30 (max. 48)
Does not make contact Affected by Protect Not affected by Magic Coat Not affected by Snatch Affected by Mirror Move Affected by King's Rock
Affects all Pokémon adjacent to the user
Not a TM, HM, or Move Tutor move.
The appeal works best the more the crowd is excited.
Earn +2 if the Pokémon performs last in the turn.
Works better the more the crowd is excited.
On Smogon's Movedex: Generation II Generation III Generation IV Generation V Generation VI Generation VII
Magnitude (Japanese: マグニチュード Magnitude) is a damage-dealing Ground-type move introduced in Generation II.
1.1 Generations II to IV 1.2 Generation V onwards
2 Description 3 Learnset
3.1 By leveling up 3.2 By breeding
4 In other games
4.1 Pokémon Mystery Dungeon series 4.2 Description
5 In the anime 6 In the manga
6.1 In the Pokémon Adventures manga
7 In other generations
7.1 Core series games 7.2 Side series games 7.3 Spin-off series games
8 Trivia 9 In other languages
Effect Generations II to IV Magnitude's power varies based on a randomly selected “magnitude” value ranging from 4 to 10, with 4 having the least power and 10 having the greatest. Magnitude can hit a Pokémon during the semi-invulnerable turn of Dig, and if it does, it will have its power doubled for that Pokémon. Power varies as follows:
4 10 5%
5 30 10%
6 50 20%
7 70 30%
Its average power is 71.
Generation V onwards If Magnitude hits a Pokémon during the semi-invulnerable turn of Dig, instead of doubling power, damage is technically doubled instead now, resulting in virtually the same effect. If Grassy Terrain is in effect, Magnitude deals only half the usual damage.
A Ground-type attack. The power of the attack will vary each time it is used.
A ground attack with random power.
A ground-shaking attack of random intensity.
A ground-shaking attack against all standing Pokémon. Its power varies.
The user looses a ground-shaking quake affecting everyone in battle. Its power varies.
The user looses a ground-shaking quake affecting everyone around the user. Its power varies.
The user attacks everything around it with a ground-shaking quake. Its power varies.
Learnset By leveling up
1, 11BW1, 8B2W2
Bold indicates a Pokémon gains STAB from this move.Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
In other games Pokémon Mystery Dungeon series Magnitude deals 5 damage at Magnitude 4, and 8 additional damage for each order of magnitude. Weakness, resistance, and Levitate all affect damage.
Damages all Pokémon in the same room. The amount of damage varies. It inflicts double damage on any digging Pokémon.
Inflicts random amounts of damage on all Pokémon in the room except the user. It will inflict double damage on a Pokémon with a Digging status.
おなじへやの じぶんいがいの すべてのポケモンに ダメージをあたえる ランダムで ダメージがかわる あなをほるじょうたいの ポケモンには ２ばいのダメージをあたえる
It damages all Pokémon in the same room except you. It randomly changes its intensity. It also damages a Pokémon underground using Dig.
It damages all Pokémon in the same room, except for you, including Pokémon underground using Dig. It randomly changes its intensity.
In the anime
First Used In
Golem's body becomes outlined in a brown aura. Then, it jumps into the air and stomps on the ground, creating an earthquake.
Can't Beat the Heat!
In the manga In the Pokémon Adventures manga
The user creates an earthquake using its body.
First Chapter Used In
Geodude slams its body into the ground, creating an earthquake.
The Last Battle III
In other generations Core series games
Battle Revolution(alternative animation)
PMD: Red and Blue
PMD: Time, Darkness, Sky
Side series games
Spin-off series games
Trivia Despite being introduced in Generation II, no Pokémon introduced in Generation II could learn Magnitude until Generation IV. At 150 base power, Magnitude 10 has the highest base power of all Ground-type moves. At base power 10, Magnitude 4 has the lowest base power of all Ground-type moves and is tied up with Constrict as being the least damaging move, if STAB is not included. Due to the 2004 Chuetsu earthquake, this move, along with Fissure and Earthquake, has not been used in the anime since AG101 (which itself has never been aired). In other languages
震级 / 震级 Zhènjí
Potęga*Atak Totalny*Atak Magnetyczny*
Cường Độ Động Đất
This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.
Wide Guardワイドガード Wide Guard
10 (max. 16)
Not affected by Protect Affected by Snatch Not affected by Mirror Move Not affected by King's Rock
Affects the user and all allies
Prevents the user from being startled until the turn ends.
Wide Guard (Japanese: ワイドガード Wide Guard) is a non-damaging Rock-type move introduced in Generation V.
1.1 Generation V 1.2 Generation VI 1.3 Generation VII
3.3 Special move
3.3.1 Generation VII
3.4 By event
3.4.1 Generation VI 3.4.2 Generation VII
5 In other generations 6 In other languages
Generation V Wide Guard protects all Pokémon on the user's side of the field for the rest of that turn from damaging moves that can target multiple Pokémon, even those used by an ally that strike all Pokémon on the field (such as Earthquake and Surf). Wide Guard will block these moves even in Single Battles. Wide Guard cannot block status moves that target multiple Pokémon, such as Dark Void and Teeter Dance. Using Wide Guard, Quick Guard, Detect, Protect, or Endure consecutively decreases the chance of success by 50% for each successful use. This move has +3 priority, so will be executed before most other moves. Feint and Shadow Force lift the effect of Wide Guard when successfully used on an opponent's team.
Generation VI Wide Guard can now be used consecutively without failing, although it still decreases the chance of success for Protect, Detect, Endure, King's Shield, and Spiky Shield. Hyperspace Fury, Hyperspace Hole, and Phantom Force will lift the effect of Wide Guard from the target's team when used successfully. Feint and Shadow Force now lift the effect of Wide Guard from all allies, if they hit an ally.
Generation VII Wide Guard will now also protect against status moves that can target multiple Pokémon, such as Dark Void or Teeter Dance. If a damaging Z-Move that targets multiple Pokémon targets a Pokémon protected by Wide Guard, the Z-Move will bypass Wide Guard but only do 25% of the original damage (Wide Guard remains in effect). Due to an oversight, in version 1.0 of Pokémon Ultra Sun and Ultra Moon, Wide Guard reduces the damage of all damaging Z-Moves, rather than just damaging Z-Moves that target multiple Pokémon; this was fixed in version 1.1 of Pokémon Ultra Sun and Ultra Moon. (There are no damaging Z-Moves that target multiple Pokémon in Pokémon Sun and Moon.) If powered up by a Rockium Z into Z-Wide Guard, the user's Defense stat rises by one stage.
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chances of failing rises.
The user and its allies are protected from wide-ranging attacks for one turn.
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Island Scan - Akala OutskirtsUSUM
2014 World Championships Aegislash
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You and your teammates in the same room will get the Wide Guard status, which protects them from wide-ranging moves. Its chance of failing rises if you use it multiple times in a row.
You and your teammates in the same room will get the Wide Guard status condition, which protects you from wide-ranging moves.
廣域防守 Gwóngwihk Fòhngsáu
廣域防守 / 广域防守 Guǎngyù Fángshǒu
와이드가드 Wide Guard
Variations of the move Quick Guard
Quick Guard • Wide Guard • Crafty Shield