Sleep
General:
R/B/Y
The duration of sleep
produced by an enemy's attack (as opposed to that
produced by Rest) ranges from 1 to 8 rounds. The
upper limit of this range depends on the relative
Speed of the combatants, and on whether or not
the "wake up" round is counted as a SLP
round.
Sleep victims can wake up on
their very next turn to attack. If the victim is
slower than the "sleep-inducer", this
means that it can wake up on the same round that
it was put to sleep. It also means that the
latest that it can wake up is on the 7th round,
starting with the one on which the status change
first occurred.
If the victim is faster than
the sleep-inducer, it obviously can't wake up on
the same round that it was put to sleep (because
it was put to sleep at the end of the round). The
latest it can wake up is on the 8th round (again,
beginning with the one on which it was put to
sleep).
Whatever the relative Speed,
the maximum number of attack turns a Pokémon can
lose due to SLP is 7, while the minimum is 1, and
this is perhaps the best way to conceptualize
sleep duration. It also provides a good reason to
include the "wake up" round: one could
split hairs about whether this actually counts as
sleeping, but the practical effect is the same -
your Pokémon can't attack.
Within this range, sleep
duration appears to be randomly determined.
Stadium:
The duration of sleep
produced by an enemy's attack ranges from 1 to 4
rounds. As in the RBY games, the exact duration
of sleep depends upon the relative Speeds of the
combatants, and on exactly which rounds are
counted as SLP rounds. In practical terms
however, the maximum number of attack turns a
Pokémon can lose due to SLP is 3.
Sleep attacks will always
fail if the victim currently has a Substitute.
Statistics:
Attack |
Type |
PP |
Acc% |
Effects |
Hypnosis |
PSY |
20 |
59.8 |
Sleep |
Lovely Kiss |
NOR |
10 |
74.6 |
Sleep |
Sing |
NOR |
15 |
54.7 |
Sleep |
Sleep Powder |
GRS |
15 |
74.6 |
Sleep |
Spore |
GRS |
15 |
99.6 |
Sleep |
Hypnosis VS. Sleep Powder:
Only Exeggcute learns more
than one sleep attack. It starts out with
Hypnosis, and learns Sleep Powder at L48. Though
the latter move has 5 less PP, it is considerably
more accurate, and should replace Hypnosis when
the opportunity arises.
Other sleep attacks:
Since no other Pokémon
learn more than one sleep attack (and there is no
TM for any of them), the only decision you'll
need to make regarding these moves is whether
they're a worthwhile part of your Pokémon's
moveset. In all cases, remember that Pokémon can
only be affected by one major status change (SLP,
PAR, PSN, FRZ, BRN) at a time (this does not
include minor status changes like confusion,
however). You may therefore wish to think
carefully about letting your Pokémon learn a
sleep attack if you also want it to know Toxic or
Thunder Wave, for example.
Spore is the most accurate
sleep attack, and is far and away the best reason
to train a Parasect. Lovely Kiss and Sleep Powder
are tied for 2nd most accurate, and should be
considered very seriously for the Pokémon that
learn them.
Hypnosis suffers a sharp
drop in accuracy relative to the attacks
mentioned so far, but even so it is probably a
useful addition to most movesets. Gengar, in
particular, can wreak havoc with Hypnosis on
account of his superb Speed, and both he and
Hypno can complement this move with Dream Eater:
the most powerful Psychic attack and a useful
healing move. Poliwrath has neither of these
advantages, but is well suited to Hypnosis for a
far more important reason: that cool swirl on his
chest!
Sing is the least accurate
of all sleep attacks. What's more, all of the
Pokémon that learn this move also learn an
excellent array of other attacks, either
naturally or via TMs. It's hard to imagine a
Jigglypuff worth the name that did not sing its
enemies to sleep, but in general you should weigh
the value of Sing carefully against more reliable
attacks.
Back
|