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10 Pokemon With Useless Moves

Jun 01, 2021
- Greetings Pokefans. Michael here, and in the Pokémon games there are some

moves

that just aren't very good. Why use water gun when Scald is stronger and can burn? Why use Thundershock when you can use Thunderbolt? The same, but stronger. Now, of course, these weaker

moves

are important for the early parts of a play to balance the game, but for post-game or competitive play? They are not very useful. But they are not completely

useless

. They still cause damage, just less damage than their best alternatives. However, there are some situations where a Pokémon can learn a move that specifically for it is completely

useless

.
10 pokemon with useless moves
It either does nothing, always fails, or does something redundant. Today I'm going to list 10 cases where a Pokémon can learn a move that is useless specifically for it. However, I should specify from the beginning that I will ignore rare situations, mainly types or abilities that are changed or removed. Most of the moves I'm going to talk about are useless because they clash with the Pokémon's ability or type, so if that ability or type disappears, then the move is no longer useless. However, that only happens in rare battle situations, and it would be a bit annoying to specify that in every entry, so assume that all of these entries deal with normal battle situations without any attributes of a Pokémon being changed.
10 pokemon with useless moves

More Interesting Facts About,

10 pokemon with useless moves...

On the topic of battles, this video is sponsored by Hustle Castle, which is pretty close to the perfect rhyme, but I guess Hassle Castle wouldn't sound very fun. Hustle Castle is a mobile game that I had a lot of fun with. And I'm going to tell you because I think you'll like it too. In the game, you control your own castle, which you can customize and expand as you progress through all types of rooms. You get castle inhabitants that you can assign to any room and role you want, such as treasurers, chefs, or soldiers. The soldiers are my favorite, because you can customize their outfits and weapons for various classes like tank, archer or mage, and then take them into battle, either progressing through the story levels encountering all kinds of fun monsters, or against others. players attacking their castles.
10 pokemon with useless moves
And you can play with me by joining my clan! Find it under the name MandJTV and join to team up with me. Download Hustle Castle using the link in the description below, enter your nickname and get a special bonus for new players. 250 diamonds and 3,500 pieces of gold! Thanks again to Hustle Castle for sponsoring us, but now let's start with the first entry on our list, the first useless movement situation, number one being Floating Pokémon with Magnet Rise. Magnet Rise is an Electric-type move introduced in Generation IV. For five turns after using it, the user acts as if they have the Levitate ability.
10 pokemon with useless moves
It is immune to ground movements, will not be affected by spikes or toxic spikes, will not be affected by terrain, etc. It's not the best move out there, but it's useful in situations for Pokémon that are weak to ground moves, such as Electric or Steel types. Now you might be thinking that they would only give a move like this to Pokémon that haven't raised the magnet yet. But no, there are several floating Pokémon that can learn Magnet Rise. Tynamo, Eelektrik, Eelektross, and Vikavolt can learn Magnet Rise but have the Levitate ability, so they are already floating.
Minior and Celesteela can also learn it, but they are Flying-type Pokémon, so they are also immune to Ground moves. Of course, there are many situations where these Pokémon could stop floating, like if they lose Levitation or gravity is in effect, or they get hit by Smack Down, but like I said in the intro, I'm not going to focus on uncommon things. . situations. The vast majority of the time, these Pokémon using Magnet Rise would be a complete waste of a turn. Next up is a move that normally isn't very good, but is completely useless on one Pokémon in particular, number two being Umbreon with Synchronoise.
