Confusion
General:
Confusion affects Pokémon
for 1 to 4 turns; across that range the exact
duration is randomly determined. Each turn that a
Pokémon is confused, there is a 50% chance that
it will attack itself and be unable to take any
other action during that turn.
Self-inflicted attacks have
a power rating of 40, and cause damage according
to the following simplified version of the battle
damage formula:
[(((2A/5
+ 2)*B*40)/C)/50]
+ 2
A =
the confusion victim's Level
B =
the confusion victim's Attack
C =
the confusion victim's Defense
Self-inflicted attacks
differ from other attacks in several important
ways.
Self-inflicted attacks have
no type. If anything, we might expect them to be
Normal, but this is refuted by the fact that
Ghosts can hurt themselves, and by the fact that
Normal-type Pokémon do not get the 1.5x
same-type attack bonus when attacking themselves.
Self-inflicted damage is not variable. The damage
predicted by the above formula is the exact
amount caused every time a Pokémon hits itself.
Self-inflicted attacks are never critical hits.
Reflect provides no protection against this sort
of damage (ie, it does not increase the value of
C during self-inflicted attacks). However,
changes to the confused Pokémon's Attack and
Defense ratings do affect the damage done. Thus,
don't expect confusion to do much damage when
your opponent has set up a few Barriers. On the
other hand, Confuse Ray is to Sword Dancers what
Swift is to Double Teamers.
Note that, because
self-inflicted damage is based in part on the
Attack score the victim, if your Pokémon will
not use any Physical attacks itself, you should
select a specimen with the lowest possible Attack
gene.
The effects of confusion are
eliminated if the victim is switched away. For
example, if a Psyduck confuses a Pinsir and the
Pinsir's trainer calls it back and sends out
another Pokémon, if the Pinsir is called back
out to battle, it will no longer be confused and
will have the same chance of being confused as
before.
A confused Pokémon cannot
be confused again until the effects of the
existing confusion wear off. That is, you cannot
extend the duration of confusion on a currently
confused Pokémon. You must wait for the Pokémon
to regain its senses before attempting to confuse
it again.
Tactics:
The following statements are
true of all confusion episodes allowed to run
their course (ie, no interference from switching,
Haze, fainting, full paralysis, etc.):
The victim has a 76.6%
chance of damaging itself at least once, a 35.9%
chance of damaging itself at least twice, a 10.9%
chance of damaging itself at least three times,
and a 1.6% chance of damaging itself four times.
There is a 23.4% chance that confusion will have
no effect whatsoever.
The victim has a 40.6% chance of damaging itself exactly
once, a 25% chance of damaging itself exactly
twice, a 9.4% chance of damaging itself exactly
three times, and (obviously) a 1.6% chance of
damaging itself exactly four times.
On average, 1.25 attacks are prevented, and
damage equal to an attack with a power rating of
50 is caused.
Item 1 reveals that although
Confuse Ray is technically 99.6% accurate, it
really only "hits" (ie, has any effect)
76.6% of the time. However, item 3 shows why it
is a solid move in the long run: like most
attacks, it costs a turn to use, but on average
it costs the victim more than one turn.
Even better, while you're
protected the victim is beating on itself with a
mid-power attack that's not subject to type
modifiers or any stat disadvantages your Pokémon
may have. To avoid this unpleasantness, your
opponent may choose to switch out his Pokémon as
soon as it becomes confused, in which case you
have basically traded turns. However, things
aren't quite the way they were: your Pokémon now
has one less PP, and the effects of any stat mods
(both beneficial and detrimental) used on the
enemy are negated. Also, if your Pokémon has the
initiative when it uses Confuse Ray, there's a
50% chance of self-inflicted damage before any
switching is possible.
