Gamefreak. Makers of Pokémon. A titan of the gaming industry since 1996. Their first game Pocket Monsters: Blue Version r🐷eleased in Japan in '96 and featured over 150 completely unique monster designs. And as time went on and the series of games became increasingly more popular, the amount of content increased as well.

The Pokémon franchise is one built oꦛn its pure quantity of content.

That's not to say that they don't also have quality designs. It's just that in comparison to the 807 Pokémon currently in existence, it's obvious numbers are crucial to their overall plan. And along with those hundreds of Pokémon, there's an almost equal amount of moves they can perform. Each Pokémon only has access to four moves at a time (ssshh ignore Z-moves). If you're struggling to figure out which four moves would work best for your favorite little Pocket Monster I don't blame you, there's over 700 to choose from. Granted there's no single Pokémon that can use all 728 moves (though Mew might come close) but still, guaranteed decision anxiety! When you take into consideration physical moves, special moves, abnormal status moves, stat changing moves, and pure power moves. It's harder than you'd think to only pick four. It gets a bit easier when you scroll down the list though because there are some obvious winners and some even more obvious lose⛄rs. Some moves are just purely awful, Gamefreak must have had a plan when designing them, but I don't know what it is. In any case, to help you out, I've got your list of 15 Pokémon Moves That Are Way Too Overpowered (And 15 That Barely Leave a Scratch)

30 Overpowered: Sub👍stitute 𓆉

First tﷺhings ꧙first, in a game where the primary objective is to knock your opponents Hit Points to 0, Substitute is amazing.

Substitute is a move that well, substitutes your Pokémon for a little green dinosaur doll.

Creating this brave little plus costs 25% of your current HP, which then becomes the HP for the doll. The Substitute takes all the hits for you until it's ready to burst, then your Pokémon switches back in. It's a move with tons of appl🎉ications that can be used again as soon as it runs out, making your opponent extremely annoyed. Godspeed little dinosaur.

29 𒁏 Too Weak: Splash ✤

Here we have the longest running jok🐼e since the first Pokemon. Magikarp, use Splash attack!

It's essentially a placeholder move Gamefreak gave Magikarp to show how useless it is.

The whole gimmick with Magikarp is that it's awful until it evolves into Gyarados. And what other way to make it awful than to give it only one useless move. Granted, that was back in Gene🐲ration 1, and Magikarps nowadays can learn to do more complicated thing༺s, such as bouncing or flailing around. Overall in the massive pool of Pokémon moves, Splash barely even makes a well, splash.

28 O꧟verpowered: Moon🧜light & Wish

T🗹here's a couple of different healing moves on this list a🌃nd for good reason.

Healing moves in Pokémon are always innately powerful, depending on how much or how fast they heal.

You have moves like Leech Life that heal for almost nothing, as well as moves like Rest that heal you completely with some consequences. Moonlight is one of the best꧋ among these, depending on the situation. Normally it heals about 25% of your Pokémon's HP, but at night that's doubled. 50% of your HP back immediately is incredibly useful, the only problem is how few Pokémon can actually learn it.

27 🃏 Too Weak: Wrap

You'd think that a move that completely immobilizes the enemy would be more useful,🌞 but you'd be wrong.

Wrap is a move introduced all the way back in Generation 1. It's a normal type, physical move, that has a power of 15.

Wrap stops the target from switching out 🌄and does damage every turn for anywhere from 1-5 turns. All of that sounds strong but Wraܫp is the worst possible variant. There are a number of other moves that do the same thing only much better.

26 𝄹 Overpowered: Stealth Rock

deviantart.com Art By JJao

Stealth Rock is our first ex♏ample of an "entry hazard" move. They're moves that focus on punishing your opponent for🎉 having a Pokémon faint or switching one in.

Stealth Rock is one of the more blunt ones, essentially hitting your opponent with stones as they switch in.

But what makes it so overpowered? It's the fact that it does a set portion of your opponent's max HP, based on how weak they are to Rock-Type moves. I mean, a Pokémon that's 4x weak to rock loses half of their H𓃲P. Insanely ♒strong in a setting where every hit point counts.

25 Too ꦇWeak: Teleport

Teleport debuted in the Pokémon Cartoon in the 90's where the Pokémon Abra was shown to always teleport away from confr🧸ontations. It was the same for Red and Blue, Abra's were hard to catch because they would always immediately teleport away.

Essentially that's all the move does, it teleports you...away.

For random encounters, this is ever so slightly useful but since you can't run away from trainer battles Teleport serves little purpose. Plus, as more games came out๊, so did more ways to escape random battles. Meaning Teleport ♊is even more unnecessary than it already was.

24 Overpowered: Spike🉐s/Toxic Spikes

Here we arrive at the most annoying of the entry hazard moves,🐟 Spikes.

Spikes and it's counterpart Toxic Spikes, are two moves that I'm convinced were made only to aggravate people.

Essentially, you cꦉan throw down up to 3 stacks of Spikes, and whenever a new Pokémon switches in, they'll do damage. With Toxic Spikes, instead of doing more damage depending on the number of spikes, you instead contract more poison. Both of these moves are absolutely infuriating to fight against because most of the time your opponent also has a move that forces you're Pokémon to switch. Help me.

23 🦩 Too Weak: Memento ꦜ

Memento isn't just a cult classic movie, it's also an absolutely mediocre Pokémon move. Anyone f🍌amiliar with Pokémon most likely knows of the moves Self-destruct or Explosion.

These moves cause the user to faint, but also (mostly) knock out their opponent in the blast. Memento is similar, it knocks out its user.

But, in exchange, the opposing Pokémon loses two stages of their S🦩pecial Attack and Attack stats. And while that's a pretty big debuff, it's not worth sacrificing 1 of your 6 Pokémon. This is apparently a move for people who don't care about one specific Pokém𓄧on on their team.

22 ⛄ Overpowered: Hig🦩h Jump Kick

High Jump Kick is my absolute favorite move in Pokémon.

It was introduced in Generation 1 as Hitmonlee's signature move.

It's insanely strong with a power of 100 and it even has an accuracy of 90%. So what's the catch? Well, the thing is, doing a high jump kick is really tough. If you do happen to fall within the 10% margin of error, then you're taking a big chunk of damage. Your Pokémon will then crash and burn, taking a percentage of the damage you would have done. It's a double-edged 🌞sword, that's absolutely worth the ri🐟sk.

21 Toꦿo Weak: Razor Wind

🌱Razor Wind is the first two-stage move on this list.

On the first turn, nothing happens. But on the second turn, Razor Wind actually goes off for a whopping 80 base damage.

With 80 power and 100% accuracy, why is this move considered "bad"? Well, it's the worst ꦺamong the two-stage moves, that's why. If you're going to use a move that takes two entire turns to use, there are tons of better choices. I didn't want the worst half of this list to be moves with only low bas🅠e damage after all.