KINGDRA

shaian

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[OVERVIEW]
Kingdra's Water / Dragon typing and access to Swift Swim allow it to be a potent special sweeper under the rain. Its unique typing also provides it with a nice array of resistances, such as to Fire-, Water-, and Steel-type moves, along with the rather useful qualities of being a Dragon-type that isn't weak to Ice and a Water-type that isn't weak to Electric and Grass. Kingdra does face competition from the likes of Mega Swampert and Ludicolo as a Swift Swim user, both of which have better coverage options. However, unlike Mega Swampert it does not use up the Mega slot, and unlike Ludicolo it has access to a spread move, Muddy Water, which allows it to rack up damage against both foes effectively. Sadly, Kingdra is held back by its mediocre defenses, leaving it unable to switch in on common attacks and also leaving it vulnerable to common priority moves such as Bisharp's Sucker Punch and Talonflame's Brave Bird. It also possesses underwhelming natural offenses and is thus reliant on a Life Orb to do major damage, which means it is very easy to wear down.

[SET]
name: Rain Attacker
move 1: Muddy Water
move 2: Draco Meteor
move 3: Protect
move 4: Ice Beam / Hydro Pump / Substitute
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 120 HP / 252 SpA / 136 Spe

[SET COMMENTS]
Moves
========
Muddy Water is Kingdra's go-to move, and when used in rain, it can quickly tear through the opposing team. However, Muddy Water has a less-than-stellar accuracy, which can be a liability, especially in crucial situations. Draco Meteor is Kingdra's secondary STAB move and allows Kingdra to beat opposing Dragons, as well as do heavy damage to Grass-types, both of which resist Muddy Water. Protect is used for scouting and stalling, and it can be used to keep Kingdra safe while a partner reactivates rain. For the last move, Ice Beam can be used to hit Dragon- and Grass-types hard without suffering Draco Meteor's Special Attack drop, though Draco Meteor does hit them harder. Hydro Pump can also be used for an incredibly powerful single-target option, allowing Kingdra to pick off foes that try to stay safe behind Wide Guard or take out foes that desperately need to be KOed. Lastly, Substitute can be used to protect Kingdra from status moves, as well as let it survive an otherwise deadly attack.

Set Details
========
136 Speed EVs ensure that Kingdra always outruns neutral-natured maximum Speed Breloom, as well as other neutral-natured base 70 Speed Pokemon. 252 Special Attack EVs are used so that Kingdra can hit as hard as possible, and the remaining EVs are placed into HP to provide as much bulk as possible. A Modest nature is used over a Timid one because it provides more power and the extra Speed is not needed due to the Speed boost provided by Swift Swim. The item of choice, Life Orb, is used for the additional damage output so that Kingdra can make the most of the available rain turns.

Usage Tips
========
When using Kingdra, the goal is to get as much out of the remaining rain turns as possible, which is often by using Muddy Water unless the opponent has some way of stopping that. Kingdra should only be using its coverage options if it has to, such as by using Draco Meteor against opposing Dragons or Hydro Pump to beat a Wide Guard user or the Wide Guard user's partner. Protect should be used for the conventional reasons: to stall out opposing field conditions, to avoid predicted double targets, or to let Kingdra's partner beat an opposing threat, such as a Dragon-type, so that Kingdra does not need to use Draco Meteor on them. If you have used Draco Meteor, it is not always necessary to immediately switch Kingdra out, as even at -2 it can still provide some offensive pressure due to its rain-boosted Speed and Water-type STAB moves. Kingdra can be used to devastating effect in late-game scenarios, so it can often prove to be useful to keep Kingdra and a rain setter in the back for those situations, especially if the opposing team has been softened up by Kingdra's teammates. If using Substitute, it is best to let Kingdra's partner buy free turns for Kingdra to set up, as opposed to forcing the play.

