.


9. Draco Meteor

(Nominated by: Natwaf_akidna)

Speaking of awesome looking moves that are useful, well, here's another one. In fact, besides the legendary signature move parts, I could pretty much copy and paste Seed Flare's write-up into this one's (Yes, even the Techno Blast hate. Which is even more biting here, since this is a move multiple Pokemon can use). The only downside is how using the move chops away at your special attack, but, hey, nobody's perfect. Hence, 9th spot for Draco Meteor.


8. Psychic

(Nominated by: Raka_Putra)

This move is the epitome of what Psychic-typing meant in Gen I, and that back then, as I'm sure a lot of you know, there was no two ways about it being the most powerful type. The only thing this move didn't cut straight through back in the day was other Psychics and a few stragglers here and there (Chansey and Snorlax, to name what were most likely the most prominent). Since then, two new types that resist/aren't effected by Psychic have come along, as well as many powerful Pokemon of other types, and these days Psychic typing is actually more of a weakness than a strong suit. But for one gen, they ruled them all, and I don't think any move makes me remember those good ol' days quite like this one.


7. Surf

(Nominated by: Murphiroth)

Surf is, hands down, the most useful HM move in the games. You often need it, you often can't wait to have it. And to top it all off, it is not only useful competitively, but actually REALLY useful, because it's simply really tough to deny a 95 BP, perfect accuracy move. Sure, some Pokemon prefer Waterfall in their arsenal because they have better physical attack than special, but more water types than not have higher special, and thus prefer Surf. Yes, surfing itself isn't always fun in-game, especially when doing so in Tentacool infested waters, but it allows you to go places you couldn't otherwise, not only forward, but where you've been. Going across little bodies of water in old towns is usually the first thing I try to do after getting Surf. All-in-all, it's a great move, and definitely worthy of number seven.


6. Ice Beam

(Nominated by: SilentWanderer)

The other half of the fabled BoltBeam combo, but also an in-general good move on its own. Ice-type has always been one of my favorite Pokemon types, and so obviously a move most (if not all) of them can learn is going to be high up. Another reason for this is because of the Freeze status effect, which I've always loved. Mind you, no one liked it when on the receiving end in first gen, but I also don't like how 90% of the time it seems to melt the same turn I've frozen them in the more recent games (I know those aren't the official odds, but that's what it seems like whenever I freeze someone). Freezing the opponent might as well have been an OHKO move back in the day, because CPU's rarely ever carried Ice Heal, and there was no other way to unfreeze a Pokemon, so in competitive it meant said Pokemon was done for. Anyway, love the status (In general), love the move, love Ice-types.


5. Earthquake

(Nominated by: Natwaf_akidna)

Is there any doubt that this move is awesome? Any naysayers here? Because man oh man, how could you not like this move? Just picture a Pokemon slamming its foot into the ground and causing a huge shake in the Earth. The only real question, at first, is how this actually damages the opponent, until you go play Pokemon Stadium and see how it works there. It's battle animations run from good to stellar, and competitively it is one of THE most useful moves, and always has been. I'm just going to start repeating myself if I keep going, so yeah, Earthquake's great, no two ways about it.


4. Drill Peck

(Nominated by: 20three)

Until Brave Bird reared its head, Drill Peck was the Flying attack move of choice. And personally, I still love it. For one, I prefer it to Brave Bird because of the lack of recoil; most people would disagree with this, but even today some people prefer it in competitive for the same reason (Especially on things like Skarmory, where it's ability is nullified by recoil). It's animation are pretty good, too. But the main reason it's all the way up at number four is a reason I've touted on numerous other moves; the perception I have of it. Just picturing all three of Dodrio's head suddenly whir up their beaks like a power drill and charge at the opponent is a truly, not-in-the-overused-sense epic thing to behold. Add to this that Dodrio itself is in my top 20 Pokemon (And Fearow, another user, is decently high as well), and, well, it's pretty obvious why it's here.


3. U-Turn

(Nominated by: Wicklebee)

"Oh no, a counter to my current Pokemon, I must switch out! Ah, but wait! Why shouldn't I be able to hit them while doing so?" That little not-so-realistically spoken sentence must have passed someone's mind at some point, because eventually U-Turn was made. It is a great move to use under many circumstances; even if your opponent has double-resistance to the move, any damage while switching out is better than none. It obviously has great merit in competitive for this reason, and honestly, it's just always struck me as really neat. And for the record, Volt Switch, it's Gen V electric equivalent, would get a significantly lower position. See, I view it as somewhat of a "poser" move, in that it exists only to give more Pokemon that move in equivalency. Another example of this is Heart Stamp, it being the equivalent of Bite.


2. Aeroblast

(Nominated by: SilentWanderer)

Aeroblast is THE quintessential legendary move, in my opinion. It's powerful, it's got a cool name, and it's animations are always awesome, from GSC to BW and especially Pokemon Stadium 2. As a matter of fact, both legendary signature moves of Gen II (Aeroblast and Sacred Fire) fill this description, though I like Aeroblast just a tiny bit more, in the same way I like Lugia just a tiny bit more than Ho-Oh. Aeroblast is probably in my top 10 moves out of all the games, but unfortunately for it, my absolute favorite move got nominated in this very list. There are very few moves I'd take over Aeroblast though, so it's definitely worthy of this spot.


1. Metronome

(Nominated by: xx521xx)

Some may see this as a cop-out of sorts. "Having Metronome in just means you picked every move!". Anyone who says this, however, is stupid. Moving on.

Metronome is the greatest move of all-time simply because it can make the user do almost anything. As I've pointed out with Mirror Move, it takes the image of the user doing whatever move Metronome chooses and places it in your mind. Imagining, say, Golem using Fly, or Dusclops using Lovely Kiss, or Cleffa using Aeroblast is probably one of the greatest things of all-time, Pokemon-wise. It's the ultimate fuel-for-the-imagination move., and as I'm sure this list has made clear, that's my kind of move. Any other move could have been nominated in this contest and this result would have been the same. There are none better in my opinion, bar none.

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