Paralysis
General:
R/B/Y:
Paralysis has two major
effects on the victim: (a) a drastic reduction in
Speed, and (b) the possibilty of full paralysis,
making it impossible to attack.
Speed reduction:
The short answer is that,
when no other Speed modifications are in effect,
the PAR status change reduces the victim's Speed
to one-quarter of its normal value (1).
However, things get
considerably more complex if Speed modifying
attacks (eg, Agility) are used on a paralyzed
Pokémon. For a full explanation, please read the
Speed and Burns sections on the Statistic
Modifiers page.
Full Paralysis:
Each round that a Pokémon
is afflicted with the PAR status change, there is
about a 25% chance that it will be fully
paralyzed and unable to attack (2).
Switching does not remove
either the PAR status or the Speed penalty.
Rest removes the PAR status
and any chance of full paralysis (even after the
Resting Pokémon wakes up). However, it does not
remove the Speed penalty. Once the PAR status has
been removed, though, the penalty becomes like
any other statistic change, and can be removed by
switching or by Haze.
Haze, when used by a
paralyzed Pokémon's opponent, clears away both
the status change and the Speed penalty. When
used by the paralyzed Pokémon, Haze will remove
the Speed penalty (but not, of course, the status
change). However, if the paralyzed Pokémon then
switches away and returns, the penalty will again
be in effect.
Stadium:
Rest removes the PAR status
and the Speed penalty.
Paralysis and Gameplay:
Slowing the enemy down and
preventing his attack 25% of the time may not
seem like a big deal, but paralysis is a serious
contender for the 2nd most debilitating status
change, especially in Pokémon Stadium. FRZ is
clearly the most desirable: a frozen Pokémon is
as good as fainted. PSN and BRN are usually not
even worth consideration. This leaves SLP and
PAR. In the Red, Blue, and Yellow games, sleep
can incapacitate for up to 7 attack turns, a
devastating advantage. In Stadium, however,
maximum sleep duration is only 3 attack turns:
even if you successfully put your opponent to SLP
(a gamble for everyone except the Paras series),
there is a 1 in 3 chance for an instant wake-up,
making your effort a waste of time.
Paralysis, on the other
hand, is permanent, barring the intervention of
Haze or Rest. The 25% chance for full paralysis
is not terribly high, but it definitely tips the
odds in your favour.
The importance of the Speed
penalty should not be overlooked. The first time
that both your Pokémon and its opponent are one
hit away from fainting serves as a powerful
lesson about the importance of Speed in combat.
Also, a number of attacks
are most effective when the victim is slower than
the attacker. One-hit KOs, for example, will have
no effect unless the victim's Speed is equal to
or less than the attacker's. Attacks that have a
chance of making the victim flinch will only do
so if the attacker is faster than the victim.
Multi-turn attacks like Wrap and Fire Spin are
particularly effective (and frustrating!) when
used repeatedly by a Pokémon that wins the
initiative each time. Paralyzing the enemy makes
these techniques possible for slower Pokémon,
but it serves a defensive function as well: the
enemy will have less success using these attacks
on you.
Paralyzing attacks are not
just for slow Pokémon, however: Electrode can be
invaluable to his teammates by Thunder Waving as
many of the enemy as possible before fainting.
Statistics:
Attack |
Type |
PP |
Pow |
Acc% |
Effect |
TM |
Glare |
NOR |
30 |
---- |
74.6 |
paralyze (100%
chance) |
----- |
Stun Spore |
GRS |
30 |
---- |
74.6 |
paralyze (100%
chance) |
----- |
Thunderwave |
ELE |
20 |
---- |
99.6 |
paralyze (100%
chance) |
45 |
Bodyslam |
NOR |
15 |
85 |
99.6 |
paralyze (30%
chance) |
08 |
Lick |
GHST |
30 |
20 |
99.6 |
paralyze (30%
chance) |
----- |
Thunder |
ELE |
10 |
120 |
69.5 |
paralyze (10%
chance) |
25 |
Thunderbolt |
ELE |
15 |
95 |
99.6 |
paralyze (10%
chance) |
24 |
Thunderpunch |
ELE |
15 |
75 |
99.6 |
paralyze (10%
chance) |
----- |
Thundershock |
ELE |
30 |
40 |
99.6 |
paralyze (10%
chance) |
----- |
Glare, Stun Spore and
Thunderwave:
No Pokémon that learns one
of these moves can learn any of the others. Glare
affects Ghosts (despite being a Normal attack),
so it and Stun Spore are functionally identical.
Whether to include either of these in your
Pokémon's moveset is a matter for your own
judgement and experience to decide. In general,
it's not like the Ekans series is overflowing
with good set-up attacks, and besides it's pretty
cool (in a Rudyard Kipling sort of way) for a big
snake to hypnotize its opponent before striking.
However, every Pokémon that
learns Stun Spore also learns the
equally-accurate Sleep Powder. One factor that
may help you decide here is whether you plan to
do most of your battling in Red, Blue, and Yellow
(go with Sleep Powder), or in Pokémon Stadium
(Stun Spore may prove more useful).
Thunder Wave is the choice
for paralyzing. It's nearly 100% accurate, and
can be learned by every Electric type, as well as
several Normals, Psychics, and even a few Water
Pokémon. The only drawback is that it has no
effect on Ground Pokémon.
Other Paralyzing attacks:
Body Slam and Lick have a
30% chance to paralyze, while all Electric
attacks (save Thunder Wave) have a 10% chance to
paralyze. None of these moves serve as a reliable
means of producing paralyzation, though any
chance for a useful side effect adds to the value
of an attack.
Ongoing research:
Does the strangeness with
Agility apply to Stadium as well?
Is there anything about
Pokémon that determines their likelihood of
fully paralyzed rounds?
Back
|