@@ultra_111 Stab Choice Band Huge Power Crit Magnitude 10 Groudon/Primal Groudon ( 150/180 base attack ) 252 attack EVs 31 attack IVs Adamant Nature Baton Passed 4x Attack boost from baton pass plus Helping hand Vs Hisuian Arcanine Lonely Nature 0.25x defense (6 stat drops) with no defense and hp IVs no defense and hp EVs using dig This is the strongest I can think Edit: This is using hacked mons in Pokémon showdown also can someone do this I really wanna see how this will work XD
Honestly I was expecting something like Earthquake being a 2 hit ko on a certain pokemon it was meant to counter, while magnitude was also almost always a 2 hit ko but if you got lucky with magnitude 10 it'd be a 1 hit ko, so there's no reason not to chance it
Additionally, Magnitude should be chosen over Earthquake if there's a meta-defining matchup that gets 2HKO'd against EQ when it doesn't have enough time for that. Hoping for a Mag10 for the OHKO could be the only viable option. Kinda the same as a matchup requiring a Focus Miss to hit, and yet people still use Focus Miss.
Let's ignore the random damage modifier to make life easier. Let's say that exactly 101 base power would OHKO a mon. Earthquake would need to be used twice. There's a 15% chance Magnitude only needs to be used once. However, any combo of 10+(90 or lower), 30+(70 or lower), 50+(50 or lower), 70+(30 or lower), or 90+10, would not secure a 2HKO for Magnitude. Running the probability calcs, that's a probability of 23.25% that Magnitude would instead result in a 3HKO or worse, which is more likely than the 15% chance of an OHKO. (BTW pls take with grain of salt in infamous for making careless mistakes in calculations) Of course, perhaps the 15% chance is worth it to deal with a specific monster, and numbers can't reflect that, but just thought it interesting to point out how Magnitude is more likely to fail to 2HKO than to OHKO if it needs 101 BP. However, dont forget that using magnitude means that you're also getting a much lower average base power against other mons. Perhaps Earthquake threatens some guaranteed OHKOs or 2HKOs that Magnitude can only sometimes threaten.
That was my first guess as well, but it seems hard to find a situation where that's relevant. If Magnitude could OHKO, then so could a critical hit with Earthquake. And so would an Earthquake against a Pokemon with extra chip damage. I think this would be the best case scenario. You need a base 105 move to get an OHKO (ignoring damage ranges). Earthquake would have a 6.25% chance to OHKO. Magnitude would have an 18% chance to OHKO (15% Mag 9 or 10 + 3.1% crit Mag 7 or 8). Not a bad boost in odds, but the benefit gets a lot worse in a real battle where things are at all different HP levels, and consistent damage output and guaranteed 2-hit KOs and more important.
It's incredible how Clefable didn't even need its Fairy typing to become metagame defining, if Reuniclus and Alakazam didn't have Magic Guard, Cleffy would totally take their spot in Gen 5 as well.
Because it was a magic guard user with some actual bulk. Alakazam mainly only cared about magic guard to avoid hazards on switch in so it could keep it's focus sash a bit longer. Clefable however can wall certain attackers and just sit there healing itself and it's team without needing to worry about toxic or hazard chip. Granted nowadays Unaware Fairy Clefable is waaaaay better.
I really hate how they removed the normal type on Clefable and keep it on Wigglytuff. I understand when a pokemon has two types and you need to change one of them like Mega Altaria but clefable didn't need to lose his normal type, it was already good, didn't need this kind of buff
@@Y-all-mofos-need-Talos If they really wanted to they could probably make a "regional" variant that still has the normal typing and same stats, perhaps with a slightly altered movepool to have less fairy moves and more normal. I think making it normal/fairy would actually make it much worse since it no longer resists dark or fighting so won't be able to check or wall things like Weavile as easily. Still better than pure normal Clefable but much worse than pure Fairy.
@@caldw615 Unaware is only way better in BDSP mainly because of all the setup dragons in that format. In SSOU, both are very, very good depending on the team; in fact, Magic Guard is actually more commonly used in SSOU.
@@394bowser Unaware tends to crop up more depending on specific setup attackers. Quagsire is a funny one where it's not actually that super strong a Pokémon normally compared to others of the same type like Swampert but if the overall power level of the tier is reliant on some strong Nasty Plot/Swords Dance/D Dance sets suddenly Quagsire becomes pretty useful. SSOU has a lot of entry hazard and heavy duty boots/knock off being everywhere to deal with some HDB users so Magic Guard having the same effect but not being stopped by knockoff is useful too.
