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Originally Posted by Fat Deck Knight
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.
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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
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).
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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.