Team Options
========
Politoed makes for a good partner for Kingdra due to Drizzle being a free source of at least five rain turns. Politoed also has access to Helping Hand, which can provide additional offensive power, allowing Kingdra to take full advantage of the available turns. Flying-type partners, such as Talonflame and Shaymin-S, provide good offensive coverage in conjunction with Kingdra; Kingdra can beat opposing Rock-types, and the Flying-types can beat opposing Grass-types such as Amoonguss and Venusaur. Shaymin-S also has the added benefit of beating opposing Water-types. Redirection users such as Clefable and Jirachi are also good partners for Kingdra, as they can redirect status moves such as Thunder Wave, as well as spare it from damage. Both of them also resist or are immune to Dragon-type moves, which are some of the biggest threats to Kingdra; have access to Helping Hand; and, if needed, can provide speed control. Aegislash provides good offensive and defensive synergy with Kingdra, with Kingdra being able to beat opposing Ground- and Fire-types and Aegislash handling Fairy-types and bulky Grass-types such as Ferrothorn and Amoonguss. Aegislash also has Wide Guard, which can spare Kingdra from Hyper Voice from the likes of Sylveon and Gardevoir, and is a nice answer to Trick Room, which is a painful matchup for Kingdra. Kingdra also enjoys Electric-type partners, as they can break past bulky Water-type Pokemon so that Kingdra isn't forced into using Draco Meteor, and in return it provides them with an easy way to get past Ground-types. Pokemon such as Manectric can provide additional utility by using Lightningrod to redirect moves such as Thunder Wave. Thundurus can use Taunt to shut down opposing speed control while providing its own through Thunder Wave. Quick Guard users are also appreciated, as they can stop Prankster Thunder Waves. Terrakion is an excellent choice for that role, as it can also beat Bisharp, Talonflame, and Mega Charizard Y, all of which threaten Kingdra.

[STRATEGY COMMENTS]
Other Options
=============
Scald can be used in place of Hydro Pump for the higher accuracy, as well as the 30% chance of burning the foe. Clear Smog can be used to stop opposing setup sweepers. Kingdra also has access to Quash and Disable. Disable in particular can be devastating when used with a fast Encore user. Kingdra can use Choice Specs to maximize its damage output, though not being able to switch attacks or use Protect can really decrease Kingdra's utility. Lastly, Kingdra can make use of Rain Dance to set rain for itself, which also helps against Mega Charizard Y switch-ins.

Checks and Counters
===================

**Offensive Typing Advantage**: Opposing Grass-types, especially bulkier ones such as Amoonguss, Ferrothorn, and Mega Venusaur, can easily take Muddy Water, as well as shrug off Kingdra's other attacks fairly easily. Ferrothorn and Mega Venusaur in particular do not mind staying in on Ice Beam either. Abomasnow can easily take any of Kingdra's attacks and beat it, and it also has the bonus effect of removing rain and replacing it with hail. Fairy-types such as Azumarill, Sylveon, and Mega Gardevoir can all take a hit from Kingdra and OHKO it back, and outside of the rain, Mega Gardevoir and Mega Diancie can outrun it as well. Ludicolo can easily take any hit from Kingdra and wear it down. Jellicent and Azumarill can easily take any hit from Kingdra and beat it.

**Opposing Weather**: While they do not necessarily enjoy taking a Muddy Water, both Mega Charizard Y and Tyranitar can come in on Kingdra and summon their respective weather, removing Kingdra's Speed boost and forcing it out. Abomasnow can easily come in on Kingdra and force it out with Blizzard, Giga Drain, or Wood Hammer.

**Speed**: When not in the rain, Pokemon such as Mega Diancie and Mega Kangaskhan can outrun Kingdra and OHKO it. Talonflame is always faster than Kingdra thanks to Gale Wings and does massive damage with Brave Bird. Bisharp can use Sucker Punch to do massive damage as well, though it has to look out for Substitute.

**Speed Control**: Trick Room teams can shut down Kingdra by removing its Speed advantage, letting Trick Room sweepers such as Sylveon and Ampharos outrun and OHKO it. Tailwind works similarly, letting Pokemon that Kingdra needs to outrun in order to beat now outrun and OHKO it, such as Mega Diancie and Mega Kangaskhan. Kingdra is also susceptible to Thunder Wave, relying on a redirection partner or a Substitute in order to avoid it.

**Utility Moves**: Wide Guard users force Kingdra into relying on Hydro Pump or Draco Meteor in order to do damage, neither of which is ideal, as Draco Meteor has a stat drop and Hydro Pump has even shakier accuracy than Muddy Water.