Wow, here I was thinking it was because certain moves were illegal with each other, like how Azumarill can't use Belly Drum and Aqua Jet in Gen 4. Did not expect it was to PP stall.
magnitude is, as it is with zero changes made, low key a perfect move for a wall breaker. because sure, earthquake is more consistent, but against a wall with recovery that is actually bad, unless you're speed tied, your opponent knows how much earthquake will do, so they will know when to use their recovery moves efficiently to pp stall your ass. magnitude not only has more PP, but since your opponent can not know how much it's gonna do, they don't know precisely when to recover, making them waste PP or risk getting killed when they decide to take that gamble. on top of that it is very much possible for magnitude 10 to kill when earthquake wouldn't have, which is not something you'd rely on to one shot an offensive threat, but against a wall you're going to keep hitting until it runs out of recovery PP, it's very likely you'll hit 10 eventually.
@@Yummy270 Odor Sleuth let’s you hit Ghost types with Normal and Fighting moves. “Spin-blocking” refers to blocking attempts of hazard removal via Rapid Spin, and the only Pokémon immune to Normal moves are Ghost types. So, Oder Sleuthing here is used to Rapid Spin Ghost types and remove hazards anyways
It’s kinda nice to finally know the answer to one of these obscure strategy videos before going in. Magnitude was my RELIGION when I first got into Pokémon as a kid, I knew full well how useful it was to have extra PP.
not just the extra PP, the more important factor is the unpredictable damage output. walling an attacker hinges on knowing how much damage they're gonna do, so you can sue your recovery moves efficiently, magnitude throws a wrench in that plan because you might think you'll live, it rolls a higher number and kills anyway and then there is always the chance that magnitude 10 just one shots a wall from full hp.
It is a cool combo, to the point where some UU teams ran 2 Ghost Pokemon so they can still block spin even if the first Ghost got Sleuth'd Unfortunately in later gens, power creep made it so giving your opponent 2 free turns was far more punishing
this is awesome because donphan has always been on of my favorite mons. It deserve a boost or another evolution to bring it up to speed with current mons. I've also always been fascinated by magnitude because it can deal SO much damage in the blink of an eye it seems. Like it's all fun and games when I plan on hitting geodude with rock smash and then it blasts me with magnitude 10. I love the combo of donphan and magnitude wholeheartedly. I love so much that this was viable.
Donphan is honestly one of the representatives of UU, it's nearly always there, no matter the format, and it's always a versatile pokemon, from a bulky defensive staller, to a slow ground powerhouse, to a toxic and stoner, to a toolbox for dealing with dragons and less- defensive water and ground types, all while also being one of the best rapid spinners in the game, usually being the best rapid spinner in its format, and eating knock offs like candy. Donphan is not a pokemon you start out loving, but it's sheer versatility makes it a good pokemon on damn near any team. It might not always be the best pokemon for that role, but it will fit whatever you need it to be.
Me trying to figure out what the answer is before I've clicked on the video: OBVIOUSLY EARTHQUAKE/RAPID SPIN/IMPRISON CLAYDOL IS HARD-COUNTERING ALL THE DONPHANS Freezai: Moves in Pokémon have a statistic called Power Points.
Please do more videos on why certain Pokemon use either obscure moves or moves they usually wouldn't use. These are easily my favorite types of videos!
I haven't seen a theorymon video in a while, this subject makes me wonder: What if PP up/PP max didn't exist? Or a tier with base PP only? Would defensive mons end up on top with lower BP moves being chose over higher BP moves? Would PP stalling become a top strategy? Does 8 vs 5 dracos make that big a difference? I'd be interested in your thoughts!
I think the main change is that 5/8 PP moves would become much worse, which honestly wouldn't be a bad thing because imo those moves should have a downside.
Pretty interesting that despite having lower average damage, there's probably plenty of games with this strat where Magnitude ends up doing more damage than Earthquake could have. When your opponent just keeps regaining HP, Magnitude just gets to rack up a higher total in the long run.
That's not how that works, it's still average 70 damage. For each 10 you roll, you're equally likely to roll a 4, so it balances out to 70 base power in the long run.
@@Tvboy777 ??? That IS how it works though. With an average of 70, multiplied by max PP of 48, you get a total of 3360, which is more than the 1600 you'd get for Earthquake's 100*16. So... yes, ON AVERAGE, you'd only need to use 23 Magnitudes to have done more total damage than Earthquake could have done.
