Over the years, the Pokémon games have introduced a few different HM moves. They've been slowly phased out over the past few generations, but many of them still exist as learnable moves that can be used in battle.

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But, many of them have much more use than others. Some are competitively viable while others were widely-used outside of battle in the overworld. Some others, however, are frustratingly useless, especially in the earlier generations when they were not deletable and would waste a slot on an otherwise great Pokémon. Here are all the HM moves, ranked from useful to useless.

11 Fly

A lot of games in the series feel like a slow slog until Fly is unlocked. Typically listed as HM02, this Flying-type move would cart the trainer to different spots around the region, saving them from hours of walking and backtracking. It's probably the most useful outside of battle.

But, it also has some competitive viability. Fly is actually a pretty decent Flying-type move in battle. Having use both in and out of battle has left this is a comparatively preferred HM move by the fanbase.

10 Surf

Another HM move that will help the player travel across new terrain is Surf, which lets you travel over water, rather than air. This move has long been a staple of the series and has almost always been HM03. As a Water-type move, it has opened up new areas locked behind lakes and rivers for years.

But, it's probably one of the best Water-type moves available in battle as well. With 90 base power and 100 percent accuracy, it's one of the most popular moves in the series. It will also hit both opponents in a double battle.

9 Rock Smash

Rock Smash hasn't always been an HM move, but it has typically acted like one. In Generation II when it was introduced, it was actually a TM. It gained HM status in Generation III and IV before losing it in the Gen V games, before regaining it just for Omega Ruby & Alpha Sapphire.

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This Fighting-type move is actually a pretty decent move in battle, with 40 power and 100 percent accuracy. It has a 50 percent chance to lower the target's defense, as well. Sure, it's not the strongest Fighting-type move, but it does have some use, especially as an early-game option.

8 Waterfall

There seem to be quite a few Water-type HM moves that involve traversing over water hazards. Waterfall, like Surf, is a Water-type HM move that will transport the player beyond previous obstacles, in this case, waterfalls themselves.

Waterfall only had HM status in Generation II to VI. Before that, it was the signature move of the Goldeen line. In battle, it inflicts damage with 80 base power and 100 percent accuracy, and it has a decent flinch rate. It's not as good as Surf, but it's definitely useable.

7 Defog

a honchkrow using defog in the pokemon anime

Defog is the first move on this list that acts as a non-damaging move rather than a damaging attack. In battle, this Flying-type move will lower the target's evasion by one stage, which is semi-useful in niche situations, but otherwise kind of "meh." More importantly, it'll clear Light Screen, Reflect, Spikes, and other stage hazards. This is pretty useful in the competitive scene, as Reflect, Light Screen, and variations on Stealth Rock are commonly used.

As an HM, it only lasted one set of games — Diamond, Pearl, & Platinum. It didn't even retain its HM status through all of Gen IV, losing it in HeartGold & SoulSilver. It would clear fog away from the overworld, basically acting as a glorified version of Flash.

6 Rock Climb

Another move that lasted as an HM for only a single generation was Rock Climb, a Normal-type move that was HM08 in Generation IV. With a base power of 90, an accuracy rating of 85 percent, and a 20% chance to confuse the opponent, this was an okay move in battle.

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But, as a Normal-type, it didn't get super-effective STAB damage against any opponent. It has since been deleted from the series, being unusable in battle in Generation VIII.

5 Strength

Confusingly not a Fighting-type move, Strength is a Normal-type HM move that was a series staple for years. From Generation I to VI, it was HM04 and used to move around large boulders in the overworld. This was often more frustrating than fun, forcing the player to complete puzzles that could be failed and unfixable until they left the area and returned.

In battle, it suffers from being a Normal-type move like Rock Climb does. However, it does have a respectable 80 power and 100 percent accuracy, meaning it isn't completely wasting a move slot for whichever Pokémon gets stuck with it.

4 Cut

Often held up as the example of a useless HM move, Cut will remove tiny trees that are often shorter and narrower than the trainer or Pokémon using the move. It's a hilarious requirement in the games that has become a meme in its own right for many years.

In battle, it has an accuracy of 95 percent and only 50 power. It's not very viable as a competitive move in battle, but its status for six generations as HM01 is how it's best known.

3 Whirlpool

Yet another HM move that allows the user to bypass water-based obstacles is Whirlpool, which was an HM in the Johto games only — Gold, Silver, their Gen IV remakes, and Crystal. In battle, it's okay, but nothing spectacular. In Generation II, it had a power of 15 and an accuracy rating of 70, which were increased to 35 and 85, respectively, in Generation V.

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It will trap an opponent like Wrap or Fire Spin, taking a bit of their HP each turn for two to five turns. Interestingly, it can hit opponents that are using Dive, doing double-damage to them.

2 Dive

Speaking of Dive, it's one of the most interesting but most poorly-executed ideas in the series. Yet another Water-type HM move, Dive would allow the user to dive underwater on their Pokémon in generations III, V, and VI (only in Omega Ruby & Alpha Sapphire). Game Freak didn't quite utilize this enough to make it cool in many players' opinions, though.

In battle, it acts like Fly, leaving the Pokémon who used it in the semi-invulnerable state between it being used and being deployed. However, it's not as useful as Fly in Generation III, having a power rating of just 60. That was increased to 80 in Generation IV, but it just isn't as useful outside of battle as Fly is, and its in-battle power pales in comparison to Surf or other Water-type moves.

1 Flash

Finally, the all-time most useless and widely-hated HM move of them all, Flash. A Normal-type move introduced in the first generation, was an HM from Gen I to III. After that, Game Freak realized how irritating it was and demoted it to a TM, before it finally lost even that status in Gen VII.

It would just light up dark caves, which many found more frustrating than anything to have to deal with and waste a move slot for. In battle, it lowers the opponent's accuracy by a single stage, which is done in a variety of other ways, including Sand-Attack. In Sword & Shield, it lost its status entirely, being absent from the game and not useable by any Pokémon imported from an older entry.

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