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No. 0046 D
Paras

Paras

Region
Kanto · 1ª generation
Rarity
Common
Attack side
Physical
As an enemy
Chaser
Recommended build D
  1. Start with this move Seed Bomb → Wood Hammer
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Vine Whip → Power Whip
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 7,600/s (2,734 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Seed Bomb → Wood Hammer Bounce · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Vine Whip → Power Whip Melee · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 7,600/s (2,734 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint up to 3
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Seed Bomb → Wood Hammer
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Vine Whip → Power Whip
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Seed Bomb → Wood Hammer
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Vine Whip → Power Whip
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Seed Bomb Grass Physical Bounce 61 304 1,034Power
Petal Blizzard Grass Special Orbit 123 442 1,003Synthesis
Signal Beam Bug Special Bounce 54 268 909Power
Vine Whip Grass Physical Melee 66 412 880Power
Body Slam Normal Physical Melee 61 299 820Power
Tackle Normal Physical Melee 48 264 726Vigor
Quick Attack Normal Physical Dash 72 301 715Sprint
Solar Beam Grass Special Charge 120 390 702Reflexes
Hyper Beam Normal Special Charge 129 381 686Power
U-turn Bug Physical Dash 66 274 651Synthesis
Rapid Spin Normal Physical Spin 49 216 627Sprint
Bug Bite Bug Physical Melee 40 226 621Power
Razor Leaf Grass Physical Boomerang 62 253 570Reflexes
Energy Ball Grass Special Homing 29 197 567Synthesis
Bug Buzz Bug Special Aura 46 300 567Synthesis
String Shot Bug Physical Mine 25 144 532Reflexes
Grass Knot Grass Special Aura 52 290 522Vigor
Hyper Voice Normal Special Nova 42 187 489Reflexes
Substitute Normal Physical Turret 30 172 434Armor
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Fire×2.56
  • Flying×2.56
  • Ice×1.6
  • Poison×1.6
  • Bug×1.6
  • Rock×1.6

Resists

  • Grass×0.36
  • Ground×0.36
  • Water×0.6
  • Electric×0.6
  • Fighting×0.6

Sprites by

CHUNSOFT, Tacocoa. SpriteCollab, CC BY-NC 4.0.