[OVERVIEW]
- Looks really cool always a plus
- Only Dragon-type with Swift Swim, also allows it to be a fast threat in Rain
- Unique Dragon / Water-typing means it's a Water-type not weak to Grass and Electric-type moves like amoong giga or rotom tbolt, and a Dragon-type not weak to Ice-type moves like kyub ice beam
- Useful resists to Fire, Water, and Steel-type moves
- Rain-boosted Muddy Waters hurt like a bitch
- Lackluster defences means it can't take many hits
- Weakness to priority moves like Sucker Punch and Brave Bird from Talonflame and no real way to get around em
- Mediocre speed and offensive stats means it depends on Rain to put in work
- But it looks really, really cool

[SET]
name: RAIN ATTACKER
move 1: Muddy Water
move 2: Draco Meteor
move 3: Protect
move 4: Hydro Pump / Substitute / Ice Beam
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 120 HP / 252 SpA / 136 Spe

[SET COMMENTS]
Moves
========
- Muddy Water is Kingdras Heat Wave, and under Rain it can quickly rack up damage against the opposing team, though has less than ideal accuracy
- Draco Meteor so Kingdra doesn't get shutdown by opposing Dragons
- Protect for protection and shit and for rain turn activation if you're switching in toed after kingdra is already on the field
- In the last slot Substitute can be used to deal with status users, and Hydro Pump to circumvent Wide Guard shenanigans and do huge damage to a single target

Set Details
========
- Swift Swim to doubles speed under rain
- 120 HP / 252 SpA / 136 Spe which outruns max speed neutral 70's such as Bisharp and Breloom outside of rain, hits as hard as possible, hp dump
- Modest is used over Timid as the extra speed is not needed due to Swift Swim
- Alternative spread(s) such as 148 HP / 252 SpA / 108 Spe which outruns Jolly Scarf-Landorus
- A Life Orb is used to for the additional damage output

Usage Tips
========
- come in during rain and start using muddy water on everything in your way
- use coverage when needed, for instance draco meteoring that latios before it drops a draco on you or hydro pumping that pesky aegislash that thinks its safe behind wide guard
- protect when you need to: scout, let a partner finish something off, waste turns to stall out field conditions or rack up chip damage to get something into ko range
- if you can keep both kingdra and toed safe until late game, kingdra can become a brutally efficient late game sweeper

Team Options
========
- politoed cuz rain froggy
- flying types, mainly bird ngl, cuz kingdra beats rocks, bird beats grasses like fero and amoooooong
- clefable for follow me and dragon immunity, jirachi cuz dragon resist and follow me and has its two biggest threats beaten by kingdra
- aegislash gets grounds and fires muddy watered away and can beat fairies (and provide wg support for hypervoice spam), and aegis also beats bulky grasses and works well vs trick room
- electric types enjoy having grounds swept away, and in return beat bulky waters so kingdra doesn't have to use draco to move past em. base manectric is cool cuz it also gets lrod so it can switch in on a twave or something and power up. thundy can provide speed control outside rain and taunt opposing speed control
- Quick Guard users save from prankster t-waves and priority moves; terrakion is good for this cuz it also threatens zard and burd

[STRATEGY COMMENTS]
Other Options
=============
- Ice Beam to beat bulky Grasses without having to use Draco Meteor
- Scald over HPump can work since it actually hits every time and has that obnoxious burn chance too
- hidden power fire because fuck ferrothorn and i guess the 5 people who use abomasnow
- CLEAR SMOG THE BUNNY COUNTER KEKEKEK
- Quash and Disable are both available pair disable with an encore user to kekle fo shekles
- technically speaking a mixed set exists but it's p ass ngl
- CHOICE SPECS
- Haban Berry for when you're scared of random habans on random dragons so you use a random haban to beat those random dragons with random habans

Checks and Counters
===================

**Offensive Typing Advantage**:
- Good luck verse grasses, like they don't even do super-effective but like, kingdra doesn't do shit without ice beam. mega venu, obama, and ferro don't even care if you have ice beam.
- Azumarill and Jellicent wall this thing to hell and back and Gastrodon too i guess
- Most fairy types can take a hit and ohko back
- LUDICOLO DON'T GIVE A FUCK

**Opposing Weather**
- this thing really really needs its weather though zard y and ttar don't really like switching in on muddy waters, they can take at least one
- as stated above, obama chuckles at this thing

