Paralysis has been much talked about lately. Its presence within the Balanced Hackmons metagame has been called into question, and it seems as if some people would like tiering action. In this post, I'll talk about para's impact on the meta, and my thoughts of para, along with what possible tiering action might, and might not look like.
Paralysis in BH
Paralysis has been a tool used primarily for speed control. In a metagame where many pokemon are between 90-100 base speed it is natural for paralysis to play such a prominent role. Currently, paralysis is used most frequently on Ho-oh - to check Eternatus, on regenvest - as a means of crippling, on Prankster - as a last minute ditch to cripple an offensive pokemon, and on Fur Coat Lunala. Its speed control is also seen on offensive pokemon like Regigigas and Palkia, which want to paralyze and be faster than Zamzenta-Crowned.
However, the paralysis effect goes beyond speed control, which is the primary point of this discussion. On every turn, a paralysed pokemon has a 25% chance of not making a move, i.e. getting paralyzed. This 25% para chance is by nature uncompetitive. Thus, is it at times used on offensive pokemon like Regigigas and Xerneas for muscling past checks throughout long term games.
Paralysis over the course of long games, which bh games tend to be, can make its presence very sharply felt. Throughout OMPL, there have been numerous games decided by parahax, where a pokemon is paralyzed at a crucial moment. This obviously isn’t fun, it doesn’t feel competitive, and it fucking sucks to go out on RNG. So, should there be tiering action on paralysis inducing moves, or paralysis in general?
Keeping Paralysis in check
Well, let's talk about how to stop paralysis. To list them off quickly, Poison Heal, Magic Bounce (glare), ground types, electric types, aromatherapy, jungle healing, dark types (prank glare), and the incredibly niche comatose & Flower Veil pokemon.
Poison Heal pokemon are incredibly strong at switching into passive nuzzle & glare pokemon (regenvest and prankster). Ground pokemon such as Zyg-C are very good at switching into nuzzle Ho-oh and Regigigas. Magic Bounce, is nice if glare was scouted on a poison heal or prankster pokemon.The rest are more game plan esq / niche, but still definitely viable.
I believe that these tools are enough to have switch-ins for passive paralyzers and for the more aggressive ones. I also believe that, if a team doesn’t have a switch in, generally knowing who you can allow to be paralyzed, and having a dedicated “para sack mon” is generally enough, as long as a game plan was formed for the passive paralysis pokemon and Ho-oh (which is 100% necessary) and for other paralysis pokemon such as Regigigas. The rest I believe most teams have the opportunity to generally outplay.
However, despite all this, para hax still happens. Along the way, losing to paralysis at some point is inevitable. This has been very evident in OMPL, as it’s happened multiple times. BUT, bringing multiple para pokemon per team in a para heavy team mirror match has been very common in OMPL, which basically means in long drawn out games, losing to parahax is inevitable, because one side will get screwed over at the pivotal turn - if they did not gameplan correctly. Thus, many people in the community would appreciate some tiering action on para.
Tiering action on paralysis
I personally would endorse a suspect test instead of a council vote. This is mainly because from my experience of the metagame, building and playing, I feel as if paralysis’ place in the metagame is justified (I’m also anxious about Eternatus if para is free). Since I am pretty stubborn on this, I believe it might be best for the community to make the decision in case my perspective of the meta is warped in some way or another.
Potential tiering action
1. This would eliminate passive paralysis users, such as regenvesters. This would greatly nerf Ho-oh as it can now more easily be countered by magic bounce. Glare’s presence would still keep sweepers and Eternatus in check.
2. This mainly affects prank glare users as a last minute ditch to check sweepers. These pokemon become more passive. Ground pokemon become a much more reliable check to paralysis inducing moves. Nuzzle can still be used on Ho-oh and regenvesters to check Eternatus.
Some brief thoughts as well, I’ve personally felt like this interaction is currently the closest to the precedent that was previously used to ban cramorant (It simply spreads paralysis too easily) because you essentially sack your prankster pokemon for a sweeper.
3. No more of the big paralysis inducing moves. Games become a lot less rng dependent. Eternatus can potentially get out of hand. Regenvest and Prankster pokemon get very nerfed.
