Oh god I hope Snare Trap doesn't win... If I understand what Gothic Togekiss is saying, then I agree that this sounds kinda broken. 75 power, high base attack stat, -1/8 per turn. For five turns. I think we should stick to the fundamentals for this, I don't really see the point in making a new ability just so people can use Wrap and the like of more. >_>
One man's take on this...
75 BP is after STAB.
In contrast, even weak STAB moves START with 75 BP. The Punches and Brick Break all start with 75 BP, and get boosted up to 112.5
And the alternative to 1/8th is 1/16th. 1/16th blows. It's cancelled out by Leftovers, and this won't likely be trapping very well in a Sandstorm. 105 Base Atk also isn't that high, and it is resoundingly inept if your plan is to use Shadowbind(as I have dubbed it) as a primary attack move. It's weaker than Shadow Punch and doesn't have perfect accuracy, although I suppose you could make the case the 1/8th makes up for the BP differential.
Using Shadowbind on this for your main offense would be like using Charge Beam on Jolteon for your main offense. It just doesn't have the power to KO anything, even things weak to it. Nothing in existence is 4x weak to Ghost, the only thing that would be is Ghost/Psychic. In a best case scenario, where supereffective, this is equivalent to Primeape Karate Chop.
After a Bulk Up, this has the power of Primeape Brick Break. After 2, Primeape Cross Chop. In other words, this should not ever be constituted as a primary form of attack. It's a better built trapping move, not a sweeper/trapper hybrid like Magma Storm.
Much as I hate to bust my own ideas:
Hyra said:
AHA! I found out how Snare Trap isn't broken with Bulk Up.
You switch in Mummymon.
Other guy does stuff.
Guy realizes the threat and switches to Mummymon counter.
You use Shadowbind/Wrap.
Either Shadowbind hits a Normal type and fails, or you see the counter and run like crazy without being able to Bulk Up.
Basically, Snare Trap reinforces switching in a roundabout way.
One set with Bulk Up that would be fairly effective:
Shadowbind
Bulk Up
Substitute
Focus Punch
There's loads of dangers to switching in here. Normal types have to fear Focus Punch. Steel type switchins will need a psuedohazingf move, but otherwise can come in fairly well. However, if this traps something like Bronzong while behind a Sub, it'll be a tough rut for opponents. Shadowbind won't ever have unholy power, but after two bulk ups it will be as good standalone as Cross Chop. Focus Punch will obliterate anything that doesn't resist.
We may want to rethink the number of trapping turns down to 3 or 4. This set could be quite a force. Not even Staraptor wants to switch in on Focus Punch more than once or twice.