**Speed**:
- if rain is not out, faster pokemon such as mdiancie and kanga can outrun and beat this things ass
- talonflame is always faster thanks to (BAN ME PLEASE) wings and does massive damage

**Speed Control**:
- lol trick room mons beat this thing if they can live a muddy water tbqh s/o to sylveon
- twind lets mons that can outrun this outside of rain outrun it in rain and the point stated early now applies again
- yellow magic is the bane of all fast sweepers

**Utility Moves**:
- Wide Guard means you gotta use draco meteor or hydro if you have it and that is an unfortunate position to be in

>reserve mon
>skelly up in an hour
>mfw
 
Last edited:

xzern

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dragon horse
i like to use rain a lot so hopefully i can provide some useful input

Overview
  • give some examples as to what its typing helps it against. as a dragon type, its not killed instantly from kyube's ice beam and as a water type, it can stand its ground against rotom-w.
here's how i think the set should look:

name: RAIN ATTACKER
move 1: Muddy Water
move 2: Draco Meteor
move 3: Protect
move 4: Hydro Pump / Substitute / Ice Beam
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 120 HP / 252 SpA / 136 Spe

Moves
  • ice beam seems like its worthy enough to not be put in oo. it lets u hit grass types, especially skymin, without having to force yourself out.
  • mention how protect is also needed to activate swift swim if ur switching in toed that turn, since rain and swift swim are not activated on the same turn unless both toed and kingdra come out at the same time
Set Details
  • i think i like your second alternative spread the best. it means that kingdra isnt absolutely useless outside of rain and can outspeed any other relevant speedy threat when under rain.
Team Options
  • quick guard users, mostly terrakion, can block prankster t-wave from thundurus that would normally cripple kingdra and then do big damage on it. it also threatens chary and talonflame.
Other Options
  • u can run a set with sniper + scope lens + focus energy under tailwind for maximum levels of kek

you look like you know what ur doing so im just gonna let you update this with 1/3 once you implement this

1/3
 

SpaceBass

☆ALOLA VERA420: FUKK AMOONGUS AND UR MOM
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There really isn't much missing here so just a few little things and we can move it onto writing.

Moves:
  • Mention Muddy Waters accuracy is less than desirable and can cause some backfires
Team Options:
  • Mention Thundy when you mention electric types, Thunder Wave can give Kingdra a speed advantage if rain is down, and Taunt opposing speed control
2/3
 

Electrolyte

Wouldn't Wanna Know
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[OVERVIEW]
- Mention that in comparison with Ludi and Swampert, Kingdra doesnt have as great coverage; Draco is strong but makes you weak afterwards, I mean sometimes it's even ok to stay in but Kingdra certainly doesnt have the reliability of Ludi or Swampert, though it is a lot more powerful

[SET]
- I really want Ice Beam / Hydro Pump / Substitute. Sure Draco hits them harder but Ice Beam wont force you out. Especially since one Draco wont do the trick most of the time. 2HKOing Amoonguss, Skymin, and Venusaur reliably is really important. Hydro second just because all though it might not be necessary all the time, the power boost is noticeable, and can even be used to OHKO Kang (though Muddy Water's 2HKO is a lot more reliable on the switchin). Finally Substitute should be last, Sucker Punch isn't too popular nowadays, Bisharp is really the only one you should worry about but it's not common enough, and Sub damage + Kang's second hit deals almost the same amount of damage anyway. Avoiding status isn't too useful either; no one is gonna try to burn a Kingdra, and all of the Grass-types that can Spore it can also break its Sub every time, so there isn't really any point, and Thundurus doesnt give a fuck either.

[SET COMMENTS]
Moves
========
- Good. Just add that DMeteor is stronger than Ice Beam vs Grass-types, but Ice Beam is still a very plausible option because you dont have to face -2 SpA.

Set Details
========
- Good.

Usage Tips
========
- Add that Protect if your partner can deal with a Draco threat so you dont have to Draco it yourself and switch out afterwards.
- Switching after Draco isn't always necessary, Kingdra is still ok strong at -2 SpA so it depends on the situation.
- If you have Substitute, use your partner to buy free turns so you can set it up, or protect yourself from status so your partner can remove the inducer. Dont overuse it however, Kingdra is frail enough as it is, and once it becomes predictable, it loses its value.

Team Options
========
- Good. You could also add Skymin because Flying beats Grass and Grass beats Water. Flinches give Sub opportunities.