4. I mentioned a paralysis clause. But I’m not sure how this is possible without nerfing the game, because of moves like Thunder Bolt. Someone would have to explain what a paralysis clause might look like, because I sure don’t.
5. Paralysis remains within the metagame. Nuzzle and Glare remain as premium forms of speed control, and long term utility. Games where both teams rely on paralysis, without great paralysis control inevitably result in death by parahax for one of the players. There are still occasions where para heavy teams still break through well structured teams from unfortunate rng. However, the counterplay to paralysis is deemed enough and people structure their teams to have better counter play to paralysis. This is where I currently stand.
Something that’s been on my mind.
LET'S TALK ABOUT BOLT BEAK.
Bolt beak was banned after Intrepid Sword and Darmanitan-Galar-Zen. It was deemed that there was an intrinsic brokenness of the move that was not attributed to these two pokemon. A few months after the Bolt Beak ban, Zacian-Crowned was banned. However, looking at the metagame I feel like there’s a chance that Bolt Beak might be healthy. I’m currently looking at the abusers (not type related, i.e. Zekrom and Regieleki) and I feel like there aren’t any too crazy ones. Tough Claws BandedKartana sets can potentially be very very good, but Bolt Strike does similar things. CB Kyurem-Black might be incredible with Bolt Beak. Its mold breaker set with Bolt Strike would remain unchanged besides becoming more consistent. There aren’t really any mixed pokemon that might abuse it too much besides like Palkia to break through Tapu Fini (but then again it can still run Zap Cannon or Bolt Strike). I believe that because there doesn’t seem to be any too oppressive users of Bolt Beak after the Zacian-Crowned ban it can potentially be reintroduced into the metagame. I personally would love to see Zekrom, and Zeraora / Regieleki reintroduced again as awesome threats, which might shake things up nicely. I’d love to get some discussion on this :)
SO
What are your thoughts on Paralysis? Do you think it’s fine, should there be tiering action? If so, what and why? I’d love to hear what you all have to say, so that we finish the last stretch of our metagame with great gusto!
Paralysis in BH
Paralysis has been a tool used primarily for speed control. In a metagame where many pokemon are between 90-100 base speed it is natural for paralysis to play such a prominent role. Currently, paralysis is used most frequently on Ho-oh - to check Eternatus, on regenvest - as a means of crippling, on Prankster - as a last minute ditch to cripple an offensive pokemon, and on Fur Coat Lunala. Its speed control is also seen on offensive pokemon like Regigigas and Palkia, which want to paralyze and be faster than Zamzenta-Crowned.
However, the paralysis effect goes beyond speed control, which is the primary point of this discussion. On every turn, a paralysed pokemon has a 25% chance of not making a move, i.e. getting paralyzed. This 25% para chance is by nature uncompetitive. Thus, is it at times used on offensive pokemon like Regigigas and Xerneas for muscling past checks throughout long term games.
Paralysis over the course of long games, which bh games tend to be, can make its presence very sharply felt. Throughout OMPL, there have been numerous games decided by parahax, where a pokemon is paralyzed at a crucial moment. This obviously isn’t fun, it doesn’t feel competitive, and it fucking sucks to go out on RNG. So, should there be tiering action on paralysis inducing moves, or paralysis in general?
Keeping Paralysis in check
Well, let's talk about how to stop paralysis. To list them off quickly, Poison Heal, Magic Bounce (glare), ground types, electric types, aromatherapy, jungle healing, dark types (prank glare), and the incredibly niche comatose & Flower Veil pokemon.
Poison Heal pokemon are incredibly strong at switching into passive nuzzle & glare pokemon (regenvest and prankster). Ground pokemon such as Zyg-C are very good at switching into nuzzle Ho-oh and Regigigas. Magic Bounce, is nice if glare was scouted on a poison heal or prankster pokemon.The rest are more game plan esq / niche, but still definitely viable.