Honestly, it coming down to a factor like PP on defensive wasn't all that shocking. What WAS incredible to learn was that Mag-10 is 150BP?! Like... uhh... I never realised in the RPG when Mag-10 hit the field I was essentially Hyper Beaming something for free XD
Hyper Beam/Giga Impact was used in Gen 1, Slaking in Gen 3, Mega Pidgeot in Gen 6 and various Normalium Z users in Gen 7 (Most notably, Kartana's Z-Giga Impact) Hydro Cannon, Frenzy Plant and Blast Burn were used by the Gigantamax Kanto Starters in Gen 8
It was extremely common in gen 1, because in gen 1 you didn't have to recharge if you knocked out the target or destroyed a substitute with hyper beam (along with some other niche effects like being targeted by a binding move)
@@butteredsalmonella fyi giga impact literally didn't exist in gen 1 (was introduced in gen 4 due to the special split). Funny thing is that while Hyper Beam was used on Slaking on occasion, many players decided against it because you couldn't swap on the recharge turn. This continued into gens 4+ with giga impact, on the rare occasion Slaking was used. Hyper Beam Porygon Z was a funny one in gen 5+ because adaptability raised it's BP to explosion levels of power. It wasn't good, but it was funny. Z/Dynamax moves often would use recharge moves because they were high BP and the BP of the Z/Dynamax move was determined by the base move's BP.
Before watching the video, I'll try to predict why it uses magnitude. Since magnitude has a 15% chance to hit harder than earthquake, it must have some threat that it can only counter with a high roll magnitude, and thus it chooses it over earthquake Edit: I was wrong
I straight up always used to think magnitudes power varied between 40-100 scaling its number to its base power like mag4 deals 40 bp damage, mag7 deals 70 and mag10 deals 100 and such
Before watching, I can’t see a reason why magnitude would be used over earthquake unless earthquake wasn’t an option. So thinking about why wouldn’t earthquake be usable, I have 2 ideas that might make sense. 1 - Earthquake has a low PP being at max 16. Magnitude has 48 PP. Donphan being a defensive pokemon, in a grind game Earthquake would run out too quickly. 2 - This is a huge shot in the dark, but imprison stops the opponent from using attacks that u have. So imprison might block the opponent from using earthquake.
My first thought was Imprison (using Magnitude in order to avoid having your Earthquake blocked) but then I realized that there were no Pokemon in Gen IV that could learn both Imprison and Earthquake.
There was so much more information than I expected to see this video wow. Didn’t know magnitude 9 and 10 were both stronger than earthquake actually. I assumed earthquake was just a magnitude 10 guaranteed my whole life
When I read the title of the video my first thought was "Well of course not, you want to save your Earthquake TM for Gyarados." I've done too many nuzlocks, man.
Huh. Never knew the damage chart for magnitude and that 9 and 10 are have a higher base power than 100. I always thought it the damage was just the number times 10 lol
Hey man! I've been watching your videos for almost half a year now and you're currently one of my favourite content creators on UA-cam; your short trivia videos are such a breath of fresh air and it justifies why you gained that many subscribers lately. Yet I feel like your videos are starting to become a little long-winded. You have produced videos with intriguing topics and questions and explain them in a span of 2 minutes, going straight to the point without feeling like it's clustered or rushed. I have to say I miss that a little as now your videos are becoming longer as time goes on. To me, your videos that are about 2-3 minutes long hit the sweet spot of being short enough while still covering everything one wants to know. That's to say I am sure there are good reasons why you extend your videos and perhaps I am actually in the vast minority where most people want your videos to be longer. I just thought I'd voice my opinion, even though you could probably make your videos even longer and I'd still happily watch them, haha! In any case, keep up the good work, it's been very satisfying to see how popular your channel has become :)
Pokemon Theory Thursday: How would competitive be different with full knowledge? You would have everything you see in your PKMN screen, but for your opponent as well.
Waaait wait wait wait. If I use Odor Sleuth or Foresight, and the user faints and the target stays on the field...the status doesn't go away? Holy cow that's amazing. Edit: Too bad Foresight doesn't exist in gen 8 and beyond. Thanks, GameFreak. -_-
Prediction: it's for the slight amount of time that magnitude can be more powerful than EQ. It's to have a chance of one-shotting a specific check or counter.
