Thunder Wave inflicts paralysis on the target. A paralyzed Pokémon:
- Has its Speed halved permanently (until healed or switched out)
- Has a 25% chance to be fully paralyzed each turn — it tries to move but fails
Paralysis is one of the most disruptive status conditions in doubles because Speed is everything. Halving a fast Pokémon’s Speed mid-game can flip the entire turn order.
Prankster Thunder Wave
Grimmsnarl is the primary Thunder Wave user in Reg M-A, and it runs PranksterPranksterabilityAn ability that gives all Status moves +1 priority — they go before almost everything, even if the Pokémon is slow.Click to read more → — giving Thunder Wave +1 priority. Prankster Thunder Wave goes before virtually every other move, meaning Grimmsnarl can paralyze a fast Pokémon before it acts, immediately dropping it below the Speed of slower Pokémon.
This is particularly devastating against TailwindTailwindmoveDoubles the Speed of every Pokémon on your side for 4 turns. Often paired with Prankster for instant priority setup.Click to read more → teams: if the opponent has doubled their Speed with Tailwind, Thunder Wave cuts it back in half — partially canceling the Tailwind advantage.
The type restriction
Thunder Wave cannot paralyze Electric-type Pokémon (they’re immune) or Ground-type Pokémon — it’s an Electric-type move and fails against Ground immunity.
Full paralysis vs Speed drop
The 25% full paralysis is an unreliable secondary effect — don’t build strategy around it triggering. The permanent Speed halving is the predictable value. In doubles, where turn order determines whether you KO before you’re KO’d, a 50% Speed drop on the opponent’s fastest threat is often worth a full turn.
Thunder Wave vs Icy Wind
Icy Wind is a spread move that drops both opponents’ Speed by one stage, but the drop resets when they switch. Thunder Wave hits one target but the paralysis is permanent until cured. Both are Speed control tools — the choice depends on whether you want spread efficiency or lasting disruption.