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* Some Pokémon that are [[DiscOneNuke found early in the game]] can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' in Gen I and several later generations, '''Ampharos''' in Gen II, '''Gardevoir''' in Gen III, '''Staraptor''' in Gen IV, '''Excadrill''' in Gen V, '''Corviknight''' in Gen VIII, and '''Azumarill''' in Gen IX.

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* Some Pokémon that are [[DiscOneNuke found early in the game]] can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' include:
** Gyarados
in Gen I and several later generations, '''Ampharos''' generations. It takes [[MagikarpPower a bit of effort]] to train Magikarp up to level 20, but once it evolves, Gyarados is generally a very powerful Pokémon that you can't go wrong with, having high Attack, good defensive stats, and decent enough Speed for in-game use. Later generations boosted Gyarados even more, both by letting it learn more powerful moves early on, and adding features like the Exp. Share to train up Magikarp more easily.
** Ampharos
in Gen II, '''Gardevoir''' II. Not as flashy as other Electric-type options, due to lacking their [[FragileSpeedster signature speed]], but Ampharos is catchable early on and fully evolved by level 30.
** Gardevoir
in Gen III, '''Staraptor''' III. Similarly to Magikarp, Ralts and Kirlia are [[MagikarpPower a pain to train up]] to level 30, but the payoff is worth it, with Gardevoir packing high-powered Psychic moves and decent Speed.
** Staraptor is [[ComplacentGamingSyndrome used on the vast majority of Gen IV teams]] for a reason: its first form, Starly, is [[ComMons catchable on the very first route]] and can hold its own for the entire game, packing high-powered Normal and Flying moves with high base Attack and Speed. It even learns [[BareFistedMonk Close Combat]] upon evolving into its final form, so it has nothing to fear from Rock- and Steel-type foes.
** Excadrill
in Gen IV, '''Excadrill''' V. Drilbur is catchable before you've earned your second badge and evolves into the powerful Excadrill at just level 31 -- and, if you delay its evolution a bit, it gets the SimpleYetAwesome offensive move Earthquake at level 33.
** Corviknight
in Gen V, '''Corviknight''' VIII is a similar case to Staraptor, being a ComMon which can hold its own for the entire game. Instead of being a fast GlassCannon, it's a defensive-leaning MightyGlacier with a solid defensive typing in Flying/Steel, making it more boring, yet also more practical in some ways.
** Azumarill
in Gen VIII, IX is catchable early on, has solid bulk and '''Azumarill''' a massive functional Attack stat due to Huge Power, possesses an excellent offensive and defensive typing in Gen IX.Water/Fairy, and learns strong moves like Aqua Tail and Play Rough early on. It also comes with the further BoringButPractical benefit of leveling up faster than your average Pokémon.



* Body Slam deals good damage and has a decent chance to paralyze the enemy. It's not super effective against anything, but it does the job well enough that back in [[VideoGame/PokemonRedAndBlue Gen 1]] when it was a TM, every offensive Pokémon was recommended to have it on their move set.

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* Body Slam deals good damage and has a decent chance to paralyze the enemy. It's not super effective against anything, but it does the job well enough that back in [[VideoGame/PokemonRedAndBlue Gen 1]] when it was a TM, almost every offensive Pokémon that could learn it was recommended to have it on their move set.
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* In a similar vein to [=EdgeQuake=], any Pokémon who can learn good Water and Ice moves can reliably hit any non-Water Pokémon for at least neutral damage (not counting Water which resists both, Ice is resisted by Steel, Fire and Ice, while Water is resisted by Grass and Dragon. However, Water is neutral against Steel and Ice and super effective against Fire, while Grass and Dragon are weak to Ice). And if said Pokémon has Freeze Dry, which is an Ice move that's instead super effective against Water, or any Electric move, it has ''no'' resistible attack. To give an example, this Water/Ice interaction is one reason why Iron Bundle, a Water/Ice Pokémon with Freeze Dry, is such a dangerous GlassCannon.
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* Because the [[Anime/PokemonTheSeries anime]] isn't limited to the game's hard coded, turn based structure, several moves that are usually weak in the games are shown to [[AdaptationalBadass logically be]] ''[[AdaptationalBadass much]]'' [[AdaptationalBadass more useful]] in the anime universe.
* Probably the biggest example is Vine Whip. In the games it's a low power grass move most players will likely replace once they get a better grass move. In the anime, it is easily the most BoringButPractical MundaneUtility a Pokémon can have, due to letting them grab things long range and giving Pokémon that don't have arms/are quadruped a way to hold something. It's to the point that almost every Pokémon that can learn the move likely will have it in the anime.
* Quick Attack is another such move to be more powerful in the anime as opposed to the games. While it's the highest priority move in the game, it's weak damage often makes it not worth running over Extreme Speed or other priority moves. In the anime however, it becomes one of the ''best'' moves bar-none for dodging attacks and escaping bad situations due to the speed it gives the Pokémon in question. It's to the point where once Ash's Pikachu learned it, he kept it for the ''entirety'' of Ash's run due to how good of a utility it is.

