Parapu (FFC)

Overview
Parapu has been curiously gifted with some incredible tools and stats higher than its ammonite brethren. The first thing to look at is Bewilder Beam, which is the typical 70% confuse move, but it only costs 100 FP, making it the lowest-costing of the semi-consistent confuse skills. On top of this, Parapu has Rallying Cry, which, when combined with Bewilder Beam, instantly makes Parapu a top-class utility vivosaur. Parapu also has some other noteworthy tools in its kit, such as a cheap 80% poison skill, a cheap little 40 FP skill, and Harden Plus. No other vivosaur has this great a combination of cost-efficiency and utility. Parapu does have one sole drawback that makes it incapable of being top tier, however, and that is its inability to have an offensive presence. Parapu is cursed with an unfortunate combination of extremely low damage output in addition to the only range that cannot use support correctly. This means that Parapu is forever doomed to annoy opponents to death rather than destroying them convincingly.

General Gameplan (Early Game)
Parapu, being the face of pure status spam, is equipped with a powerful and dirt cheap confuse skill that deserves to be abused. There’s little use in worrying about if Parapu’s in optimal range or not, as the small increase in damage isn’t worth wasting FP over. Just use Bewilder Beam and RC accordingly with no regard to its offensive position.

Midgame/Endgame
Parapu’s low damage output really shows here. To win 2v2s and 1v1s, Parapu relies heavily on confuse to minimize the opponent’s damage output as well as poison to maximize its own. Parapu’s 1v1 flowchart consists of Bewilder Beam (not confused) > Parapu Poison (confused 1) > Bewilder Beam (not confused), and while the % chances on those moves are more consistent than others, Parapu’s low Attack means it has to keep it up for a couple turns longer, which is all it takes for a strong vivo to turn the tide.

Optimal Teammates/Strategies
Parapu definitely needs to slow the pace of the match in order to succeed, so Parapu should be paired with vivos that can do so with either confuse or Attack debuffs. With Parapu, it’s a war of attrition.

Winning/Losing Matchups
Parapu’s sheer weakness eliminates any possibility of its element or range having any effect on its matchups. It can be condensed to “the slower Parapu’s team can play the game, the likelier it is to win”. Parapu loses if it’s forced into situations in which a good Attack stat is actually a factor; ironically, it doesn’t have the ability to defend itself.