This guide focuses on the Paralysis effect in Pokémon TCG Pocket. It explains the effect, how to cure it, and strategies for using it effectively.
Paralyzed in Pokémon TCG Pocket
Paralysis is a Special Condition that prevents the opponent's Active Pokémon from attacking or retreating for one turn. It automatically resolves at the start of the opponent's next turn (after their Checkup phase).
Paralyzed vs. Asleep
Both Paralysis and Sleep prevent attacks and retreats. However, Sleep requires a coin flip to cure, or strategic play like evolving or retreating the Pokémon. Paralysis automatically resolves.
Paralysis in Pokémon Pocket vs. Physical TCG
Unlike the physical TCG (where cards like Full Heal remove Paralysis), Pokémon TCG Pocket currently lacks specific counter-Paralysis cards. The core effect remains the same: one turn of inaction.
Pokémon with Paralysis Abilities
Currently, only Pincurchin, Elektross, and Articuno (from the Genetic Apex expansion) can inflict Paralysis. Each uses a coin flip, making it somewhat unreliable.
Curing Paralysis
Four methods exist:
- Waiting: The effect ends automatically at the start of your next turn.
- Evolution: Evolving the Paralyzed Pokémon removes the condition.
- Retreating: Retreating the Pokémon removes the condition (as Bench Pokémon cannot have Special Conditions).
- Support Cards: Currently only Koga (specifically against Weezing or Muk) offers this counter.
Building a Paralysis Deck
Paralysis alone is weak. Combining it with Sleep (e.g., using Articuno & Frosmoth) is more effective. This strategy uses Articuno, Frosmoth, and Wigglytuff ex to inflict both conditions.
Sample Paralyze/Sleep Deck
Card | Quantity |
---|---|
Wigglypuff ex | 2 |
Jigglypuff | 2 |
Snom | 2 |
Frosmoth | 2 |
Articuno | 2 |
Misty | 2 |
Sabrina | 2 |
X Speed | 2 |
Professor's Research | 2 |
Poke Ball | 2 |
This provides a framework. Further refinement and experimentation are encouraged.