Ill be honest, i thought magnitudes levels determined its power, so magnitude 4 would be 40 power then 50 then 60 until magnitude 10 is 100 power like earthquake, learning magnitude 10 is 140 power was crazy
Honestly, why does no one use knock off on Donphan?? I was watching false swipe, and gen 4 ou he didn't have knock off listed. It's pretty good with knock off and rapid spin for Gengar and Rotom
I haven't really played much singles. Especially not the stall-prone formats. Are the 200-turn grindfests entertaining? Not trying to be snarky - that just seems kind of insane. I've played strategy games that take a while, but that seems really tedious for a Pokemon game.
it depends on the format tbh. gen2 gets a bad rep for being slow, but its long games actually have a lot of interesting stuff happening. slow games in faster formats tend to be less interesting imo
We should also acknowledge how awesome it is that Donphan learns Ice Shard. As if it has a little mammoth DNA left in it.
facts
Some kid used a lvl 25 donphan against me on showdown i out endeavored it but it had priority
I mean it can literally be second generation Mammoth if you breed it with a Mamoswine.
That is why is gets ice shard!? That is so creative and cool!
I've never thought of it that way, that kind of explains the reason actually
Though let's be honest, it's mostly because hitting a Magnitude 10 is just the best feeling ever.
Magnitude 10 crit
@@marcoasturias8520 STAB Magnitude 10 crit on a choice band Rhyperior on Magnezone.
@@madysonandres9571 STAB Magnitude 10 crit against dig magcargo
Stab choice band adaptability + helping hand + critical hit magnitude 10
@@ultra_111 Stab Choice Band Huge Power Crit Magnitude 10 Groudon/Primal Groudon ( 150/180 base attack ) 252 attack EVs 31 attack IVs Adamant Nature Baton Passed 4x Attack boost from baton pass plus Helping hand Vs Hisuian Arcanine Lonely Nature 0.25x defense (6 stat drops) with no defense and hp IVs no defense and hp EVs using dig
This is the strongest I can think
Edit: This is using hacked mons in Pokémon showdown also can someone do this I really wanna see how this will work XD
Honestly I was expecting something like Earthquake being a 2 hit ko on a certain pokemon it was meant to counter, while magnitude was also almost always a 2 hit ko but if you got lucky with magnitude 10 it'd be a 1 hit ko, so there's no reason not to chance it
Additionally, Magnitude should be chosen over Earthquake if there's a meta-defining matchup that gets 2HKO'd against EQ when it doesn't have enough time for that. Hoping for a Mag10 for the OHKO could be the only viable option. Kinda the same as a matchup requiring a Focus Miss to hit, and yet people still use Focus Miss.
That answer would've been way cooler imo
With a 5% chance of getting an OHKO? You'd risk the 2HKO instead.
Let's ignore the random damage modifier to make life easier. Let's say that exactly 101 base power would OHKO a mon. Earthquake would need to be used twice. There's a 15% chance Magnitude only needs to be used once. However, any combo of 10+(90 or lower), 30+(70 or lower), 50+(50 or lower), 70+(30 or lower), or 90+10, would not secure a 2HKO for Magnitude. Running the probability calcs, that's a probability of 23.25% that Magnitude would instead result in a 3HKO or worse, which is more likely than the 15% chance of an OHKO.
(BTW pls take with grain of salt in infamous for making careless mistakes in calculations)
Of course, perhaps the 15% chance is worth it to deal with a specific monster, and numbers can't reflect that, but just thought it interesting to point out how Magnitude is more likely to fail to 2HKO than to OHKO if it needs 101 BP.
However, dont forget that using magnitude means that you're also getting a much lower average base power against other mons. Perhaps Earthquake threatens some guaranteed OHKOs or 2HKOs that Magnitude can only sometimes threaten.
That was my first guess as well, but it seems hard to find a situation where that's relevant. If Magnitude could OHKO, then so could a critical hit with Earthquake. And so would an Earthquake against a Pokemon with extra chip damage.
I think this would be the best case scenario. You need a base 105 move to get an OHKO (ignoring damage ranges). Earthquake would have a 6.25% chance to OHKO. Magnitude would have an 18% chance to OHKO (15% Mag 9 or 10 + 3.1% crit Mag 7 or 8). Not a bad boost in odds, but the benefit gets a lot worse in a real battle where things are at all different HP levels, and consistent damage output and guaranteed 2-hit KOs and more important.
I forgot that all of Rotom's forms were Ghost-type in Gen 4.
Thank you for this comment, I thought I was losing my mind here.
Now I understand why I still switch my rotoms into focus blasts thinking it wouldn’t do anything
It's incredible how Clefable didn't even need its Fairy typing to become metagame defining, if Reuniclus and Alakazam didn't have Magic Guard, Cleffy would totally take their spot in Gen 5 as well.
