Lieutenant Houndoom said:
The way it goes is
Draw phase
Main phase
Attack phase...Paralyze stops it here.
Call attack
(Holon Circle stops it here)
Do prequistiles for attack to work
Do damage
Do whatever you need to do to figure damage
Check remaining HP-stop if KO
Do post-damage effects
Actually you have it reversed.
ATTACK ORDER
a) If the Defending Pokémon is a Baby Pokémon, flip a coin to see if your turn ends without an attack. (If your turn ends without an attack, don't do any of the other steps. You're done now.)
b) Announce which attack your Active Pokémon is using. Make sure your Pokémon has enough Energy attached to it to use this attack.
c) If necessary, make any choices the attack requires you to make. (For example, Swampert's Water Arrow attack says "Choose one of your opponent's Pokémon." So you choose now.)
d) If necessary, do anything the attack requires you to do in order to use it. (For example, discard Energy cards, as in Camerupt's Fire Spin attack, which makes you discard 2 basic Energy cards attached to Camerupt in order to use it.)
e) If necessary, apply any effects that might alter or cancel the attack. (For example, if your Pokémon was hit last turn by Magmar ex's Smokescreen attack, that attack said that if you tried to attack with that Pokémon during your next turn, you should flip a coin. If tails, your Pokémon's attack does nothing.)
f) If your Active Pokémon is Confused, check now to see if the attack fails.
g) Do whatever the attack says. Do any damage first, then do any other effects, and finally, Knock Out any Pokémon that have damage greater than or equal to their Hit Points.
GUESS WHAT, you can discard to prevent the paralysis before the KO check