BUILD DECISIONS

Ominous Wind: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Ominous Wind L5 + Magnet this run + one gold evolution choice → Ominous Wind +.

  1. Ominous Wind · L5
  2. Magnet ×1
  3. Separate gold evolution choices ×1
  4. Ominous Wind +

Still needed: 4 level upgrades · run card needed · gold choice not entered.

Permanent upgrades do not replace the run card. Each evolved move consumes its own gold choice; a ready recipe does not guarantee an offer.

Max level → evolution, with the same Pokémon and resource modifiers

Damage per second: 73.33 → 133.33 · Base power / support per stack: 17.64 → 31.75 · Activation interval: 3 → 3 s · Emitted count: 1 → 1

The extra max-level + card row and evolution row share the required run card. They show a target after the displayed requirements are met, without adding cards or a gold choice to your current inputs.

Original values and unitsL5Ominous Wind +
Pull speed196274.4
Damage per hit17.6431.75
Radius / reach96.2125.06
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L19310 / 0—2.61125.67
L212.6310 / 0—2.61637.33
L312.6310 / 0—2.61637.33
L412.6310 / 0—3.91653.33
L517.64310 / 0—3.92273.33
L5 + Magnet17.64310 / 0—3.92273.33
Ominous Wind + ✦31.75310 / 0—3.940133.33

More projectiles or contacts increase potential coverage. Single-target damage uses only the hits and uptime you enter.

Adjust this run +

Changing species resets species-specific moves, TM teaching and traits. Shared resource and target inputs remain. Candidate links always carry that candidate’s legal context.

Enter only moves, cards and Bonds already obtained. A stage label does not supply missing resources. Traits are entered conditions; select the nature and ability you actually have.

Move 1
Cards taken this run · Permanent upgrades · Permanently taught TMs
Calculation conditions

Top 5 legal fits for these resources

Conditional strategy score, not measured win rate. Each candidate uses only this move (plus one legal matching L1 attack for support); cards, equipment, nature, targets and version stay the same. A selected ability applies only to species with that ability.

60 legal candidates · 0 TM-only candidates still need teaching.

  1. Spectrier42.83 Strategy score

    Natural pool or default starter

    Damage per second: 37.33With maintained support: 37.33Damage per enemy hit: 108.12Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  2. Polteageist40.62 Strategy score

    Natural pool or default starter

    Damage per second: 37.33With maintained support: 37.33Damage per enemy hit: 105.14Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  3. Cursola40.05 Strategy score

    Natural pool or default starter

    Damage per second: 37.33With maintained support: 37.33Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  4. Lunala37.95 Strategy score

    Natural pool or default starter

    Damage per second: 30.33With maintained support: 30.33Damage per enemy hit: 94.19Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  5. Hoopa37.53 Strategy score

    Natural pool or default starter

    Damage per second: 32.67With maintained support: 32.67Damage per enemy hit: 108.12Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

All default starters (0)
PokémonLearning relation
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Ominous Wind together in group 1, with the resources listed below.

Game edition: Original game. Execution rules: 5c97df2e.

  • Bonds required 0 · Earned Bonds 0
  • Separate gold evolution choices 0
  • Cards taken this run No run cards required
  • Held item No held item assumed
  • Permanent upgrades No permanent purchases assumed
25.67Damage per secondCurrent stacks
25.67With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
125Damage per enemy hit

DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.

Upgrade order and alternatives
  1. Ominous Wind: level 1 → 5, obtain Magnet, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Shadow Ball at level 1 with 0 Bonds.

Move-level growth at the same conditions

Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.

L1L2L3L4L5
Move levelDamage per hitDamage per second
11125.67
21637.33
31637.33
41653.33
52273.33
Ominous Wind + ✦40133.33

Maximum level → evolved, at the same conditions: 73.33 → 133.33 DPS. Ominous Wind: level 5 → 5, obtain Magnet, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Ominous Wind113 s25.6726.25

Separate status damage: 0 DPS · Status DPS after one modeled group contact: 0 DPS

Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.

  • Inputs without a complete version use the displayed rules. Check the edition and build before comparing.

A cursed wind that swirls enemies together and keeps damaging them.

Pulling vortex · Ghost · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Ominous Wind in co-op: host, guest and boss pull

Players reported on October 20 that the original move pulled enemies in solo play but not as a co-op guest. The original October 20 changelog specifically records a fix for guest Ominous Wind, Sand Tomb and Whirlpool: the host must move the actual enemies. Bosses and Judgment enemies receive only 25% of ordinary pull, so weaker boss movement alone does not establish that the effect is missing. This fix record applies to the original, not automatically to the independent community edition.

Avoid pulling the crowd onto yourself

Automatic aiming can select an enemy very close to your position; the vortex then gathers enemies there. Leave the cluster before the next cast, keep an escape route and switch the active move if that pull position is unsafe. Stronger pull is not always safer crowd control. For Ominous Wind +, reach level 5, take the Magnet run card and choose the gold evolution card; more pull does not remove the boss modifier.

Attack behavior diagram

Attack behavior diagram: Enemies are drawn into a persistent damage fieldSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Enemies are drawn into a persistent damage field

Radius: 74 · Duration: 2.6 s · Pull speed: 140 world units/s

Schematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.

