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						 Donphan Prime (HeartGold/SoulSilver)  
						Ahh, Donphan. That most terrifying of early game 
						beasts, Donphan Prime has had a presence in the metagame 
						since it has been printed and almost always spells doom 
						for the opposing player when you see it emerge on Turn 
						2.  
						Let's reiterate the stats that define 'brilliant' for 
						non-evolving Stage 1 Poke'mon. Donphan is a Fighting 
						type with 120 HP, Water weakness, Lightning resistance, 
						a retreat cost of 4, a Poke-body and two attacks.  
						The HP is great (although it os overshadowed by the 
						Dragon Twins) and only gets better when the defensive 
						Poke-body and awesome resistance (Magnezone Prime needs 
						to burn 4 energy to take an OHKO and Zekrom barely 
						tickles). The retreat cost is the tradeoff and if you 
						have to pay it manually then you are in deep trouble. 
						Fortunately, Machamp Prime has a Poke-power that will 
						pull Donphan back on to the bench for a single [f] 
						energy, and the trusty old Switch will also get you out 
						of the Active slot anytime you need it.  
						Donphan is one of the very few cards that really 
						takes advantage of being a Stage 1. I'm about to go 
						through the abilities and attacks but you probably 
						already know that Donphan Prime doesn't need much in the 
						way of setup or support until the late game, so it needs 
						very few cards to play (a Basic, an Evolution and a 
						Basic energy to be exact). Because of this low cost in 
						resources, Donphan is one of the hardest Poke'mon to 
						disrupt with cards like Weavile UD and Judge as well as 
						being hard to KO.  
						The Poke-body, Exoskeleton, reduces incoming damage 
						as I said above. After applying weakness and resistance, 
						any damage is reduced by 20 so Water Poke'mon have to 
						hit 70 damage to OHKO, while Lightning Poke'mon need to 
						deal 160 damage for the same. Any other type needs to 
						hit 140 damage, so if you can play Donphan early then 
						you should survive several hits while your opponent 
						tries to set up a main attacker, by which time you 
						should be up by about 2 prizes.  
						Donphan Prime's sturdiness combined with its speed as 
						a Stage 1 make it fearsome in the early game but the 
						attacks (or at least the first attack) are the reason it 
						is famous.  
						The much-feared Earthquake is the first attack and 
						costs a mere [f] to deal 60 damage, with the drawback of 
						dealing 10 damage to each of your own benched Poke'mon. 
						As I said before, the speed with which you can get 
						Donphan into play coupled with the difficulty in 
						knocking Donphan out makes it incredible in the early 
						game and Earthquake gives it the damage output necessary 
						to turn that into a chain of KOs, especially if you are 
						hitting for weakness (Fighting weakness is one of the 
						most common in the game).  
						Zekrom BW, Magnezone Prime, Bouffalant BW, Weavile 
						UD, Cinccino BW, Entei & Raikou Legend, Ursaring Prime, 
						Zoroark BW, Houndoom UD and Tyranitar Prime all have 
						Fighting weakness so you will have plenty of favourable 
						matchups. Even if you can't get an OHKO, Donphan is 
						usually only a Pluspower away from finishing the job. 
						Even without weakness, with a Turn 2 setup (which is 
						pretty easy to achieve) you can usually 2HKO anything 
						your opponent has Active.  
						However, the flip side of the coin is that Fighting 
						resistance is the most common form of resistance 
						available and can appear on any type of card (as 
						Fighting resistance is usually added to show that the 
						printed card is a Flying dual type in the video games). 
						Having your damage dropped to 40 a turn makes Donphan a 
						lot less effective, but you win some and you lose some.
						 
						I've barely mentioned the recoil damage, but that 
						usually isn't a problem as it combines extremely well 
						with Machamp Prime's Champion Buster, which deals extra 
						damage based on the number of damage Poke'mon on your 
						bench. Still, you do have to be carefull that you don't 
						lower the health of your other Poke'mon too far, 
						especially your other evolving Basics. The Phanpy from 
						Call of Legends can be buffed to avoid the incoming 
						damage while the Vespiquen and Combee from Undaunted can 
						also make use of the recoil while protecting any other 
						Grass Poke'mon in play if you tech Donphan Prime into a 
						multitype deck (which is worth considering due to the 
						low amount of energy and deck space required). On the 
						flip side, you should avoid low HP basics in your 
						Donphan deck, especially since Mandibuzz BW takes 
						advantage of Donphan's minor flaws and will turn the 
						recoil into easy prizes.  
						Although Eartquake (along with the stats) is what 
						makes Donphan a monster, Heavy Impact is also worth 
						using. While the cost of [f][f][f] means you have to 
						manually attach 3 energy (the main reason it isn't used 
						very often) the lack of other drawbacks does make it a 
						fair trade at 90 damage. This gives you enough power to 
						2HKO any Poke'mon in the game, even through resistance. 
						If you can't switch to another Poke'mon with a heavier 
						attack (Machamp Prime or another energy hungry beatstick) 
						then Heavy Impact is a decent fall back for when you 
						have to hit heavier targets (especially of the Water 
						variety).  
						At the end of the day, Donphan Prime is the most 
						powerful early game attacker in the format and one of 
						the best tank/attackers ever printed. The speed, the 
						durability and the ability to hit Basics with all the 
						fury of a meteor storm make Donphan rightfully feared. 
						While you have to pair Donphan with another attacker who 
						can OHKO the really big targets there are plenty of 
						dance partners and the possibility for rogue builds is 
						enormous. I've seen Donphan paired with everything from 
						Armourott to Tyranitar Prime and with the power of 
						Zekrom and Magnezone Prime to contend with, I expect to 
						see plenty of Donphan Prime in the future.  
						Modified: 5 (I had this card at #1 on my list of Top 
						10 Poke'mon Cards of 2010 because it made Fighting 
						weakness a terrible thing to have. I keep repeating 
						myself but the speed of Donphan is what all tanks wish 
						they had, and the fact you need so few cards to make it 
						happen also makes Donphan pretty hard to stop with 
						disruption. The brutality that is Eartquake just brings 
						the whole package together and the removal of several 
						bad matchups in the rotation, most notably Crobat G, 
						makes Donphan far more powerful than it was before. Fear 
						it, you have been warned!)  
						Limited: 5 (it's a Stage 1 with built in damage 
						reduction and a single energy attack that will 2HKO 
						almost anything you face, so you will definitely take 
						it. Just watch out for taking out your own bench 
						prematurely and Special Conditions, as well as the 
						mirror match. I doubt anyone is running a HGSsS Limited 
						tournament anytime soon though)  
						Combos with: the strength of Donphan is that it can 
						combo with any other cheap attacker, but it works best 
						alongside Machamp Prime. Other potential dance partners 
						include Vespiquen UD, Yanmega Prime, Cinccino BW, 
						Kingdra Prime, Zoroark BW and Bouffalant BW are all 
						possibilities. 
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