These statistics also show
why Supersonic's poor accuracy makes it a lousy
move: only 41.9% (0.547 x 0.766) of all uses of
Supersonic have any effect at all, and on average
a single use of this stinker costs the enemy only
0.68 attacks and does damage equal to an attack
with a power rating of 27. It's only worth
keeping around for times when there are no other
options (eg, having only Normal attacks and
encountering a Gastly, or, for masochistic
reasons, you have chosen to raise a Butterfree
with no TMs).
It is possible for a
Pokémon to be confused while its status is FRZ,
SLP, BRN, PSN, or PAR. Should you use Confuse Ray
when the victim's status has been changed?
Frozen: Of
course not. A frozen Pokémon is harmless, and
can never injure itself. A conceivable exception
would be a situation in which your Ninetales or
Magmar needs to finish off a frozen enemy, and
has only Flamethrower to do the job. First
confuse the victim, then defrost it.
Sleeping:
Only if you're confident that the victim will
soon awake (for example, a Rester on the last
round of its nap, or just about any SLP victim in
Stadium).
Burnt:
Adding confusion to this status is better than,
say, using Constrict, but consider that a BRN
victim's Attack stat is halved. Self-inflicted
attacks will still spare your Pokémon from
getting hit, but they won't do much damage.
Poisoned:
Sure. This status change is totally irrelevant to
confusion.
Paralyzed:
This is a bit of a trade off. On the one hand,
each fully paralyzed round is one on which the
victim can't self-injure. However, this is an
excellent defensive combination. A confused,
paralyzed Pokémon has only a 37.5% chance (0.75
x 0.50) of taking any useful action on a given
round.
If you are planning to use
Confuse Ray in conjunction with an Evade/Accuracy
modifier, note that it is desirable to use
Confuse Ray first: it has a 50% chance of
preventing the enemy's next attack, while a
single EvAcc mod has only a 34% chance.
Furthermore, a self-inflicted attack prevents the
Pokémon from using Swift, Bide, Transform, or
any other attack that would ordinarily ignore
EvAcc modifiers. Once both moves are in effect,
the victim has only a 33% chance (0.66 x 0.50) of
successful attack - a situation made even sweeter
if deep, jaw-clenching irritation hinders your
opponent's ability to concentrate.
Statistics:
Attack |
Type |
PP |
Pow |
Acc.% |
Effect |
Confusion |
PSY |
25 |
50 |
99.6 |
10% CHANCE CONFUSION |
Confuse Ray |
GHST |
10 |
----- |
99.6 |
100% CHANCE
CONFUSION |
Psybeam |
PSY |
20 |
65 |
99.6 |
10% CHANCE CONFUSION |
Supersonic |
NOR |
20 |
----- |
54.7 |
100% CHANCE
CONFUSION |
Confuse ray VS. Supersonic:
Confuse Ray has only half as
many PP as Supersonic, but, as noted above, it is
clearly superior to Supersonic. On top of (and,
in fact, because of) its tangible
effectiveness, Confuse Ray is one of the most
unsettling attacks in the game, and therefore a
great psychological weapon.
On the other hand, due to
its inaccuracy, Supersonic really sucks. In most
cases, you're better off not using it at all.
Replace Supersonic with Confuse Ray on your Zubat
as soon as you can!
Confusion VS. Psybeam:
Psybeam is more powerful
than Confusion and has an equal chance of
confusing the victim. Confusion has 5 more PP,
but 20 PP is still a lot and you'll get more
damage out of 20 Psybeams than 25 Confusions.
Neither attack is extremely powerful and neither
can be reliably expected to actually confuse a
victim during the course of a typical battle, but
if used by a high-Special Psychic Pokémon, both
can be reasonably effective.
Psybeam is a good, solid
attack with a great side effect, but not the most
powerful Psychic attack available.]
Confusion isn't a total
bottom dweller like Tackle or Bubble, but it's
not great. It does put the "Psy" in
Psyduck, though, and for that reason alone has
value.
In the final analysis,
however, if Psychic is available to your
Pokémon, that will most likely be a better
choice than either of these attacks. See the
Psychic Attacks page for a more detailed
discussion of this issue.
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