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* Because the [[Anime/PokemonTheSeries anime]] isn't limited to the game's hard coded, turn based games' hard-coded, turn-based structure, several moves that are usually weak in the games are shown to [[AdaptationalBadass logically be]] ''[[AdaptationalBadass much]]'' [[AdaptationalBadass more useful]] in the anime universe.
* Probably the biggest example is Vine Whip. In the games games, it's a low power grass move most players will likely replace once they get a better grass move. In the anime, it is easily the most BoringButPractical MundaneUtility a Grass-type Pokémon can have, due to letting them grab things from long range and giving Pokémon that don't have arms/are quadruped arms a way to hold something. It's to the point that almost every Pokémon that can learn the move likely will have it in the anime.
* Quick Attack is another such move to be more powerful in the anime as opposed to the games. While In-game, while it's the highest a priority move in the game, it's move, its weak damage often makes power leaves it not worth running over outclassed by Extreme Speed or other priority moves. In the anime however, it becomes one of the ''best'' moves bar-none for dodging attacks and escaping bad situations due to the speed it gives the Pokémon in question. It's to the point where once Ash's Pikachu learned it, he kept it for the ''entirety'' of Ash's run due to how good of a utility it is.
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[[folder:Anime]]
* Because the [[Anime/PokemonTheSeries anime]] isn't limited to the game's hard coded, turn based structure, several moves that are usually weak in the games are shown to [[AdaptationalBadass logically be]] ''[[AdaptationalBadass much]]'' [[AdaptationalBadass more useful]] in the anime universe.
* Probably the biggest example is Vine Whip. In the games it's a low power grass move most players will likely replace once they get a better grass move. In the anime, it is easily the most BoringButPractical MundaneUtility a Pokémon can have, due to letting them grab things long range and giving Pokémon that don't have arms/are quadruped a way to hold something. It's to the point that almost every Pokémon that can learn the move likely will have it in the anime.
* Quick Attack is another such move to be more powerful in the anime as opposed to the games. While it's the highest priority move in the game, it's weak damage often makes it not worth running over Extreme Speed or other priority moves. In the anime however, it becomes one of the ''best'' moves bar-none for dodging attacks and escaping bad situations due to the speed it gives the Pokémon in question. It's to the point where once Ash's Pikachu learned it, he kept it for the ''entirety'' of Ash's run due to how good of a utility it is.
[[/folder]]

