Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Glare functions as a status-category Normal-type move designed to induce paralysis in the target. Precise combat mechanics documentation allows for accurate evaluation of utility moves during team composition. Every detail confirms the non-contact, non-sound nature of this specific status application for calculated competitive play.
Evaluating Glare requires understanding its specific role as a status-category move designed to inflict paralysis on a single target. By focusing on its Normal-type classification and lack of direct damage, trainers can better assess its utility for slowing down opponents during critical turns. This move provides a consistent method for speed control without requiring physical contact or special move interaction.
Power
0
Accuracy
100%
Priority
0
Effect rate
—
Paralyzes the target.
Glare operates as a non-contact status move that inflicts paralysis regardless of type immunities usually associated with powders or projectiles. By analyzing these mechanical flags, players can determine how the move bypasses specific defensive abilities or protective traits. This data clarifies how Glare functions within broader battle rules to ensure predictable, consistent results during competitive play.
Evaluating the utility of Glare requires observing exactly which Pokemon gain access to this specific status application. This list maps the current roster of learners, allowing researchers to determine which teammates possess the necessary speed or bulk to deploy paralysis effectively during critical matchups. Direct access to learner profiles provides the necessary context to refine team synergy and strategic planning.
Examine technical move variants that inflict paralysis to determine how Glare fits into specific team compositions. By analyzing these parallel support options, players gain visibility into functional overlaps, accuracy trade-offs, and distribution differences, ensuring that strategic choices align with broader battle objectives without relying on singular, isolated move data.
Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Primary effect
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Primary effect
Boosts the power of an ally's move by 50% during the turn this move is used.
Continue investigating various status-inflicting moves and combat mechanics to refine competitive strategies. Accessing detailed move profiles ensures every team member utilizes effective utility combinations.