Because it was a magic guard user with some actual bulk. Alakazam mainly only cared about magic guard to avoid hazards on switch in so it could keep it's focus sash a bit longer. Clefable however can wall certain attackers and just sit there healing itself and it's team without needing to worry about toxic or hazard chip.
Granted nowadays Unaware Fairy Clefable is waaaaay better.
I really hate how they removed the normal type on Clefable and keep it on Wigglytuff. I understand when a pokemon has two types and you need to change one of them like Mega Altaria but clefable didn't need to lose his normal type, it was already good, didn't need this kind of buff
@@Y-all-mofos-need-Talos If they really wanted to they could probably make a "regional" variant that still has the normal typing and same stats, perhaps with a slightly altered movepool to have less fairy moves and more normal.
I think making it normal/fairy would actually make it much worse since it no longer resists dark or fighting so won't be able to check or wall things like Weavile as easily. Still better than pure normal Clefable but much worse than pure Fairy.
@@caldw615 Unaware is only way better in BDSP mainly because of all the setup dragons in that format. In SSOU, both are very, very good depending on the team; in fact, Magic Guard is actually more commonly used in SSOU.
@@394bowser Unaware tends to crop up more depending on specific setup attackers. Quagsire is a funny one where it's not actually that super strong a Pokémon normally compared to others of the same type like Swampert but if the overall power level of the tier is reliant on some strong Nasty Plot/Swords Dance/D Dance sets suddenly Quagsire becomes pretty useful. SSOU has a lot of entry hazard and heavy duty boots/knock off being everywhere to deal with some HDB users so Magic Guard having the same effect but not being stopped by knockoff is useful too.
Wow, here I was thinking it was because certain moves were illegal with each other, like how Azumarill can't use Belly Drum and Aqua Jet in Gen 4. Did not expect it was to PP stall.
Not pp stall, but rather to prevent being
Pp stalled.
Well, earthquake is a TM, compability wasn't a problem.
Reminds me of growl Miltank, which was used in gen 2 for similar reasons.
Goat Donphan. One of my fav dpp ou teams
I always liked the concept of Magnitude, it was a very fun move. It's a shame that they removed it, it was so fun to play
Haha, hello.
would be nice if some abilities give magnitude always power 10, like sand force and sand veil
@@marcelosilva-rp5cz def not guaranteed 10, easy 150 base power 100 acc ground move would be ridiculous on anything, maybe forcing magnitude 7+
@@1thousandarrows944 it'd honestly be pretty in line with some of the shit the gen 8 mons have
magnitude is, as it is with zero changes made, low key a perfect move for a wall breaker.
because sure, earthquake is more consistent, but against a wall with recovery that is actually bad, unless you're speed tied, your opponent knows how much earthquake will do, so they will know when to use their recovery moves efficiently to pp stall your ass.
magnitude not only has more PP, but since your opponent can not know how much it's gonna do, they don't know precisely when to recover, making them waste PP or risk getting killed when they decide to take that gamble. on top of that it is very much possible for magnitude 10 to kill when earthquake wouldn't have, which is not something you'd rely on to one shot an offensive threat, but against a wall you're going to keep hitting until it runs out of recovery PP, it's very likely you'll hit 10 eventually.
Could you do a video on why Armaldo uses Harden in Gen 3 OU?
It’s for curse Snorlax I believe
Because of battle armor
Haven't you seen Kakuna destroy the Ubers metagame? Harden is clearly OP
It's a good video topic
watch FSG video on Armaldo, he explains is there
I find it jarring *Odor Sleuth* had a niche in OU because of how defining hazards were in Gen 4
foresight wartortle in BW NU is another wild one
What does odor sleuth do??
@@Yummy270 It allows you to hit Ghost Types normally
@@Yummy270 Odor Sleuth let’s you hit Ghost types with Normal and Fighting moves. “Spin-blocking” refers to blocking attempts of hazard removal via Rapid Spin, and the only Pokémon immune to Normal moves are Ghost types. So, Oder Sleuthing here is used to Rapid Spin Ghost types and remove hazards anyways
It was so powerful that some players ran 2 ghost types just to counter it
It’s kinda nice to finally know the answer to one of these obscure strategy videos before going in. Magnitude was my RELIGION when I first got into Pokémon as a kid, I knew full well how useful it was to have extra PP.
not just the extra PP, the more important factor is the unpredictable damage output. walling an attacker hinges on knowing how much damage they're gonna do, so you can sue your recovery moves efficiently, magnitude throws a wrench in that plan because you might think you'll live, it rolls a higher number and kills anyway and then there is always the chance that magnitude 10 just one shots a wall from full hp.