I believe that these tools are enough to have switch-ins for passive paralyzers and for the more aggressive ones. I also believe that, if a team doesn’t have a switch in, generally knowing who you can allow to be paralyzed, and having a dedicated “para sack mon” is generally enough, as long as a game plan was formed for the passive paralysis pokemon and Ho-oh (which is 100% necessary) and for other paralysis pokemon such as Regigigas. The rest I believe most teams have the opportunity to generally outplay.
However, despite all this, para hax still happens. Along the way, losing to paralysis at some point is inevitable. This has been very evident in OMPL, as it’s happened multiple times. BUT, bringing multiple para pokemon per team in a para heavy team mirror match has been very common in OMPL, which basically means in long drawn out games, losing to parahax is inevitable, because one side will get screwed over at the pivotal turn - if they did not gameplan correctly. Thus, many people in the community would appreciate some tiering action on para.
Tiering action on paralysis
I personally would endorse a suspect test instead of a council vote. This is mainly because from my experience of the metagame, building and playing, I feel as if paralysis’ place in the metagame is justified (I’m also anxious about Eternatus if para is free). Since I am pretty stubborn on this, I believe it might be best for the community to make the decision in case my perspective of the meta is warped in some way or another.
Potential tiering action
- Ban Nuzzle
- Ban Glare and Thunder Wave
- Ban Nuzzle, Glare, and Thunder Wave
- Paralysis Clause
- No tier action
1. This would eliminate passive paralysis users, such as regenvesters. This would greatly nerf Ho-oh as it can now more easily be countered by magic bounce. Glare’s presence would still keep sweepers and Eternatus in check.
2. This mainly affects prank glare users as a last minute ditch to check sweepers. These pokemon become more passive. Ground pokemon become a much more reliable check to paralysis inducing moves. Nuzzle can still be used on Ho-oh and regenvesters to check Eternatus.
Some brief thoughts as well, I’ve personally felt like this interaction is currently the closest to the precedent that was previously used to ban cramorant (It simply spreads paralysis too easily) because you essentially sack your prankster pokemon for a sweeper.
3. No more of the big paralysis inducing moves. Games become a lot less rng dependent. Eternatus can potentially get out of hand. Regenvest and Prankster pokemon get very nerfed.
4. I mentioned a paralysis clause. But I’m not sure how this is possible without nerfing the game, because of moves like Thunder Bolt. Someone would have to explain what a paralysis clause might look like, because I sure don’t.
5. Paralysis remains within the metagame. Nuzzle and Glare remain as premium forms of speed control, and long term utility. Games where both teams rely on paralysis, without great paralysis control inevitably result in death by parahax for one of the players. There are still occasions where para heavy teams still break through well structured teams from unfortunate rng. However, the counterplay to paralysis is deemed enough and people structure their teams to have better counter play to paralysis. This is where I currently stand.
Something that’s been on my mind.
LET'S TALK ABOUT BOLT BEAK.
Bolt beak was banned after Intrepid Sword and Darmanitan-Galar-Zen. It was deemed that there was an intrinsic brokenness of the move that was not attributed to these two pokemon. A few months after the Bolt Beak ban, Zacian-Crowned was banned. However, looking at the metagame I feel like there’s a chance that Bolt Beak might be healthy. I’m currently looking at the abusers (not type related, i.e. Zekrom and Regieleki) and I feel like there aren’t any too crazy ones. Tough Claws BandedKartana sets can potentially be very very good, but Bolt Strike does similar things. CB Kyurem-Black might be incredible with Bolt Beak. Its mold breaker set with Bolt Strike would remain unchanged besides becoming more consistent. There aren’t really any mixed pokemon that might abuse it too much besides like Palkia to break through Tapu Fini (but then again it can still run Zap Cannon or Bolt Strike). I believe that because there doesn’t seem to be any too oppressive users of Bolt Beak after the Zacian-Crowned ban it can potentially be reintroduced into the metagame. I personally would love to see Zekrom, and Zeraora / Regieleki reintroduced again as awesome threats, which might shake things up nicely. I’d love to get some discussion on this :)
SO
What are your thoughts on Paralysis? Do you think it’s fine, should there be tiering action? If so, what and why? I’d love to hear what you all have to say, so that we finish the last stretch of our metagame with great gusto!
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