RE Hurricane: Allowed. We need THawk to pose a threat, and it won't if all it can do is STAB Fighting. Hurricane also operates best in a weather that draws in its best counters: Tornadus, Thundurus, and Zapdos. Moreover the calculation on physically defensive Skarm is bogus. Physically Defensive Skarm is never used to counter special attackers. It's relevant to a metagame where Rain is prevalent but using it in a Rain team will give you trouble with other Rain teams. I'm advancing Power Gem for Allowed. Power Gem provides some Rock-type offensive power outside of Hidden Power, and has the same power. It could free up space for HP Ice, and they hit pretty much the same targets. 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. If it can break Substitutes then that is offensive enough to warrant placement as an attacking move. One other move: Hex for Allowed. Hex doesn't have the immediate breaking or coverage power of Shadow Ball, or the potentually broken hax of Ominous Wind. It does however make status sets with Prankster more viable, allowing THawk to keep momentum set up by Toxic Spikes or its own status in effect. It's also perfect for addressing oddball threats like Psycho Shift Sigiliph and other Flame or Toxic Orb abusers (though Breloom is better dispatched by Air Slash).