Details

The field first deals damage after 0.15 seconds, then every 0.4 seconds while the target stays inside. Each player retains at most two fields. Boss pulling uses 25% of the listed pull strength.

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.3
4Duration ×1.5
5Pull strength ×1.4 · Damage ×1.4

Levels

These are the initialized move parameters at each level, before player upgrades, type effectiveness and weather. Damage is per hit, not universal single-target DPS. Full-circle arcs display as 360°.

LevelsDamage per hitActivation intervalRadius / reachEffect durationPull speed
193 s742.6 s140 world units/s
212.63 s742.6 s140 world units/s
312.63 s96.22.6 s140 world units/s
412.63 s96.23.9 s140 world units/s
517.643 s96.23.9 s196 world units/s

Move evolution

Reach the move’s maximum level, take its required stat card during this run, then choose its evolution card. Permanent upgrades do not substitute for that card.

Ominous Wind + · 5 · Magnet
Damage per hitActivation intervalRadius / reachEffect durationPull speed
31.7523 s125.063.9 s274.4 world units/s

Learnable moves

PokémonTypesAttack multiplierStarting move
GastlyGhost / Poison×1.25Shadow Ball
HaunterGhost / Poison×1.33Shadow Ball
GengarGhost / Poison×1.42Shadow Ball
MisdreavusGhost×1.17Shadow Ball
ShedinjaBug / Ghost×1.2Bug Bite
SableyeDark / Ghost×1.11Bite
ShuppetGhost×1.11Shadow Ball
BanetteGhost×1.33Shadow Ball
DuskullGhost×0.92Shadow Ball
DusclopsGhost×1.08Shadow Ball
DrifloonGhost / Flying×1.03Shadow Ball
DrifblimGhost / Flying×1.2Shadow Ball
MismagiusGhost×1.28Shadow Ball
SpiritombGhost / Dark×1.21Shadow Ball
DusknoirGhost×1.25Shadow Ball
FroslassIce / Ghost×1.14Ice Beam
RotomElectric / Ghost×1.22Thunder Shock
GiratinaGhost / Dragon×1.25Shadow Ball
YamaskGhost×1Shadow Ball
CofagrigusGhost×1.22Shadow Ball
LitwickGhost / Fire×1.06Shadow Ball
LampentGhost / Fire×1.22Shadow Ball
ChandelureGhost / Fire×1.5Shadow Ball
GolettGround / Ghost×1.11Mud Shot
GolurkGround / Ghost×1.38Mud Shot
HonedgeSteel / Ghost×1.14Metal Claw
DoubladeSteel / Ghost×1.31Metal Claw
AegislashSteel / Ghost×0.97Metal Claw
PhantumpGhost / Grass×1.08Shadow Ball
TrevenantGhost / Grass×1.31Shadow Ball
PumpkabooGhost / Grass×1.06Shadow Ball
GourgeistGhost / Grass×1.2Shadow Ball
HoopaPsychic / Ghost×1.52Confusion
DecidueyeGrass / Ghost×1.29Vine Whip
SandygastGhost / Ground×1.08Shadow Ball
PalossandGhost / Ground×1.25Shadow Ball
MimikyuGhost / Fairy×1.2Shadow Ball
DhelmiseGhost / Grass×1.42Shadow Ball
LunalaPsychic / Ghost×1.45Confusion
MarshadowFighting / Ghost×1.39Karate Chop
BlacephalonFire / Ghost×1.53Ember
SinisteaGhost×1.11Shadow Ball
PolteageistGhost×1.44Shadow Ball
CursolaGhost×1.5Shadow Ball
RunerigusGround / Ghost×1.22Mud Shot
DreepyDragon / Ghost×1.03Dragon Rage
DrakloakDragon / Ghost×1.14Dragon Rage
DragapultDragon / Ghost×1.36Dragon Rage
SpectrierGhost×1.5Shadow Ball
BasculegionWater / Ghost×1.32Water Gun
SkeledirgeFire / Ghost×1.31Ember
CeruledgeFire / Ghost×1.39Ember
BramblinGrass / Ghost×1.06Vine Whip
GreavardGhost×1.04Shadow Ball
HoundstoneGhost×1.26Shadow Ball
AnnihilapeFighting / Ghost×1.33Karate Chop
Flutter ManeGhost / Fairy×1.44Shadow Ball
GholdengoSteel / Ghost×1.43Metal Claw
PoltchageistGrass / Ghost×1.11Vine Whip
SinistchaGrass / Ghost×1.37Vine Whip

Current evolved attacks

All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Current original category

Special · d567c6da · 2026-10-20

Uses Special Attack against the target’s Special Defense. Nasty Plot applies; physical Attack support does not.

These figures describe the cited original-source snapshot. The embedded community edition has its own release; consult its version notes for adapted rules.

TM compatibility

Only the listed compatible, off-type TMs can add new moves. Type + Normal natural moves need no TM. Teaching consumes one unused TM permanently; known moves cannot be taught twice. Taught moves join level-up cards and non-buff starting choices. Compatibility alone does not mean already learned.

—

Abilities

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

Abilities