Zystral
めんどくさい、な~
My support lends out to the likes of Intimidate and Trace.
Intimidate arguments are already sufficient, so let me address those who say "Trace lets you counter too many things at once!"
Let's take a look at OU and see how many things have abilities that can be used against it:
Vaporeon (Water Absorb), Jolteon (Volt Absorb), Magnezone (Magnet Pull), Flygon (Levitate), Salamence (Intimidate), Gyarados (Intimidate), Heatran (Flash Fire), Electivire (Motor Drive). You may be able to argue some Pressure users but for the sake of simplicity I'll ignore those.
Frankly, I don't see how that's "too many things at once." Yes, they're very different, and it'll be silly to counter the likes of Vaporeon and Salamence at the same time. But the fact is, if you aim to stop GyaraMence (they're similar, so I'll group them together for sake of example), then obviously Trace is a great ability, allowing you to nullify the DDance as you switch in. However, running Trace, if they happen to have a Vaporeon too, then bonus, but being inclined to stop Mence, are you really going to want to stand up Vaporeon? It'll likely Wish in your face and pass it to a teammate, while you are left with Water Absorb versus a very high-HP Mence.
The thing with Trace is that while you are given a safety net to catch other things you weren't planning to, it's also a double-edged sword in that switching in against the wrong thing could be disastrous. Also, nobody is forcing you to run Trace. The only things you would absolutely need Trace for would be Heatran and Magnezone.
I don't think Trace would be broken in any way, as there are plenty of ways to stop it, even if it can be easily abused.
Intimidate arguments are already sufficient, so let me address those who say "Trace lets you counter too many things at once!"
Let's take a look at OU and see how many things have abilities that can be used against it:
Vaporeon (Water Absorb), Jolteon (Volt Absorb), Magnezone (Magnet Pull), Flygon (Levitate), Salamence (Intimidate), Gyarados (Intimidate), Heatran (Flash Fire), Electivire (Motor Drive). You may be able to argue some Pressure users but for the sake of simplicity I'll ignore those.
Frankly, I don't see how that's "too many things at once." Yes, they're very different, and it'll be silly to counter the likes of Vaporeon and Salamence at the same time. But the fact is, if you aim to stop GyaraMence (they're similar, so I'll group them together for sake of example), then obviously Trace is a great ability, allowing you to nullify the DDance as you switch in. However, running Trace, if they happen to have a Vaporeon too, then bonus, but being inclined to stop Mence, are you really going to want to stand up Vaporeon? It'll likely Wish in your face and pass it to a teammate, while you are left with Water Absorb versus a very high-HP Mence.
The thing with Trace is that while you are given a safety net to catch other things you weren't planning to, it's also a double-edged sword in that switching in against the wrong thing could be disastrous. Also, nobody is forcing you to run Trace. The only things you would absolutely need Trace for would be Heatran and Magnezone.
I don't think Trace would be broken in any way, as there are plenty of ways to stop it, even if it can be easily abused.