Synchronoise is a Psychic-type move introduced in Generation V. It hits all adjacent Pokémon, as does Discharge, and has a base power of 120 and 100% accuracy. While that seems surprising, there is a problem. Synchronoise will only damage Pokémon that share at least one type with the user. So if Noctowl uses it, it only damages Normal and Flying-type Pokémon. If Chimecho uses it, it can only damage Psychic-type Pokémon. It's too situational a move to be good, but it's completely useless on Umbreon specifically. Eevee can get Synchronoise as an egg move and then of course can evolve into all the eeveelutions, one of which is Umbreon.
But Umbreon is a dark-type, meaning its Synchronoise can only damage other dark-type Pokémon. However, since Synchronoise is a Psychic-type attack and therefore Dark-type Pokémon are immune to it. Therefore, without any Ring Target shenanigans, Umbreon will never be able to damage another Pokémon using Synchronoise. The movement is completely useless. The next entry is also about dark type, but instead of a dark type Pokémon, it's a dark type move. That being number three, Pokémon Klutz with Fling. Fling is a dark-type damaging move introduced in Generation IV that involves the user throwing the item they are holding at the opponent.
The power and side effect of the move depend on the item being thrown, and the move cannot be used again unless the Pokémon obtains another item. As for Klutz, it is an ability that removes all the effects of the item the Pokémon possesses. They can still hold objects, but they don't gain the effects of one, whether positive or negative. Honestly, it's a pretty rubbish ability because held items are such an important part of competitive Pokémon play. And you just can't use one. However, there was a strategy in Generation IV where a clumsy Pokémon could hold a negative item like a Toxic Orb and then throw it at the enemy Pokémon.
So they can hold the item without getting hurt and then inflict the effects of that item on the enemy Pokémon. But then Generation V implemented a change. Clumsy Pokémon can no longer use Fling. If they try to use Fling and have the Klutz ability, the move will fail every time. There are seven Pokémon that can have the Klutz ability and learn Fling. Buneary, Lopunny, Audino, Golett, Golurk, Stufful and Bewear. While these Pokémon have other abilities and could use Fling if they don't have Klutz, if you get one that does have Klutz, Fling is completely useless to them.
Either don't teach him Fling or use a skill capsule, if possible. The next entry is number four, People who do not sleep and rest. You probably know what Rest does, but in case you don't, it causes the user to fully recover their HP and then fall asleep for two turns, whether they had a non-volatile status condition or not. It has been around since Generation I and the vast majority of Pokémon can learn it. But although it is a very widespread move, there are several Pokémon that cannot use it. Pokémon with abilities that prevent them from falling asleep, those abilities being Insomnia, Vital Spirit, and Sweet Veil.
If a Pokémon with one of these three abilities attempts to use Rest, the move will always fail. I'm not going to list all the Pokémon this applies to, because that's all of them! All Pokémon that can have Insomnia, Vital Spirit, or Sweet Veil can also learn Rest. Now, of course, these Pokémon have other abilities, so rest is useful for them if they don't have one of their non-sleep abilities, but if they do, don't teach them to rest. Moving is a complete waste. Next is another situation involving Rest, but for a different reason, number five being Shedinja with Rest.
Now, Shedinja does not have Vital Spirit, Insomnia, or Sweet Veil. You may fall asleep. However, Rest can fail for two reasons. The first is if the Pokémon can't fall asleep, but the other is if the Pokémon's HP is full. Shedinja is a strange Pokémon due to its ability. Wonder Guard prevents all direct attack damage unless the move is super effective. To make up for that OP ability, Shedinja's base HP stat is one. Literally one. The maximum HP a Shedinja can have, even at level 100, is one. Therefore, Rest will always fail if a Shedinja tries to use it, because as a Shedinja it only has one HP, it either has all HP or is dead.
There are no intermediate points, and an intermediate HP value is necessary for Rest to work. The move will always miss if a Shedinja tries to use it. Side note, a useless move with honorable mention for Shedinja is Final Gambit. This move causes the user to faint but deals damage to the target equal to the HP the user lost when fainting. So since Shedinja only has one HP, Final Gambit will only deal one point of HP damage if Shedinja uses it. It's not technically useless, but it's so close to being that I thought I should mention it.
