What it does
Glare is a Normal-type status move that inflicts Paralysis with 100% accuracy. The key distinction from Thunder Wave: Glare is Normal-type, not Electric-type. That means it can hit Electric-type Pokémon (which are immune to Electric moves) and Ground-type Pokémon (which also dodge Thunder Wave via Electric immunity overlap). Effectively, Glare has no type-based immunity to worry about.
Paralysis in Champions halves Speed and gives the target a 25% chance to be fully immobilized each turn. The Speed halving is what matters most in doubles — a Pokémon that was faster than your team gets cut down to potentially half your team's speed, reshuffling the turn order permanently until cured.
100% accuracy means no luck factor. Every click lands. That reliability is Glare's defining trait.
Who runs it
Arbok at 51% uses it as its primary speed control tool. Arbok's job is to apply paralysis to the opposing team's key targets and let partners follow up. Poison-type gives it guaranteed-hit Toxic on a separate dimension; Glare covers the speed side.
Serperior at 47% is fast enough to usually move first. It can click Glare before the target acts, immediately halving that target's Speed on the same turn. A fast threat that gets halved suddenly falls behind Serperior's own Speed tier.
Sandaconda at 17% uses it to compensate for its own low Speed — Glare is where it contributes to speed control despite not being a fast Pokémon itself.
How to use it
In doubles, target the fastest and most threatening opposing Pokémon. Halving their Speed immediately shifts the turn order and reduces how many of your team members they can outpace.
100% accuracy makes it a set-and-forget speed drop — you don't need to think about whether it'll land. Serperior's high Speed means it fires this before the target can move, applying the Speed halving proactively.
Don't build your game plan around the full-immobilization proc. The Speed halving alone justifies the move slot. Full-stop immobilization is a bonus.
Tips & strategy
Glare vs Thunder Wave: Thunder Wave cannot hit Electric or Ground types; Glare hits everything that doesn't have an ability-based immunity. In Champions where both Electric and Ground types are common, Glare has genuine coverage advantages.
Against Trick Room teams, paralyzing a slow Trick Room core Pokémon under reversed Speed order makes it even slower — counterintuitively, this disrupts the Trick Room team's internal timing since the paralyzed Pokémon was supposed to act 'first' under Trick Room.
Fast users like Serperior clicking Glare first means the opponent's fast Pokémon gets its Speed halved before it acts, neutralizing its Speed advantage for the rest of the game until they cure the paralysis.