I’ve been wanting to know this for so long thank you
I was literally thinking about odor sleuth rapid spin this morning....thought it would be a cool combo....evidently it was
It is a cool combo, to the point where some UU teams ran 2 Ghost Pokemon so they can still block spin even if the first Ghost got Sleuth'd
Unfortunately in later gens, power creep made it so giving your opponent 2 free turns was far more punishing
What lead to that thought?
this is awesome because donphan has always been on of my favorite mons. It deserve a boost or another evolution to bring it up to speed with current mons. I've also always been fascinated by magnitude because it can deal SO much damage in the blink of an eye it seems. Like it's all fun and games when I plan on hitting geodude with rock smash and then it blasts me with magnitude 10.
I love the combo of donphan and magnitude wholeheartedly. I love so much that this was viable.
I remember using Magic Guard Clefable on pretty much every team that I used in UU back in the day. It was always great.
I have something for you, Flygon using non-ironically Gust in gen 3 OU
I think for Heracross (4x effective)
@@alibaba3568 breloom too
@@alibaba3568 And Breloom, but only Choice Band
Also Gust being physical attack in gen 3.
I subbed cuz i swear you are so good at placing the question at the hook
Donphan is honestly one of the representatives of UU, it's nearly always there, no matter the format, and it's always a versatile pokemon, from a bulky defensive staller, to a slow ground powerhouse, to a toxic and stoner, to a toolbox for dealing with dragons and less- defensive water and ground types, all while also being one of the best rapid spinners in the game, usually being the best rapid spinner in its format, and eating knock offs like candy.
Donphan is not a pokemon you start out loving, but it's sheer versatility makes it a good pokemon on damn near any team.
It might not always be the best pokemon for that role, but it will fit whatever you need it to be.
You had me at "toxic and stoner."
Me trying to figure out what the answer is before I've clicked on the video: OBVIOUSLY EARTHQUAKE/RAPID SPIN/IMPRISON CLAYDOL IS HARD-COUNTERING ALL THE DONPHANS
Freezai: Moves in Pokémon have a statistic called Power Points.
Please do more videos on why certain Pokemon use either obscure moves or moves they usually wouldn't use. These are easily my favorite types of videos!
I haven't seen a theorymon video in a while, this subject makes me wonder: What if PP up/PP max didn't exist? Or a tier with base PP only?
Would defensive mons end up on top with lower BP moves being chose over higher BP moves? Would PP stalling become a top strategy? Does 8 vs 5 dracos make that big a difference? I'd be interested in your thoughts!
Pressure would become way more useful, changing any base 5PP move into 3. I would love to see a theorymon vid on this.
I think the main change is that 5/8 PP moves would become much worse, which honestly wouldn't be a bad thing because imo those moves should have a downside.
Leppa Berry Meta?????
@@butteredsalmonella prolly still no? Item is still entirely too valuable for most mons.
I don’t think I’ve ever heard someone say odor sleuth and I just realized I’ve been saying it wrong my whole life
LETS GO A VIDEO ON MY FAVORITE POKEMON I LOVE YOU FREEZAI
i remember rocking my assault vest EQ/ice shard/rapid spin/stone edge donphan back in the day. did real good in gen 6 UU singles
Anyone else see the Tower Of God team theme? Well 6 people in the comment section noticed.
Rotom: No one's blowing these spikes away!
Donphan: *whips out trunk like a proton pistol while Ghostbusters theme plays in the background*
I expected a reason similar to raikou/zapdos using thunder over thunderbolt in GSC but that is still very interesting
Huh, I always assumed magnitude 10 was just equal to an earthquake, apparently it was more like earthquake with a choice band
More like Ground type Hyper Beam but without the recharge.
Raditude 😎
A fellow Weezer fan, I see.
Gen 4 was so fun, I’d love to see a video about ariados’ venture into ubers
Pretty interesting that despite having lower average damage, there's probably plenty of games with this strat where Magnitude ends up doing more damage than Earthquake could have. When your opponent just keeps regaining HP, Magnitude just gets to rack up a higher total in the long run.
That's not how that works, it's still average 70 damage. For each 10 you roll, you're equally likely to roll a 4, so it balances out to 70 base power in the long run.
@@Tvboy777 ??? That IS how it works though. With an average of 70, multiplied by max PP of 48, you get a total of 3360, which is more than the 1600 you'd get for Earthquake's 100*16.
So... yes, ON AVERAGE, you'd only need to use 23 Magnitudes to have done more total damage than Earthquake could have done.
@@Tvboy777 he is saying more total damage, not more AVERAGE damage.