Alright, that's two entries that have to do with Rest, so let's stay on topic and have another entry, not about Rest specifically, but about being lazy in general, with number six being Pokémon Truant with two-turn moves . You probably know what Truant does. It is a hindering ability that only allows the Pokémon to move every other turn, with the Pokémon loafing around in close turns. The ability sucks and is only useful if you're dealing damage to an enemy Pokémon, such as using Drag. But what you may not have realized about Truant Pokemon is that they can't use two-turn moves.
On one of their good turns, they might start the move's charge turn, but then on the second turn, they're slacking. The movement never ends and therefore its loading is restarted. The moves just don't work. Of the three Truant Pokémon, each can learn a two-turn move that will constantly miss. Slakoth and Slaking get Solar Beam and Durant gets Dig. Now, of course there are ways to solve this problem. If Truant disappears, then they're fine, and Power Herb allows them to use the two-turn charge move in a single turn, once. So he allows them to use Solar Beam or Dig, once.
Additionally, if the sunlight is bright, then Slakoth and Slaking can shoot solar rays in a single turn, every other turn when they are not lounging. But there's no way to speed up and make a Dig only take one turn, other than Power Herb. So if you don't have a Power Herb, a Truant Durant, you will never be able to use Dig. Fortunately, this situation is not really a problem. Slaking is a physical attacker, so he won't want to use Solar Beam anyway, and Durant has non-absent abilities that you'll pick every time, unless you're doing the Truant Entrainment strategy.
But still, technically, if the Pokémon has Truant, two-turn moves are useless. Next is number seven. Pokémon Shadow Tag with evil look. Shadow Tag is an ability that prevents enemy Pokémon from fleeing wild battles or switching in trainer battles. Mean Look is a move that creates the same effect on the target Pokémon. Before Generation VI, both worked on all Pokémon, but since Generation VI, they work on all Pokémon except ghost types. Therefore, it makes no sense for a Shadow Tag Pokémon to know Mean Look. It's a redundant situation like with Magnet Rise and Levitate.
The move does something the ability is already doing: trap the enemy Pokémon. There are only six Pokémon that get Shadow Tag, and four of them can learn Mean Look. Mega Gengar, Gothita, Gothorita and Gothitelle. Mean Look can be useful on Gengar if you're not Mega Evolving it, but if you have a Gothita, Gothorita, or Gothitelle Shadow Tag, Mean Look is pointless. Next is number eight. Weather-changing moves in Primal Groudon, Primal Kyogre, and Mega Rayquaza. This one will need a bit of explanation. Now you might be thinking that a move to change the weather is useless on normal Groudon, Kyogre, and Rayquaza.
For Groudon or Kyogre, why would you teach them Sunny Day or Rain Dance, when their abilities invoke that weather automatically? For Rayquaza, why would you teach him a move to change the weather, when Air Lock prevents all effects of that weather? Well, I agree that the moves don't make much sense in the normal forms of these Pokémon, but technically they still have a use. For example, you send your Groudon into battle, Drought summons the sun, but then another Pokémon uses a move that changes the weather and gets rid of the sun. If your Groudon knows Sunny Day, it can turn the sun back on without having to turn it off.
As for Rayquaza, Air Lock does not remove the weather, but rather its effects. So, Rayquaza could summon the weather and then turn off, therefore the weather effects suddenly return and therefore impact the enemy Pokémon and any Pokémon you send out. So you could have Rayquaza use hail, then turn off, then suddenly. The enemy Pokémon suffers some hail damage. Like I said, super situational. Extremely specific, probably not a situation ofbattle you will ever encounter and therefore perhaps not teach your Groudon Sunny Day. But with Generation VI, things changed, because these Pokémon acquired super forms.
I am saying super forms to encapsulate both Primal and Mega and therefore these super forms can summon super weathers and these super weathers can only be exchanged for other super weathers. Regular weather summon moves or abilities, so Sunny Day, Rain Dance, Hail, Sand Storm, Sand Stream, Snow Warning, Drought, and Drizzle, don't work if there is super weather on the field. They will always fail. The only way to get rid of a Super Weather is if the Pokémon controlling the weather goes out or another Pokémon that activates Super Weather enters the field while the other's weather was already active.