[STRATEGY COMMENTS]
Other Options
=============
- Dont mention Haban. Dragon-type moves arent spectacularly common, and again you outspeed the Dragons anyway. Also, Modest LO Draco from Hydreigon (and Timid LO Draco from Latios) OHKOs you through Haban, and so does Choice Band Dragon Claw from Kyu-B. Mixed Kyu-B can almost OHKO with Dragon claw, too. No point.
- Rain Dance is a good last option, so Kingdra can renew its rain. It also makes Kingdra an even more potent Zard Y check.

Checks and Counters
===================
- Good.



Highlight me when you're done, I'll glance at it again and give last stamp
 

Electrolyte

Wouldn't Wanna Know
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Make sure you rearrange order of explanation of moves in moveslot 4 to match the order listed on the set

Once you do that, it's

QC 3/3

 

P Squared

a great unrecorded history
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GP 1/2
add remove comment

[OVERVIEW]
A unique Dragon / Water-typing (removed bc you say "unique typing" in the next sentence) Kingdra's Water / Dragon typing and access to Swift Swim allow it Kingdra to be a potent special sweeper under the rain. Its unique typing also provides it with a nice array of resistances, such as to Fire-, Water-, and Steel-type moves, along with the rather useful qualities of being a Dragon-type that isn't weak to Ice does not have a weakness to Ice-type moves, and a Water-type that isn't weak to Electric and Grass is not weak to Electric- and Grass-type moves. Kingdra does share face competition from the likes of Mega Swampert and Ludicolo as a Swift Swim user, both of whom which have better coverage options. However, (AC) unlike Mega Swampert it does not use up the Mega slot, and unlike Ludicolo it has access to a spread move, Muddy Water, which allows it to rack up damage against both foes effectively. However, (AC) Kingdra is held back by its mediocre defenses, leaving it unable to switch in on common attacks and also leaving it vulnerable to common priority moves such as Bisharp's Sucker Punch and Talonflame's Brave Bird. It also possesses underwhelming natural offenses and is thus meaning it is reliant on a Life Orb to do major damage, (AC) which means it is very easy to wear down.

[SET]
name: Rain Attacker
move 1: Muddy Water
move 2: Draco Meteor
move 3: Protect
move 4: Ice Beam / Hydro Pump / Substitute
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 120 HP / 252 SpA / 136 Spe

[SET COMMENTS]
Moves
========
Muddy Water is Kingdra's go-to move, and when used in rain, it can quickly tear through the opposing team. However, (AC) Muddy Water has a less-than-stellar 85 accuracy, (AC) which can be a liability cause problems, (subjective) especially in crucial situations. Draco Meteor is Kingdra's secondary STAB move and allows Kingdra to beat opposing Dragons which resist Muddy Water, as well as do heavy damage to Grass-types, both of which resist Muddy Water who also resist it. Protect is used for scouting and stalling, and it can be used to keep Kingdra safe while a partner reactivates rain on turns where Kingdra is on the field but rain is not currently up (I assume?). For the last move, (AC) Ice Beam can be used to hit Dragon- and Grass-types hard without suffering the -2 of Draco Meteor, though Draco Meteor does hit them harder. Hydro Pump can also be used for an incredibly powerful single-target option, allowing Kingdra to pick off foes that try to stay safe behind Wide Guard or for take out foes that desperately need to be KOed. Lastly, Substitute can be used to protect Kingdra from status moves, as well as let it survive an otherwise deadly attack.

Set Details
========
136 Speed EVs are used to ensure that Kingdra always outruns neutral-natured maximum Speed Breloom, as well as other neutral-natured base 70 Speed Pokemon. 252 Spa Special Attack EVs are used so that Kingdra can hit as hard as possible, and the remaining EVs are placed into HP to provide as much bulk as possible. A Modest nature is used over a Timid one as because it provides more power, and the extra Speed is not needed due to the Speed boost provided by Swift Swim. The item of choice, Life Orb, is used to for the additional damage output so that Kingdra can make the most of the available rain turns.

