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Old Mar 31st, 2011, 9:09:40 PM   #81
Erick
 
Join Date: Mar 2011
Posts: 68
Portland, OR
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Quote:
Originally Posted by Fat Deck Knight View Post
Let's not forget a key move here: Circle Throw for Allowed.

Obviously a Taunt-proof phaze is very desirable, and even with 60 Base Atk it does have some damaging potential.
Agreed, the ability to phaze is great, it's an awesome opportunity to steal momentum from your opponent by ruining a set-up or a sweep, or just forcing out a threat and requiring it to switch in later, likely causing it to accumulate hazard damage. Circle Throw for Allowed.
Quote:
Originally Posted by Fat Gothic Togekiss View Post
Erh...Ominous Wind isn't that broken as make it out to be. Sure that 10% of increasing all your stats by +1 is frightening but the other 90% of the time it does nothing but do so-so to things it hits (except maybe for those SE against but that's depends on what you considered so-so damage).
Yeah, Ominous Wind is pretty weaksauce. Its power is low, especially for a move with such low PP. While the +1 boost to every stat would indeed be broken, I don't think I've ever got the boost from using it in-game, so I've never used it in the metagame. I've never seen anyone else use it either. Anyone who would run it is probably relying too much on hax, which is dumb. 9 times out of 10, you're going to fail. It might be worth disallowing it for that tenth time it does work, but I don't think it matters too much.

Hex is neat, though. It's even less immediately threatening than Ominous Wind, but the power boost on status afflicted foes is pretty nifty, I could imagine it being useful without being too powerful. Hex for Allowed.
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