So a Primal Groudon's super sun can only disappear if the Groudon goes out, or if a Primal Kyogre or Mega Rayquaza enters the battle and therefore replaces Groudon's super sun. Therefore, the scenarios I mentioned above no longer work. If a Primal Groudon has its sun on and then a Primal Kyogre or Mega Rayquaza enters the field and gets rid of the super sun, the only way Primal Groudon can turn its sun back on is to turn it off and back on. If you know Sunny Day, Sunny Day just won. Do not do anything. In short, superclimates can only be changed by other superclimates.
Therefore, these three Pokémon, if they are on the field, there is some kind of super weather on the field, either theirs or another one that replaced theirs. So if they know a regular Weather Summon move, the move will always miss. They are completely useless in these Pokémon's super forms. Now for the next entry. And all of the situations I've discussed so far have been ones where the move could be useful if the Pokémon's type or ability changed. However, these last two are always useless because the attributes that clash with the play cannot be changed.
The first of these two is number nine, Ash-Greninja with Role Play. Roleplaying is a psychic-type move introduced in Generation III. It's a pretty simple movement. It simply causes the user to copy the target's ability. However, roleplay does not work on abilities that are integral to how the Pokémon works. For example, Disguise in Mimikyu or Stance Change in Aegislash. These abilities do not work with other Pokémon. Therefore, other Pokémon cannot take, copy, or suppress these abilities, and Pokémon that have these abilities cannot change their abilities. That second part is another limitation of the Role Play.
Role Play cannot copy these special abilities, but if the user has one of these abilities, they cannot lose it. Roleplaying will always fail if the user has a skill that cannot be changed. There is only one Pokémon that is in this situation. A Greninja with Battle Bond. An Ash-Greninja, so a Greninja with the Battle Bond ability cannot lose that ability under any circumstances. Skills cannot be exchanged, cannot be suppressed, and cannot be changed through roleplay. Therefore, a Greninja with the Battle Bond ability can learn Role Play, but if it tries to use the move, it will always fail.
Roleplaying is completely useless on an Ash-Greninja. And the final entry is a move that becomes useless not because of the type or ability of the Pokémon, but because of another attribute of the Pokémon, which is number 10, genderless Pokémon with Attraction. You already know how Attract works. If the target is of the opposite sex of the user, the infatuated status condition is inflicted on them, causing them to only be able to move half the time until they or the Pokémon they have fallen in love with leave the battlefield. Attraction fails against Pokémon of the same gender and against genderless Pokémon, but also fails if the user is genderless, as there is no opposite gender to genderless Pokémon.
Now, most genderless Pokémon cannot learn Lure for this very reason, but there are some exceptions of genderless Pokémon that can never use Lure. That sounded a little sad. Those Pokémon are Mew, Cryogonal, Minior, and Dhelmise. Staryu and Starmie were also able to learn Attract only in Gen II, but not since, so the only way to get one now is to teach him one in the Gen II Virtual Console and then transfer it. I feel a little bad for these Pokémon. Most genderless Pokémon don't care about falling in love, but these clearly have the ability to do so, and they never will be able to.
That's so sad. Pour one out for genderless attracting Pokémon. Thank you very much for watching and don't forget to download Hustle Castle using the link in the description below. It's a super fun game that I know you'll enjoy and thanks again for sponsoring me. Also thanks to my sponsors who support me in a way independent of the fluctuations of YouTube advertising revenue. If you want to see more of my fun Pokémon content, I recommend these things here, and you should click on one of them to subscribe. Alright, that's all I have for now, so until next time, Pokefans. (upbeat music) Gotta catch 'em all.

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