BUILD DECISIONS

Magnitude: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Magnitude L5 + Power this run + one gold evolution choice → Magnitude +.

  1. Magnitude · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Magnitude +

Still needed: 4 level upgrades · run card needed · gold choice not entered.

Permanent upgrades do not replace the run card. Each evolved move consumes its own gold choice; a ready recipe does not guarantee an offer.

Max level → evolution, with the same Pokémon and resource modifiers

Damage per second: 44.06 → 80 · Base power / support per stack: 26.1 → 46.98 · Activation interval: 0.86 → 0.86 s · Emitted count: 10 → 13

The extra max-level + card row and evolution row share the required run card. They show a target after the displayed requirements are met, without adding cards or a gold choice to your current inputs.

Original values and unitsL5Magnitude +
Damage per hit26.146.98
Projectile / object count1013
Radius / reach37.546.88
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1181.1560 / 0——2420.87
L2181.1580 / 0——2420.87
L326.11.1580 / 0——3530.43
L426.11.1580 / 0——3530.43
L526.10.86100 / 0——3540.58
L5 + Power26.10.86100 / 0——3844.06
Magnitude + ✦46.980.86130 / 0——6980

More projectiles or contacts increase potential coverage. Single-target damage uses only the hits and uptime you enter.

Adjust this run +

Changing species resets species-specific moves, TM teaching and traits. Shared resource and target inputs remain. Candidate links always carry that candidate’s legal context.

Enter only moves, cards and Bonds already obtained. A stage label does not supply missing resources. Traits are entered conditions; select the nature and ability you actually have.

Move 1
Cards taken this run · Permanent upgrades · Permanently taught TMs
Calculation conditions

Top 5 legal fits for these resources

Conditional strategy score, not measured win rate. Each candidate uses only this move (plus one legal matching L1 attack for support); cards, equipment, nature, targets and version stay the same. A selected ability applies only to species with that ability.

70 legal candidates · 0 TM-only candidates still need teaching.

  1. Groudon35.31 Strategy score

    Natural pool or default starter

    Damage per second: 28.7With maintained support: 28.7Damage per enemy hit: 80.38Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  2. Mudsdale32.41 Strategy score

    Natural pool or default starter

    Damage per second: 26.09With maintained support: 26.09Damage per enemy hit: 90.42Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  3. Hippowdon32.17 Strategy score

    Natural pool or default starter

    Damage per second: 25.22With maintained support: 25.22Damage per enemy hit: 85.33Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  4. Donphan31.57 Strategy score

    Natural pool or default starter

    Damage per second: 25.22With maintained support: 25.22Damage per enemy hit: 84.83Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  5. Great Tusk30.91 Strategy score

    Natural pool or default starter

    Damage per second: 22.61With maintained support: 22.61Damage per enemy hit: 82.27Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

All default starters (0)
PokémonLearning relation
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Magnitude together in group 1, with the resources listed below.

Game edition: Original game. Execution rules: 5c97df2e.

  • Bonds required 0 · Earned Bonds 0
  • Separate gold evolution choices 0
  • Cards taken this run No run cards required
  • Held item No held item assumed
  • Permanent upgrades No permanent purchases assumed
20.87Damage per secondCurrent stacks
20.87With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
95.71Damage per enemy hit

DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.

Upgrade order and alternatives
  1. Magnitude: level 1 → 5, obtain Power, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Mud Shot at level 1 with 0 Bonds.

Move-level growth at the same conditions

Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.

L1L2L3L4L5
Move levelDamage per hitDamage per second
12420.87
22420.87
33530.43
43530.43
53540.58
Magnitude + ✦6373.04

Maximum level → evolved, at the same conditions: 40.58 → 73.04 DPS. Magnitude: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Magnitude241.15 s20.87125.09

Separate status damage: 0 DPS · Status DPS after one modeled group contact: 0 DPS

Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.

  • Inputs without a complete version use the displayed rules. Check the edition and build before comparing.

The ground bursts in a line in front of you, wave after wave.

Advancing quake · Ground · Physical · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: Blast areas advance along a straight lineSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Blast areas advance along a straight line

Count: 6 · Radius: 30

Schematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.

Details

Blasts advance 34 world units every 0.07 seconds, stopping at a wall. One target may be reached by overlapping blast areas; blast count does not guarantee that many hits.

Level-up card effects

LevelsEffect
2Count +2
3Damage ×1.45
4Radius ×1.25
5Cooldown ×0.75 · Count +2

Levels

These are the initialized move parameters at each level, before player upgrades, type effectiveness and weather. Damage is per hit, not universal single-target DPS. Full-circle arcs display as 360°.