Usage Tips
========
When using Kingdra, (AC) the goal is to get as much out of the remaining rain turns as possible, which is often by using Muddy Water until the opponent foe has some way of stopping that. Kingdra should only be using its coverage options if it has to, for instance by, (RC) using Draco Meteor against opposing Dragons, (RC) or Hydro Pump to beat a Wide Guard user or the Wide Guard user's partner. Protect should be used for the conventional reasons: to stall out opposing field conditions, to avoid against predicted double targets, or for to let Kingdra's partner to beat an opposing threat, such as a Dragon-types, (AC) so that Kingdra does not need to use Draco Meteor on them. If you have used Draco Meteor, it is not always necessary to immediately switch Kingdra out, as even at -2 it can still provide some offensive pressure due to its Speed and rain-boosted Speed and Water-type STAB moves. Kingdra can be used to devastating effect in late-game scenarios, (AC) so it can often prove to be useful to keep Kingdra and a rain setter in the back for those situations, especially if the opposing team has been softened up by Kingdra's teammates. If using Substitute, it is best to let your partner buy free turns for Kingdra to set up, as opposed to forcing the play.

Team Options
========
Politoed makes for a good partner for Kingdra due to Drizzle being a free source of at least 5 five rain turns. Politoed also has access to Helping Hand, (AC) which can provide additional offensive power, (AC) allowing Kingdra to really make use take full advantage of the available turns. Flying-type partners, such as Talonflame and Shaymin-S, are useful partners as they provide good offensive coverage in conjunction with Kingdra. Kingdra can beat opposing Rock-types, and the Flying-types can beat opposing Grass-types such as Amoonguss and Venusaur. Shaymin-S also has the added benefit of beating opposing Water-types. Redirection users such as Clefable and Jirachi are also good partners for Kingdra, (AC) as they can redirect status moves such as Thunder Wave which would slow it down, as well as spare it from damage. Both of them also resist or are immune to Dragon-type moves, (AC) which are some of the biggest threats to Kingdra,; (ASC) have access to Helping Hand,; (ASC) and, (AC) if needed, can provide some speed control. Aegislash provides good offensive and defensive synergy with Kingdra, with Kingdra being able to beat opposing Ground- and Fire-types, (RC) and Aegislash handling being able to do the same to Fairy-types and can also address bulky Grass-types such as Ferrothorn and Amoonguss. Aegislash also has Wide Guard, (AC) which can spare Kingdra from Hyper Voice from the likes of Sylveon and Gardevoir, and is also a nice answer to Trick Room, which is a painful matchup for Kingdra. Kingdra also enjoys Electric-type partners, as they can break past bulky Water-type Pokemon so that Kingdra isn't forced into using Draco Meteor, and in return it provides them with an easy way to get past Ground-types. Pokemon such as Manectric can provide additional utility by using Lightningrod to redirect moves such as Thunder Wave, and. (AP) Thundurus, who can use Taunt to shut down opposing speed control, and also provide while providing its own through Thunder Wave. Quick Guard users are also appreciated, (AC) as they can stop Prankster Thunder Waves. Terrakion is an excellent choice for that role, (AC) as it can also beat Bisharp, Talonflame, and Mega Charizard Y, each all of which threaten Kingdra.

[STRATEGY COMMENTS]
Other Options
=============
Scald can be used in place of Hydro Pump for the higher accuracy, as well as the 30% chance of burning the foe. Clear Smog can be used to stop opposing setup sweepers. Kingdra also has access to both Quash and Disable. Disable in particular can be devastating when used with a fast Encore user. Kingdra can use Choice Specs to maximize its damage output, though not being able to switch attacks or use Protect can really shorten decrease Kingdra's utility. Lastly, Kingdra can make use of Rain Dance to set rain for itself, (AC) which helps against Mega Charizard Y switch-ins.

Checks and Counters
===================

**Offensive Typing Advantage**: Opposing Grass-types, in particular especially (repeated in next sentence) bulkier ones such as Amoonguss, Ferrothorn, and Mega Venusaur, (AC) can easily take Muddy Water, as well as shrug off Kingdra's other moves attacks fairly easily. Ferrothorn and Mega Venusaur in particular do not mind staying in on Ice Beam as well. Abomasnow can also easily take any of Kingdra's attacks and beat it, and it also has the bonus effect of removing rain and replacing it with hail. Fairy-types such as Azumarill, Sylveon, and Gardevoir can all take a hit from Kingdra and OHKO it back, and outside of the rain, Gardevoir and Diancie can outrun it as well. Ludicolo can easily take any hit from Kingdra and wear it down. Jellicent and Azumarill can easily take any hit from Kingdra and beat it.

