Paralyze
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. is a debuff that fixes the value of Coins to 0 (effectively fixing Tails chance to 100%), regardless of Sanity. One Stack of Paralyze is spent for each Coin, and Paralyze can be spent in Clashes and Coin tosses. Paralyze expires at the end of the Turn.
Strengths & Weaknesses
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. is a debuff effect that varies in usefulness depending on the circumstances. While the effect of fixing a Coin to 0 is strong, high quantities of Paralyze are needed for multi-Coin skills. For example, assuming all Clashes are lost, a three Coin Skill burns through 6 Paralyze during Clashing, and 5 Coin Skill would need 15 Paralyze to have all Coins toss Tails while Clashing. Clash Count is also dependent on enemy Coin number and ties, so it is possible for the quantity of Paralyze needed to be even higher.
The minimum amount of
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. Stacks required to fully nullify the Coin Power of a Skill for the entire Clash follows the triangular number sequence, and can be written according to the following formula:
Where is the amount of Paralyze required, and is the amount of Coins.
Currently, the highest amount of Coins in a single Skill is 6, which requires 21 Paralyze.
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. is particularly strong against high Power single Coin Skills, such as E.G.O or certain boss Skills.
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. is not as effective against 3+ Coin Skills, Skills with high Base Power and low Coin Power, and enemies with many Parts, as higher number of coins burn through
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. quicker and skills with low Coin and high Base Power are overall less affected by it.
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. can also become actively detrimental to the player if inflicted against enemies with Minus Coin Skills due to
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. also setting the Coin Power of Minus Coin Skills to 0, essentially buffing them and making them more difficult to clash against.
Though, this does also mean that Sinner Identities with Minus Coin Skills and Minus Coin E.G.O. Skills actively benefit from having
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. being inflicted on them, improving their clashing and damage output.
Notably, as all Coin Power modifiers of Cracked
Unbreakable Coin
Unbreakable Coin- This Coin does not break upon Clash Lose.
- If an Attack Skill has this Coin, attack with this Coin after getting hit.
- Upon Clash Lose, fix the Coin Power of the unbroken Coin to 1s are applied after fixing the Coin Power to 1,
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. can significantly lower the damage of such Coins.
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. is an effect that must be carefully managed to gain high payoff. There are a few strategies to utilizing Paralyze. Using a faster Identity to get an unopposed attack and apply Paralyze prior to a Clash to make the Clash easier is useful, but is dependent on the Speed values of Identities and enemies that Turn. Some Identities apply Paralyze next turn to circumvent the issue of Paralyze expiring at the end of the turn, but this means the first Clash of the turn will use paralyze and creates restrictions on a player's Clash order. Paralyze can also be used to guarantee high rolls on Minus Coin E.G.O Skills. Note that 1 Paralyze will only cause the first Clash to roll Tails, so 2 or more Paralyze is needed if the E.G.O Skill is Clashing rather than attacking unopposed.
Paralyze
ParalyzeFix the Power of X Coin(s) to 0 for this turn. creates errors in Clash predictions. If an enemy has Paralyze, it is assumed that all Coins will toss Tails that turn rather than just the first few Coins. This causes all Clashes to appear as "Dominating" and may change the behavior of "Win Rate" and "Damage" auto buttons. Checking the Base Power, Coin amounts, and Coin Power of Skills is recommended.
Related Effects
| Name | Description |
|---|---|
| Fix the Power of X Coin(s) to 0 for one turn. Expires at the end of the turn. |
Identities & E.G.O
| Identities | |
| E.G.O | |
E.G.O Gifts
| Gift | Tier | Base Effect | + | ++ |
|---|---|---|---|---|
Reverberation |
II | Turn End: Inflict 2 If the target has 20+ |
Turn End: Inflict 2 If the target has 15+ |
Turn End: Inflict 3 If the target has 10+ |
Anti-Ovine Grounding Plug |
II | When hit during the combat phase, inflict 1 |
When hit during the combat phase, inflict 1 At 5+ Envy A-Reson., at Combat Start: inflict 1 |
|
Sad Plushie |
III | Deal +(absolute value of SP/1.5)% damage. (min 0%) When an ally with Plus Coin Skills recovers from Stagger, fully heal SP. (does not activate when Corroded) For an ally with all Minus Coin Skills: gain 3 |
||
Jolly Plushie |
IV | Gain 2 - In Focused Encounters, gain 4 Turn Start: apply 2 Deal +(absolute value of SP)% damage. (min 0%) When an ally with Plus Coin Skills recovers from Stagger, fully heal SP. (does not activate when Corroded) For an ally with all Minus Coin Skills: gain 5 |
Status Effect Pages
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| List of Status Effects - Enemy Exclusive Effects |