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* The ComMons are boring, and generally aren't all that practical either, being weak in terms of stats and outclassed later in the game. However, some of them can prove to be effective throughout the whole game, even if they're not exciting:
** They don't get much more "bland but effective" than the Spearow line, especially in [[VideoGame/PokemonRedAndBlue Kanto.]] It's a very generic Normal/Flying bird Pokémon that can be caught within the first half-hour of gameplay, but it starts out with the Flying-type move Peck, has solid Attack and Speed, gets the best Flying-type move in the first three generations (Drill Peck) faster than any of its contemporaries, and can pretty much kill any Grass, Bug, or Fighting type you need it to throughout the entire game and serve as your aerial steed once you get Fly. Spearow and Fearow might not get the job done in style, but they will get the job done.
** Geodude isn't exciting, but it's easy to catch, has high Attack and Defense for a common Pokémon, learns useful Rock- and Ground-type moves early, and evolves into Graveler fairly quickly — and, [[SocializationBonus if you have a friend]], can evolve into Golem immediately after. It becomes less practical later in most games due to its low Special Defense and many weaknesses, but in the [[VideoGame/PokemonGoldAndSilver Johto]] games, it retains enough use against late-game trainers to avoid being a CrutchCharacter.
** Bidoof in the [[VideoGame/PokemonDiamondAndPearl Sinnoh]] games. Statistically modest, even as a Bibarel, but where it really shines is [[UtilityPartyMember utility:]] it's able to learn every HM move in the game except Fly, letting it save your other Pokémon from having to carry weak moves like Cut and Rock Smash. Since many of those [=HMs=] are Normal and Water-type, Bibarel gets STAB on them, so in a pinch, it can pack a decent punch using Strength and Waterfall to finish off a weakened foe.



* [[TheDreaded The infamous Garchomp and Hydreigon]] fill this role in higher tiers of competitive play, especially among fellow pseudo-legendaries. While they have some support capabilities with Stealth Rock for the former and Taunt on the latter, they're usually used for their brute force, and they're so good at it they're considered top tier in every game you can get them.

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* [[TheDreaded [[HighTierScrappy The infamous Garchomp and Hydreigon]] fill this role in higher tiers of competitive play, especially among fellow pseudo-legendaries. While they have some support capabilities with Stealth Rock for the former and Taunt on the latter, they're usually used for their brute force, and they're so good at it they're considered top tier in every game you can get them.









* It is possible to trade a Pokémon from one game to another generation game by using Pokémon Home. As such, you can, for example, drop your Pokémon off in Sword or Shield, power level it to level 100 using candies, and then send it back to Scarlet & Violet. Your level 100 pokemon will make the game an absolute snore-fest since almost nothing will come close to actually hurting you, but it ''does'' allow you to finish the game if you're just trying to speed through it.

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* It is possible to trade a Pokémon from one game to another generation game by using Pokémon Home. As such, you can, for example, drop your Pokémon off in Sword or Shield, power level it to level 100 using candies, and then send it back to Scarlet & Violet. Your level 100 pokemon Pokémon will make the game an absolute snore-fest since almost nothing will come close to actually hurting you, but it ''does'' allow you to finish the game if you're just trying to speed through it.
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* It is possible to trade a Pokémon from one game to another generation game by using Pokémon Home. As such, you can, for example, drop your Pokémon off in Sword or Shield, power level it to level 100 using candies, and then send it back to Scarlet & Violet. Your level 100 pokemon will make the game an absolute snore-fest since almost nothing will come close to actually hurting you, but it ''does'' allow you to finish the game if you're just trying to speed through it.

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* Some Pokémon that are [[DiscOneNuke found early in the game]] can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' in Gen I and several later generations, '''Ampharos''' in Gen II, '''Gardevoir''' in Gen III, '''Staraptor''' in Gen IV, '''Excadrill''' in Gen V, '''Corviknight''' in Gen VIII, and '''Flamigo''' in Gen IX.
* Some Pokémon can be caught just to take on a nearby Gym and that can be their entire job, like Dugtrio in Gen I to fight Lt. Surge or Machop in Gen II to fight Whitney.

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* Some Pokémon that are [[DiscOneNuke found early in the game]] can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' in Gen I and several later generations, '''Ampharos''' in Gen II, '''Gardevoir''' in Gen III, '''Staraptor''' in Gen IV, '''Excadrill''' in Gen V, '''Corviknight''' in Gen VIII, and '''Flamigo''' '''Azumarill''' in Gen IX.
* Some Pokémon can be caught just to take on a nearby Gym and that can be their entire job, like Dugtrio in Gen I to fight Lt. Surge or Machop in Gen II to fight Whitney. These Pokémon generally aren't too impressive in terms of stats, but they can still perform well through the rest of the game.