Now that's a pokeaim clip, double iron head flinch
Donphan: You know, clef, I don't know if my next magnitude will be 1, or 10. So I need you to ask yourself a quedtion: "Do I feel lucky?"
I just want to say that I realized that there were tower of god name references for the Pokémon.
I like how we talking about magnitude instead of the absolute FIRE that is odor sleuth for spin blockers
Very good explanation.
Dolphan tries to be like Smash Mr. Game & Watch's Judge.
Compared to a proud wolfe, you actually seem to talk to us and actually explain to us the whole situation.
Hey freezai,great voice and video,Face Reveal when tho?
100k subs when i unbox the silver play button
@@FreezaiPokemon Ok!Cant wait for you to reach 100k!
Digging the tower of god character names from excal lol
This is a sad reason to see a move that you otherwise wouldn't. Once you get past TURN 100, its more effective in the long run.
I'm amazed how blunder keeps setting the PS titlecard meta, mad props
Hitting Magnitude 10 is like watching Might Guy open the final gate of The Eight Gates.
Honestly, it coming down to a factor like PP on defensive wasn't all that shocking. What WAS incredible to learn was that Mag-10 is 150BP?! Like... uhh... I never realised in the RPG when Mag-10 hit the field I was essentially Hyper Beaming something for free XD
I think Excal likes Tower of God.
Feels good to have guessed correctly
Can we get a vid for examples of when Hyper Beam or its clone moves get used in competitive Pokemon?
Hyper Beam/Giga Impact was used in Gen 1, Slaking in Gen 3, Mega Pidgeot in Gen 6 and various Normalium Z users in Gen 7 (Most notably, Kartana's Z-Giga Impact)
Hydro Cannon, Frenzy Plant and Blast Burn were used by the Gigantamax Kanto Starters in Gen 8
It was extremely common in gen 1, because in gen 1 you didn't have to recharge if you knocked out the target or destroyed a substitute with hyper beam (along with some other niche effects like being targeted by a binding move)
@@butteredsalmonella fyi giga impact literally didn't exist in gen 1 (was introduced in gen 4 due to the special split). Funny thing is that while Hyper Beam was used on Slaking on occasion, many players decided against it because you couldn't swap on the recharge turn. This continued into gens 4+ with giga impact, on the rare occasion Slaking was used.
Hyper Beam Porygon Z was a funny one in gen 5+ because adaptability raised it's BP to explosion levels of power. It wasn't good, but it was funny.
Z/Dynamax moves often would use recharge moves because they were high BP and the BP of the Z/Dynamax move was determined by the base move's BP.
Me waiting for the Donphan to use magnitude while it gets flinched by Jirachi twice:
👁👄👁
I love how donphan is being useless in all the fotage
Before watching the video, I'll try to predict why it uses magnitude. Since magnitude has a 15% chance to hit harder than earthquake, it must have some threat that it can only counter with a high roll magnitude, and thus it chooses it over earthquake
Edit: I was wrong
I straight up always used to think magnitudes power varied between 40-100 scaling its number to its base power like mag4 deals 40 bp damage, mag7 deals 70 and mag10 deals 100 and such
I’m not gonna ignore the Tower of God reference in “lo po bia ren” and the other names on that donphan team.
Love some gen 4 coverage
Before watching, I can’t see a reason why magnitude would be used over earthquake unless earthquake wasn’t an option. So thinking about why wouldn’t earthquake be usable, I have 2 ideas that might make sense.
1 - Earthquake has a low PP being at max 16. Magnitude has 48 PP. Donphan being a defensive pokemon, in a grind game Earthquake would run out too quickly.
2 - This is a huge shot in the dark, but imprison stops the opponent from using attacks that u have. So imprison might block the opponent from using earthquake.
You got the first one right!
@@SeriousStriker Yeah! Unfortunately for me number 2 was my first thought so it feels a bit hollow for me to say I earned that. But I appreciate it!
My younger self knew something with keeping magnitude on my donphan over earthquake in hgss
Good vid Freezai
My first thought was Imprison (using Magnitude in order to avoid having your Earthquake blocked) but then I realized that there were no Pokemon in Gen IV that could learn both Imprison and Earthquake.
I know this comment is a month old but you forgot about Bronzong and Dusclops/Dusknoir.
