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Charm vs Will-O-Wisp

I find Will-O-Wisp easily the better option because of two things:
Passive Damage
Only needs to be used once

In a metagame as fast as DP OU, I simply do not want to have to waste turns by using charm over and over again. Will-O-Wisp allows me to do it once and then I know it will be crippled for the rest of the match.

The passive damage is quite excellent in OU. With all of SR and SS around OU, even will-o-wisping a wall will allow a much easier time for your sweepers to "sweep." Even though its only 12% damage per turn, SR only does that every switch in.

Simply put, charm has it's uses, but the benefits of a lasting effect on the opponent's Pokemon are just too good not to be used.
 
Another thing good about Will-o-Wisp that hasn't been brought up is that physical attackers fear it. If I send my Weezing out against a Garchomp that just Swords Danced, even though they will be crippling me with Dragon Claw they will switch out because Will-o-Wisp will cripple them. +2 Garchomp will not, however, switch out against the threat of Charm.

A contradiction in the OP is that Charm will rack up passive damage, but that isn't mentioned as a plus for Will-o-Wisp despite the fact that you mention Flash Fire Pokemon and Guts Pokemon switching into it. Not to mention that if they don't have a Fire-type (they're not exactly common, just two OU fire-types), whatever is coming in will be inflicted with 12.5% as well as the other passive damage.
 
I used to use Umbreon: Baton Pass, Mean Look, Wish, Charm

On my Baton pass team, it worked wonders against Curselax and Bulk-up Hitmontop/Machamp, Ninjask let it go first of course to handle fighting moves.
 
I'll definitely keep charm in mind now, thanks toothache. I do like wow's damage flow though, but passive switching damage has its own regards as well, since those are easier to get in than a couple burns here and there (since they are expected as you mentioned)

the only problem is giving up a moveslot to throw in charm instead of another move, I can only really see charm as being a planned strategy that you sacrifice a move to add in like roar, in stallrein's case. Only disadvantage I can see right now though, but it's kind of a big one
 
The fact that you can use Charm in conjunction with another status is amazing. If you're worried about passive damage, use Toxic or Toxic Spikes, if you want to paralyse stuff, you can and still reduce Attack later. No physical sweeper likes having both Speed AND Att reduced, Burn can only accomplish one of these after all.

While burn does combine a lot of neat stuff in an all-in-one package, teams are often built to at least have a switch in for WoW using stuff (say a ReSTalker or Heatran or something like that). Charm keeps all physical users offguard, and even gives you the chance to survive say, an Azelf Explosion which might have otherwise KOed you.

Charm or Featherdance is worth considering at least for the surprise factor, and that there is very few ways to stop it, unlike burn which can be countered a lot easier.
 
In addition to being cured by clerics, WoW is negated by Lum Berry, though that is not used near as often as it was in Adv.

Charm's usefulness is really limited to special wall/wallish pokemon because any special attacker can switch in virtually unaffected by charm.

I vote that WoW > Charm.
 
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