LevelsDamage per hitActivation intervalProjectile / object countRadius / reach
1181.15 s630
2181.15 s830
326.11.15 s830
426.11.15 s837.5
526.10.862 s1037.5

Move evolution

Reach the move’s maximum level, take its required stat card during this run, then choose its evolution card. Permanent upgrades do not substitute for that card.

Magnitude + · 5 · Power
Damage per hitActivation intervalProjectile / object countRadius / reach
46.980.862 s1346.875

Learnable moves

PokémonTypesAttack multiplierStarting move
SandshrewGround×1.11Mud Shot
SandslashGround×1.25Mud Shot
NidoqueenPoison / Ground×1.21Sludge
NidokingPoison / Ground×1.26Sludge
DiglettGround×1Mud Shot
DugtrioGround×1.25Mud Shot
GeodudeRock / Ground×1.14Rock Throw
GravelerRock / Ground×1.22Rock Throw
GolemRock / Ground×1.36Rock Throw
OnixRock / Ground×0.95Rock Throw
CuboneGround×0.97Mud Shot
MarowakGround×1.14Mud Shot
RhyhornGround / Rock×1.17Mud Shot
RhydonGround / Rock×1.42Mud Shot
WooperWater / Ground×0.95Water Gun
QuagsireWater / Ground×1.17Water Gun
GligarGround / Flying×1.11Mud Shot
SteelixSteel / Ground×1.17Metal Claw
SwinubIce / Ground×0.97Ice Beam
PiloswineIce / Ground×1.25Ice Beam
PhanpyGround×1.03Mud Shot
DonphanGround×1.36Mud Shot
LarvitarRock / Ground×1.05Rock Throw
PupitarRock / Ground×1.16Rock Throw
MarshtompWater / Ground×1.17Water Gun
SwampertWater / Ground×1.31Water Gun
NincadaBug / Ground×0.95Bug Bite
NumelFire / Ground×1.06Ember
CameruptFire / Ground×1.28Ember
TrapinchGround×1.25Mud Shot
VibravaGround / Dragon×1.08Mud Shot
FlygonGround / Dragon×1.25Mud Shot
BarboachWater / Ground×0.96Water Gun
WhiscashWater / Ground×1.13Water Gun
BaltoyGround / Psychic×0.92Mud Shot
ClaydolGround / Psychic×1.08Mud Shot
GroudonGround×1.52Mud Shot
TorterraGrass / Ground×1.3Vine Whip
GastrodonWater / Ground×1.21Water Gun
GibleDragon / Ground×1.08Dragon Rage
GabiteDragon / Ground×1.2Dragon Rage
GarchompDragon / Ground×1.42Dragon Rage
HippopotasGround×1.1Mud Shot
HippowdonGround×1.32Mud Shot
RhyperiorGround / Rock×1.47Mud Shot
GliscorGround / Flying×1.22Mud Shot
MamoswineIce / Ground×1.42Ice Beam
DrilburGround×1.17Mud Shot
ExcadrillGround / Steel×1.44Mud Shot
PalpitoadWater / Ground×1.06Water Gun
SeismitoadWater / Ground×1.22Water Gun
SandileGround / Dark×1.1Mud Shot
KrokorokGround / Dark×1.15Mud Shot
KrookodileGround / Dark×1.34Mud Shot
GolettGround / Ghost×1.11Mud Shot
GolurkGround / Ghost×1.38Mud Shot
LandorusGround / Flying×1.39Mud Shot
DiggersbyNormal / Ground×1.01Tackle
ZygardeDragon / Ground×1.25Dragon Rage
MudbrayGround×1.25Mud Shot
MudsdaleGround×1.39Mud Shot
SandygastGhost / Ground×1.08Shadow Ball
PalossandGhost / Ground×1.25Shadow Ball
SilicobraGround×1.01Mud Shot
SandacondaGround×1.29Mud Shot
RunerigusGround / Ghost×1.22Mud Shot
UrsalunaGround / Normal×1.47Mud Shot
ClodsirePoison / Ground×1.11Sludge
Great TuskGround / Fighting×1.42Mud Shot
Sandy ShocksElectric / Ground×1.37Thunder Shock

Current evolved attacks

All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Current original category

Physical · d567c6da · 2026-10-20

Uses physical Attack against the target’s Defense. Physical Attack support applies; Special Attack support does not.

These figures describe the cited original-source snapshot. The embedded community edition has its own release; consult its version notes for adapted rules.

Game data & sources

The linked game files show where these stats, costs and rules come from. Updates to the game may change them.

Data version: d567c6da

Data version →

TM compatibility

Only the listed compatible, off-type TMs can add new moves. Type + Normal natural moves need no TM. Teaching consumes one unused TM permanently; known moves cannot be taught twice. Taught moves join level-up cards and non-buff starting choices. Compatibility alone does not mean already learned.

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Abilities

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

Abilities