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* Some single-stage Pokémon, like Zangoose and Flamigo. Their stats aren't especially impressive compared to fully-evolved Pokémon, and it may seem boring to have a Pokémon that never evolves. However, they're ready to battle as soon as you catch them, no MagikarpPower required, and despite the lower stats, can still be perfectly adequate for taking on trainers late in the game.
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green link.


* Normal type moves on Normal type Pokémon. While most Normal types have [[ConfusionFu a wide array of moves available to them]], from elemental attacks to status moves, Normal type has pretty good neutral coverage overall. It's resisted by Rock, Steel, and immune by Ghost types, but it hits every other type at a neutral matchup, and the other types can usually be covered. Some good Normal type moves include [[VideoGameCaringPotential Return]], which is easy to get to full power as it's based on Friendship, [[MakeMeWannaShout Hyper Voice]], which can hit both opponents in a Double Battle, and [[DeathOrGloryAttack Double-Edge]], which is very powerful although it causes recoil damage.

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* Normal type moves on Normal type Pokémon. While most Normal types have [[ConfusionFu a wide array of moves available to them]], from elemental attacks to status moves, Normal type has pretty good neutral coverage overall. It's resisted by Rock, Steel, and immune by Ghost types, but it hits every other type at a neutral matchup, and the other types can usually be covered. Some good Normal type moves include [[VideoGameCaringPotential Return]], which is easy to get to full power as it's based on Friendship, [[MakeMeWannaShout [[SuperScream Hyper Voice]], which can hit both opponents in a Double Battle, and [[DeathOrGloryAttack Double-Edge]], which is very powerful although it causes recoil damage.
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* The Steel type is one of the best types to have in the competitive scene due to the type's [[StoneWall sheer amount of resistances, poison immunity, and Sandstorm immunity, despite its mostly-mediocre offensive matchups]]. Even if the Pokémon doesn't use its Steel-type STAB, the ability to halve or nullify damage from several types is often a difference between surviving and getting KO'd, and most Steel-types tend to have high Defense to tank unresisted physical moves. Fire, Fighting and Ground are considered some of the best offensive types ''because'' they hit Steel super-effectively.

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* The Steel type is one of the best types to have in the competitive scene due to the type's [[StoneWall sheer amount of resistances, poison immunity, and Sandstorm immunity, despite its mostly-mediocre offensive matchups]]. Even if the Pokémon doesn't use its Steel-type STAB, the ability to halve or nullify damage from several types is often a difference between surviving and getting KO'd, and most Steel-types tend to have high Defense to tank unresisted physical moves. A major reason why Fire, Fighting and Ground are considered some of the best offensive types is ''because'' they hit Steel super-effectively.

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Fire is pretty cool.


* Some Pokémon that are found early in the game can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' in Gen I, '''Ampharos''' in Gen II, '''Gardevoir''' in Gen III, '''Staraptor''' in Gen IV, '''Excadrill''' in Gen V, and '''Corviknight''' in Gen VIII.

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* Some Pokémon that are [[DiscOneNuke found early in the game game]] can evolve into powerhouses that can serve the player well even late into the game, even if later Pokémon may be more interesting. Examples include '''Gyarados''' in Gen I, I and several later generations, '''Ampharos''' in Gen II, '''Gardevoir''' in Gen III, '''Staraptor''' in Gen IV, '''Excadrill''' in Gen V, and '''Corviknight''' in Gen VIII.VIII, and '''Flamigo''' in Gen IX.



* Leftovers have a very simple effect: at the end of each turn, the Pokémon restores 1/16th of its max HP. Still, that passive regeneration can add up over time, especially with the use of moves like Protect, and can prove to be ''just'' enough to let your Pokémon take a hit it otherwise couldn't.



