I love those things. I love them, and I love that Pokemon has finally created combination attacks. Mind you, they're quite limited at the moment but I could see that changing for future generations. Either way, let's discuss the ones we have now.
For those who've forgotten or just never knew the combos, Bulbapedia describes the three elemental Oath combinations as this:
Pretty snazzy. The only downside I see for these attacks is their base power (50), which makes me wonder if I'd use them as secondary STAB and not my main STAB'd attack of those types. I might even go far as raising a starter Pokemon for Physical attacking yet stick its respective Oath element onto it simply for the combination potential. As I see it, the fact that the Oaths do damage is just an additive and not their major usage.
Would you use any of them on your doubles or triples teams? If so, would you attempt having all three Oaths for maximum combination potential, or only focus on one specific combination that stands out to you?
I personally think they're all useful in certain cases, but I think the one that interests me most is the Speed reducing Oath. It's kinda like reserve Tail Wind, only it lasts an extra turn. That said... I think the Water + Fire combination could be fun, especially since you could easily team Charizard and Swampert and still make use of Swampert's EQ.
Just some of my thoughts on 'em. What do you guys think about the Oaths?
For those who've forgotten or just never knew the combos, Bulbapedia describes the three elemental Oath combinations as this:
Water Oath + Fire Oath: If Water Oath is followed on the same turn by Fire Oath, it will double the probability of secondary effects taking place for four turns. This effect does not stack with Serene Grace.
Water Oath + Grass Oath: If Water Oath follows Grass Oath on the same turn, it will decrease the speed of all foes by half for four turns.
Fire Oath + Grass Oath: If Fire Oath is followed on the same turn by Grass Oath, it will cause all foes to take damage equal to 1/8 of their maximum HP at the end of each turn for four turns.
Pretty snazzy. The only downside I see for these attacks is their base power (50), which makes me wonder if I'd use them as secondary STAB and not my main STAB'd attack of those types. I might even go far as raising a starter Pokemon for Physical attacking yet stick its respective Oath element onto it simply for the combination potential. As I see it, the fact that the Oaths do damage is just an additive and not their major usage.
Would you use any of them on your doubles or triples teams? If so, would you attempt having all three Oaths for maximum combination potential, or only focus on one specific combination that stands out to you?
I personally think they're all useful in certain cases, but I think the one that interests me most is the Speed reducing Oath. It's kinda like reserve Tail Wind, only it lasts an extra turn. That said... I think the Water + Fire combination could be fun, especially since you could easily team Charizard and Swampert and still make use of Swampert's EQ.
Just some of my thoughts on 'em. What do you guys think about the Oaths?