Pokémon Every HM Move Ranked
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Pokémon Every HM Move Ranked
HM's aren't always the most useful moves out there, but are often necessary to your adventure. Here's how they all stack up. When you ask any trainer what the worst part about Pokémon games is, you'll likely be met with a shout of, "HMs!" You'll also get this response if you asked them why they used a Bibarel on their team. While HMs have been ince Generation Seven began, they used to be moves that could be used outside of battle to achieve different results, usually to remove some sort of a roadblock. Today, we're going to be ranking every single move in Pokémon games that have ever been an HM. Let's get into it. THEGAMER VIDEO OF THE DAY Defog
Defog is a pretty great hazard remover nowadays, but back when it was actually an HM it was pure garbage. All it did was lower accuracy and take up a move slot. It would also clear up the fog in certain areas of the Sinnoh region outside of battle. Half of the Sinnoh region was an absolute nightmare to get through without it, so, unfortunately, it was more of a necessity than optional. Cut
God, Cut is a bad move. It's outclassed by everything, being a 50 power move with 95% accuracy, meaning this thing can actually miss. Just use Slash if you really feel the need to use a big ol' cutty move. And for its field usage, just suck it in and go around the tree it isn't that hard. This move was so unnecessary, and the fact that it's now Kartana's signature move is laughable. You dare to give your Kartana a move like that? Flash
Flash lowers accuracy of the opponents by one stage, and that's it battle-wise. In the field, it can be used to light up dark areas such as caves. It's another move that is similar to Defog in that it isn't actually required, but getting through some areas without it is a complete nightmare, so using it is certainly recommended. Whirlpool
Whirpool is where this list starts to become a bit bearable. Still, that doesn't mean Whirlpool is a very good move. Whirpool allows the user to cross whirlpools (oh wow), and in battle is a trapping move. It deals 1/6 of the opponent's health per turn and they can't switch out. Whirlpool is the big "EH" of the list. Rock Smash
Rock Smash has the ability to smash rocks when used in the field (double wow), and has a base power of 40 in battle. It also has a 50% chance to drop the opponent's defense by one. Rock Smash is a bit better than Whirlpool simply due to the defense drop, but it really isn't that much better in the grand scheme of things. Strength
Strength lets you push boulders around in the field (which was replaced by Machoke's big, strong arms in Sun and Moon), and is a somewhat decent move when it actually comes to battle. Strength is a normal move that has 80 base power and no secondary effect. See, not really good, but certainly still better than a lot of the other moves on here. Especially Cut. Cut is like, super trash isn't it? Dive
Dive is a move that is similar to Dig or Fly, in which you disappear for one turn and are immune to most attacks before coming back the second turn to deal some sizeable damage, at 80 base power. In the field, dive is exclusively an HM in the Hoenn and Unova regions, where it can be used to access deep patches of water that aren't normally accessible. Rock Climb
Rock Climb is used outside of battle in Generation Four to scale rocks because humans really can't do anything, can they? Just use your hands you'll be fine. Anyway, when it comes to the battle side of things, Rock Climb is just as okay as most of the other moves on this list. It has 85% accuracy, but 90 power and a 20% chance to confuse, so not too shabby all around. Luckily we didn't really see this used outside of battle anywhere outside of Generation Four. Less HMs is always better than more HMs! RELATED: 10 Bad Gen 7 Designs Pokémon Fans Let Slip By Waterfall
Of the seventeen different water HMs, Waterfall isn't too bad. It's an 80 base power physical water-type attack with a 20% chance to flinch. Thus, it certainly is a useable move when compared to other moves on this list. Waterfall can be used to scale waterfalls outside of battle (are you starting to see a pattern), and wasn't an HM that was called upon often throughout the course of the series. Surf
Surf is one of the best HMs all-around, both in and out of battle. The in-battle move is a 90 base power water move that allows you to hit all adjacent enemies in double battles, making it very useful in VGC. It also has a great effect outside of battle, as it allows you to travel over bodies of water, something that you'll often encounter in the Pokémon world. This is one HM that had great use on the battlefield, which earns it the number two spot on this list. There is only one HM move that can arguably outclass Surf. Fly
When it comes to utility, there's no better HM out there than Fly. Fly gives the player the distinct ability to fly to any city that they've already been to in the region so far. As you'll often find yourself traveling back and forth in the main story of any given Pokémon game, Fly is a very useful move to have purely based on utility. However, it isn't half bad in battle either. When used in battle, Fly is another two-turn move that grants invulnerability for one turn before inflicting damage. It's 90 base power and 95% accuracy, so you're sure to do some good damage with this one. Being powerful both in and out of battle is what gives Fly its number one position on the list. This was one HM move that you didn't necessary dislike a party member learning. Unlike that idiot Cut. We do not stan Cut in this house, in case that wasn't already very clear.