Since there are a large number of existing Pokémon, it only makes sense that there are also a large number of moves that these Pokémon can use. Some of these moves deal a staggering amount of damage and are oftentimes strong enough to take down an opponent in one hit.
However, these types of moves usually come with some sort of major disadvantage in order to deter trainers from spamming them every battle. Like every other game, Pokémon strives to be balanced, so that one move is not overwhelmingly better than all of the others. There is a great deal of overpowered moves, but it is up to the trainer to decide when the best time to use them is.
10 High Jump Kick can make its user lose half of its HP as it hurts itself
High Jump Kick is a fighting move that does physical damage to the opponent. As long as the Pokémon using it can hit its opponent, it will be doing a lot of damage with a power level of 130.
However, there is a chance for it to miss, in which case it will keep going until it crashes. In this scenario, the Pokémon will lose half of its hp as it hurts itself. If that wasn't enough, a move like Gravity would keep the Pokémon from being able to use High Jump Kick in the first place.
9 Deoxys' special attack is lowered by two stages each time it uses Psycho Boost
An ability that can only be used by the legendary Pokémon Deoxys, Psycho Boost is the most powerful skill in its arsenal. It has a power level of 140, dealing special damage to the opponent, and even has a high probability of landing.
Unfortunately, Deoxys' special attack is lowered by two stages each time it uses the move. Since the move relies on a good special attack stat, it will only get weaker the more times it is used during a battle.
8 Trainers have to wait two turns before Doom Desire deals any damage to its opponent
Another move with a power level of 140, Doom Desire is a good move for people with a lot of patience. Trainers have to wait for an entire two turns after using the move before the Pokémon deals any damage to its opponent.
By then, the enemy could have already switched out their Pokémon for another that is resistant to the steel type move. Although the payout is good, many trainers would prefer to immediately deal damage to the other Pokémon.
7 Head Smash makes its user take half of the damage done as recoil damage
Pokémon Diamond and Pokémon Pearl describe Head Smash as a life-endangering headbutt that makes the user take terrible damage as well.
The move has a power level of 150, but people with strong Pokémon may reconsider using this move. When the Pokémon uses this attack, they take half of the damage done as recoil damage. In other words, dealing 50 damage would cost the Pokémon 25 hp.
6 using Hyper Beam will exhaust the Pokémon for one turn, during which the Pokémon will recharge
Hyper Beam is famous for being a powerful move. It has the same power as Head Smash, but it does not physically harm the user because it is a special move rather than a physical one.
The move can be used immediately in battle, but using it will exhaust the Pokémon for one turn, during which the Pokémon will recharge. It can be frustrating to lose a turn, but in many cases, Hyper Beam is worth the wait.
5 Eruption inflicts more damage to an enemy if the Pokémon using it has more health
Eruption is the kind of move that a Pokémon needs to use at the start of a battle. It is a fire-type move that inflicts more damage to an enemy if the Pokémon using it has more health. The power level of this move starts at 150 at full hp, but decreases once the Pokémon starts to lose hp.
This move is particularly powerful in the hands of trainers with a tanky Pokémon or lots of healing items. If the Pokémon using it has a low defense, it may not be worth using the move more than once.
4 Solar Beam requires players to wait a turn before using the move
Unlike Hyper Beam, Solar Beam requires players to wait a turn before using the move, rather than after. It may have a lower power level of 120, the damage from Solar Beam can easily be boosted by the effects of Sunny Day.
Unfortunately, this means that other types of weather, such as rain, hail, or a sandstorm, cuts the power of this move in half. On the bright side, the adverse effect of waiting a turn can be canceled out by a Power Herb.
3 The Pokémon using Explosion literally explodes, causing it to faint while it hopefully takes its opponent down with it
Explosion has a power of 250, and for good reason. The Pokémon using it literally explodes, causing it to faint while it hopefully takes its opponent down with it.
This move isn't recommended for people with only a single Pokémon left in their party, but in other cases, it can be a high risk, high reward type of move. While annoying to come across when trying to catch a wild Pokémon, it can be a very handy tool to defeat opponents who are much stronger.
2 if the Pokémon who used Destiny Bond faints, the Pokémon it was used on will usually faint as well
Like Explosion, the goal of Destiny Bond is for a Pokémon to take their enemy down with it. Destiny Bond doesn't actually do any damage the way Explosion does, but if the Pokémon who used it faints, the Pokémon it was used on will usually faint as well.
Unfortunately, this means that the Pokémon using it has completely given up on earning any experience for the battle. On the other hand, it can be a very good move to use when a Pokémon's hp is low.
1 Horn Drill has a staggeringly low accuracy of 30 & only 5 PP
A move that is capable of taking any opponent down in one hit needs to have some kind of drawback in order to make it fair. There are other moves similar to Horn Drill, such as Sheer Cold and Guillotine, but what they all share in common is a staggeringly low accuracy of 30 and only 5 pp.
This gives the Pokémon 5 chances to take down the opponent, but sometimes even that isn't enough. A Pokémon would have to be incredibly lucky to land one.
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