The hax factor is very important and frequently affects the result of a battle. for this reason i ask you to post which hax effect bothers you mostly and why in your battles(shoddy,wifi,battle tower). for an easy reference i classified the hax effects in groups according to similiar way of working, or use frequency in some cases.
evasion
spend your time trying to hit a DT enemy is a waste, with most of the battles having an evasion clause, there are still ways of evading attacks like sand veil and snow cloak.
criticals
a critical hit in the right turn or many criticals can potentially win the battle for you, im sure that many players were in a 1-1 battle with the best poke in your side, but the foe hits a critical and you got scrubbed. or even you switch in a poke with the hope of countering the foe but a critical hit put you in disadvantage.
flinch, paralisis
this two effects work in a similiar way, immobilizing you for a turn. while paralisis depends on a 25% rate and its a permanent status, flinch also depends on the speed of the user and its a 1 turn status. pokes like togekiss can abuse of flinching a lot with a 60% rate, a paralisis also drops your speed.
sleep, frezee
the hax in this case influences the number of turns you will be unable to move, you maybe had luck and be sleep or frozen for just one turn or extremely unlucky and be immobilized for 7 turns, freeze also has a chance of 10% of thaw each turn. with evasion clause only 1 poke at any time can be sleep for both trainers (excluding selfinducted sleep), but is always nice to render useless a key poke of the foe, also you can gain a precious free turn in the foe`s switching. also is worth mentioning that while youre asleep you can use sleep talk and snore, the same for sacred fire and flame wheel while frozen.
confusion, atraction
not too much used on competitive environment, but the 50% chance of getting immobilized for one turn is nice, plus the self damaging effect of confusion. the real use of this moves is the free turn that almost any trainer will give you, because by switching in the afflicted poke the status will be removed, so you must use wisely your well earned free turn.
disable, encore, taunt
here we have two of the most valuable moves of the metagame: encore and taunt, the hax of this moves consist in the 4-8,3-5 (respectively) turns of limited choice on your move slots, you can be encored on calm mind and got lucky by being released in the fourth turn, so you can start sweeping. although many players should switch out a counter right after using encore or taunt forcing you to switch in the afflicted poke, in some cases, like 1-1 battle, be released early from these moves can be crucial for the victory.
magma storm
trapping moves (only listed magma storm because is the only trapping move used on metagame) do the same that shadow tag for 2-5 turns, so maybe youre locked on disadvantage against a heatran, and again the number of turns is completely random determined.
boosters of all stats at once (ancientpower, silver wind, ominous wind)
when this moves get an effect activation twice in a row, the user become a fearsome sweeper, with boosted attack, speed and even defenses, if youre unlucky this will destroy your team in a blink.
ohko moves
almost exclusively used ingame (battle tower), the absurd effect of these moves will sweep your team in any unlucky day, the pokes with ability to stop it are not really useful (besides forretress), so your only hope is pray for luck.
quick claw, focus band
again relegated to the battle tower, this moves can buy an extra turn, for example youre gonna kill a poke but it survives the hit with FB or attack before you with QC and your amazing (or lame lol) streak finish.
as conclusion i am gonna say that critical hit is the most undesired effect for me, you never know when you are gonna be hit by one, at least for sleep, paralisis, flinch, etc you know there is a chance, for example you see a close possibility of flinching when the screen displays "Foe tentacruel used waterfall". so post here your opinion on which of the effects is the most annoying and why.
evasion
spend your time trying to hit a DT enemy is a waste, with most of the battles having an evasion clause, there are still ways of evading attacks like sand veil and snow cloak.
criticals
a critical hit in the right turn or many criticals can potentially win the battle for you, im sure that many players were in a 1-1 battle with the best poke in your side, but the foe hits a critical and you got scrubbed. or even you switch in a poke with the hope of countering the foe but a critical hit put you in disadvantage.
flinch, paralisis
this two effects work in a similiar way, immobilizing you for a turn. while paralisis depends on a 25% rate and its a permanent status, flinch also depends on the speed of the user and its a 1 turn status. pokes like togekiss can abuse of flinching a lot with a 60% rate, a paralisis also drops your speed.
sleep, frezee
the hax in this case influences the number of turns you will be unable to move, you maybe had luck and be sleep or frozen for just one turn or extremely unlucky and be immobilized for 7 turns, freeze also has a chance of 10% of thaw each turn. with evasion clause only 1 poke at any time can be sleep for both trainers (excluding selfinducted sleep), but is always nice to render useless a key poke of the foe, also you can gain a precious free turn in the foe`s switching. also is worth mentioning that while youre asleep you can use sleep talk and snore, the same for sacred fire and flame wheel while frozen.
confusion, atraction
not too much used on competitive environment, but the 50% chance of getting immobilized for one turn is nice, plus the self damaging effect of confusion. the real use of this moves is the free turn that almost any trainer will give you, because by switching in the afflicted poke the status will be removed, so you must use wisely your well earned free turn.
disable, encore, taunt
here we have two of the most valuable moves of the metagame: encore and taunt, the hax of this moves consist in the 4-8,3-5 (respectively) turns of limited choice on your move slots, you can be encored on calm mind and got lucky by being released in the fourth turn, so you can start sweeping. although many players should switch out a counter right after using encore or taunt forcing you to switch in the afflicted poke, in some cases, like 1-1 battle, be released early from these moves can be crucial for the victory.
magma storm
trapping moves (only listed magma storm because is the only trapping move used on metagame) do the same that shadow tag for 2-5 turns, so maybe youre locked on disadvantage against a heatran, and again the number of turns is completely random determined.
boosters of all stats at once (ancientpower, silver wind, ominous wind)
when this moves get an effect activation twice in a row, the user become a fearsome sweeper, with boosted attack, speed and even defenses, if youre unlucky this will destroy your team in a blink.
ohko moves
almost exclusively used ingame (battle tower), the absurd effect of these moves will sweep your team in any unlucky day, the pokes with ability to stop it are not really useful (besides forretress), so your only hope is pray for luck.
quick claw, focus band
again relegated to the battle tower, this moves can buy an extra turn, for example youre gonna kill a poke but it survives the hit with FB or attack before you with QC and your amazing (or lame lol) streak finish.
as conclusion i am gonna say that critical hit is the most undesired effect for me, you never know when you are gonna be hit by one, at least for sleep, paralisis, flinch, etc you know there is a chance, for example you see a close possibility of flinching when the screen displays "Foe tentacruel used waterfall". so post here your opinion on which of the effects is the most annoying and why.