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Old Oct 24th, 2012, 5:13:19 PM   #9
Aura Disciple
 
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Join Date: Jun 2009
Posts: 80
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I agree with allowing Superpower as a risky move. Aura Sphere's explanation can be found above. However, with allowing Superpower, I'd like to also allow Close Combat. Close Combat seems to allow the alternative of using Weak Armor while maintaining a high-attack Aurumoth. So, Aurumoth can maintain a sweep without having to become weaker and to a point of uselessness. There's still the threat of a priority-attacker taking advantage of Aurumoth's lowered defenses so we'll still get that risky play that we covet right now.

As for the following Fire attacks, I'd say allow Overheat, but disallow Flamethrower and Fire Blast. With No Guard, Fire Blast and Overheat both have perfect accuracy, amending Fire Blast's downsides. Flamethrower is already a safe and strong coverage attack to add to Aurumoth's repertiore. Now the reason I favor Overheat is, like Superpower, because of the stat drop. These stat drops seem to simply favor the idea of risky play and second-thinking for certain moves. Also, with Aurumoth's weakness to Pursuit and Stealth Rock, switching in and out won't be too favorable so we'll have to determine and become the judge of when gamble or not. Just a thought.
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Last edited by Aura Disciple; Oct 24th, 2012 at 5:17:05 PM. Reason: Second thinking on Close Combat
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