* [[CaptainObvious This may come as a shock, but setting something on fire is a really good way of hurting it]]. Fire has historically been one of the best offensive types, producing many offensive powerhouses over the years such as Infernape, Volcarona, and Cinderace.
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* [[PathOfMostResistance Battling every trainer in every area]]. It's annoying and early on will have players heading back to a Pokémon Center frequently, but it also gives a lot of experience and money, which will make later trainers easier. It also helps in filling out the PokéDex, as there's bound to be the odd Trainer that will have a Pokémon that you haven't encountered yet.]

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* [[PathOfMostResistance Battling every trainer in every area]]. It's annoying and early on will have players heading back to a Pokémon Center frequently, but it also gives a lot of experience and money, which will make later trainers easier. It also helps in filling out the PokéDex, as there's bound to be the odd Trainer that will have a Pokémon that you haven't encountered yet.]

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* Starter Pokémon are almost always among the best options for getting through the game. Although there are exceptions, the majority have good stats and move pools. They all share an ability (namely [[CriticalStatusBuff a boost to attacks of their base type when their HP is low]]) that isn't particularly strong, but it certainly can come in handy when the going gets tough. With a few exceptions they're typically strong throughout the game. Competitive play is much more mixed, as there have been a few very powerful standouts (especially among mega-evolutions), but also many that have never found much success.

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* Starter Pokémon are almost always among the best options for getting through the game. Although there are exceptions, the majority have game, generally having good stats and move pools. They all share an ability (namely [[CriticalStatusBuff a boost to attacks of their base type when their HP is low]]) that isn't particularly strong, but it certainly can come in handy when the going gets tough. With a few exceptions exceptions, they're typically strong throughout the game. Competitive play is much more mixed, as there have been a few very powerful standouts (especially among mega-evolutions), but also many that have never found much success.



* [[SoloCharacterRun Soloing the game.]] While the games usually encourage catching a variety of Pokémon to cover one another weaknesses, just using one Pokémon throughout the whole game will make said Pokémon so overleveled that it will basically always go first and one shot the opponent, even if technically at a type disadvantage. Even if they do get an opportunity to attack, non-super effective attacks will do almost no damage and even many super-effective hits will not deal enough to be a real threat.
** Two change was made to address this strategy in X&Y: First, the XP share now automatically gives all Pokémon in the player's party experience whenever it is gained, so your party will at least stay closer in levels even if they're not being used. Second, experience gain is modified based on the levels of the Pokémon in the battle: when gaining experience for defeating a higher level Pokémon, yours will gain far more than normal, while if the opponent is lower level, it will gain significantly less. As a result it's much harder to massively over level Pokémon, even if it's the only one participating in battles.

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* [[SoloCharacterRun Soloing the game.]] While the games usually encourage catching a variety of Pokémon to cover one another weaknesses, most Pokémon have decent enough stats that just using one Pokémon Mon throughout the whole game will make said Pokémon so overleveled that it will basically always go first and one shot the opponent, even if technically at a type disadvantage. Even if they do get an opportunity to attack, non-super effective attacks will do almost no damage and even many super-effective hits will not deal enough to be a real threat. \n** Two change was made to address Later entries would mitigate this strategy in X&Y: First, the XP share now automatically gives all Pokémon in the player's party experience whenever it is gained, so your party will at least stay closer in levels even if they're not being used. Second, by modifying experience gain is modified based on the levels of the Pokémon in the battle: when gaining so less experience is gained for defeating a higher level lower-level opponents, while also changing how Exp. Share works so that it's easier to train full parties of Pokémon, yours will gain far more than normal, while if the opponent is lower level, it will gain significantly less. As a result it's much harder to massively over level Pokémon, even if it's the only one participating in battles.thus making such an approach less enticing.
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* The Steel type is one of the best types to have in the competitive scene due to the type's [[StoneWall sheer amount of resistances, poison immunity, and Sandstorm immunity, despite its mostly-mediocre offensive matchups]]. Even if the Pokémon doesn't use its Steel-type STAB, the ability to halve or nullify damage from several types is often a difference between surviving and getting KO'd, and most Steel-types tend to have high Defense to tank unresisted physical moves. Fire, Fighting and Ground are considered some of the best offensive types ''because'' they hit Steel super-effectively.

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