Ah yes donphan every freezai haters mom
I’d never think I’d see ToG in a competitive Pokémon video…
I’m just gonna drop it Donphan is one of my favourite because elephants are my favourite animals
You know seeing that jirachi flinch twice with iron head makes bee under stand why people would want it banned from gen four
There was so much more information than I expected to see this video wow. Didn’t know magnitude 9 and 10 were both stronger than earthquake actually. I assumed earthquake was just a magnitude 10 guaranteed my whole life
When I read the title of the video my first thought was "Well of course not, you want to save your Earthquake TM for Gyarados." I've done too many nuzlocks, man.
I wouldn't have guessed PP!
I never knew magnitude 10 exist
Unexpected Tower of God reference at 1:10 !!!!!
Can someone explain why ADV Armaldo run Harden?
"In-game its often a move you use until youget Earthquake" I would rather run Bulldoze than Magnitude
Not gonna lie, at first i thought it was because of some niche Imprison+Earthquake Heatproof Bronzong set lmao
Magnitude has more PP than earthquake. Neato
Huh. Never knew the damage chart for magnitude and that 9 and 10 are have a higher base power than 100. I always thought it the damage was just the number times 10 lol
Here I was thinking it had an important ohko it could reach with magnitude 15% of the time
Hey man! I've been watching your videos for almost half a year now and you're currently one of my favourite content creators on UA-cam; your short trivia videos are such a breath of fresh air and it justifies why you gained that many subscribers lately. Yet I feel like your videos are starting to become a little long-winded. You have produced videos with intriguing topics and questions and explain them in a span of 2 minutes, going straight to the point without feeling like it's clustered or rushed. I have to say I miss that a little as now your videos are becoming longer as time goes on. To me, your videos that are about 2-3 minutes long hit the sweet spot of being short enough while still covering everything one wants to know. That's to say I am sure there are good reasons why you extend your videos and perhaps I am actually in the vast minority where most people want your videos to be longer. I just thought I'd voice my opinion, even though you could probably make your videos even longer and I'd still happily watch them, haha! In any case, keep up the good work, it's been very satisfying to see how popular your channel has become :)
Ah, i would have guessed it was to gamble on OHKOing some OU staple like Metagross
I saw the 48 pp and I knew
Pokemon Theory Thursday: How would competitive be different with full knowledge? You would have everything you see in your PKMN screen, but for your opponent as well.
Interesting, I expected the Answer to be Technician to make it on average stronger.
I thought the reason would be grassy terrain lol.
These tower of god references are funny lol
Waaait wait wait wait.
If I use Odor Sleuth or Foresight, and the user faints and the target stays on the field...the status doesn't go away?
Holy cow that's amazing.
Edit: Too bad Foresight doesn't exist in gen 8 and beyond. Thanks, GameFreak. -_-
1:14 Technically it did, just in a way that made things worse for you since it removed hazards you set up.
is rotom wash a ghost type in DPP?? wtf
So were the rotom forms lacking their electric typing in gen 4? Or did they have 3 typings?
all forms were electric ghost
Arent Rotom forms electric instead of ghost on Platinum?
Both types, electric/ghost
2:36 Here you go.
Prediction: it's for the slight amount of time that magnitude can be more powerful than EQ. It's to have a chance of one-shotting a specific check or counter.
TLDR: PP stall.
Would be hilarious to see an aprils fool video where you go straight to the reason for 5 seconds and then put a 3 min. Outro
I was thinking a Pokémon with technician would be good with magnitude.
Ill be honest, i thought magnitudes levels determined its power, so magnitude 4 would be 40 power then 50 then 60 until magnitude 10 is 100 power like earthquake, learning magnitude 10 is 140 power was crazy
Honestly, why does no one use knock off on Donphan?? I was watching false swipe, and gen 4 ou he didn't have knock off listed. It's pretty good with knock off and rapid spin for Gengar and Rotom
does skill link affect magnitude?
People who run Magnitude on Gen 4 Donphan is the same people who run Growl on Gen 2 Miltank
what avatar is that
POP POP!!!
Donphan buff incoming lol
Donphan literally uses EQ 95% of the time in OU.
Gen 4 is so amazing
Does subscribing allow me to get an edge in competitive play?
I haven't really played much singles. Especially not the stall-prone formats. Are the 200-turn grindfests entertaining? Not trying to be snarky - that just seems kind of insane. I've played strategy games that take a while, but that seems really tedious for a Pokemon game.
it depends on the format tbh. gen2 gets a bad rep for being slow, but its long games actually have a lot of interesting stuff happening. slow games in faster formats tend to be less interesting imo
theyre incredibly rare. ive barely seen any over 100
Defog actually does remove hazards just only the ones you put on your opponents side of the field lol.
Also I feel you’ve oversold Donphan