**Opposing Weather**: (colon) While they do not necessarily enjoy taking a Muddy Water hit, both Mega Charizard Y and Tyranitar can come in on Kingdra and summon their respective weather, removing Kingdra's Speed boost and forcing it out remove its weather induced Speed, and force it out. Abomasnow can easily come in on Kingdra and force it out with Blizzard or Giga Drain / Wood Hammer (replace with "Blizzard, Giga Drain, or Wood Hammer" or "Blizzard or Giga Drain and Wood Hammer", depending on which one you mean).

**Speed**: When not in the rain, Pokemon such as Mega Diancie and Mega Kangaskhan can outrun Kingdra and OHKO it. Talonflame is always faster than Kingdra thanks to Gale Wings and does massive damage with Brave Bird. Bisharp can use Sucker Punch to do massive priority damage as well, though it has to look out for Substitute.

**Speed Control**: Trick Room teams can shut down Kingdra by removing its Speed advantage, letting Trick Room sweepers such as Sylveon and Ampharos outrun and OHKO it. Tailwind works similarly, by letting Pokemon that Kingdra needs to outrun in order to beat now outrun and OHKO it, such as the aforementioned Diancie and Kangaskhan. Kingdra is also susceptible to Thunder Wave, relying on a redirection partner or being behind a Substitute in order to avoid it.

**Utility Moves**: Wide Guard users force Kingdra into relying on Hydro Pump or Draco Meteor in order to do damage, neither of which is ideal, (AC) as Draco Meteor has a stat drop and Hydro Pump has even shakier accuracy than Muddy Water.
 
Last edited:

Lumari

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(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]
Kingdra's Water / Dragon typing and access to Swift Swim allow it to be a potent special sweeper under the rain. Its unique typing also provides it(space)with a nice array of resistances, such as to Fire-, Water-, and Steel-type moves, along with the rather useful qualities of being a Dragon-type that isn't weak to Ice and a Water-type that isn't weak to Electric and Grass. Kingdra does face competition from the likes of Mega Swampert and Ludicolo as a Swift Swim user, both of which have better coverage options. However, unlike Mega Swampert it does not use up the Mega slot, and unlike Ludicolo it has access to a spread move, Muddy Water, which allows it to rack up damage against both foes effectively. However Sadly, Kingdra is held back by its mediocre defenses, leaving it unable to switch in on common attacks and also leaving it vulnerable to common priority moves such as Bisharp's Sucker Punch and Talonflame's Brave Bird. It also possesses underwhelming natural offenses and is thus reliant on a Life Orb to do major damage, which means it is very easy to wear down.

[SET]
name: Rain Attacker
move 1: Muddy Water
move 2: Draco Meteor
move 3: Protect
move 4: Ice Beam / Hydro Pump / Substitute
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 120 HP / 252 SpA / 136 Spe

[SET COMMENTS]
Moves
========
Muddy Water is Kingdra's go-to move, and when used in rain, it can quickly tear through the opposing team. However, Muddy Water has a less-than-stellar 85 accuracy, which can be a liability, especially in crucial situations. Draco Meteor is Kingdra's secondary STAB move and allows Kingdra to beat opposing Dragons, as well as do heavy damage to Grass-types, both of which resist Muddy Water. Protect is used for scouting and stalling, and it can be used to keep Kingdra safe while a partner reactivates rain. For the last move, Ice Beam can be used to hit Dragon- and Grass-types hard without suffering the -2 of Draco Meteor's Special Attack drop, though Draco Meteor does hit them harder. Hydro Pump can also be used for an incredibly powerful single-target option, allowing Kingdra to pick off foes that try to stay safe behind Wide Guard or take out foes that desperately need to be KOed. Lastly, Substitute can be used to protect Kingdra from status moves, as well as let it survive an otherwise deadly attack.

Set Details
========
136 Speed EVs ensure that Kingdra always outruns neutral-natured maximum Speed Breloom, as well as other neutral-natured base 70 Speed Pokemon. 252 Special Attack EVs are used so that Kingdra can hit as hard as possible, and the remaining EVs are placed into HP to provide as much bulk as possible. A Modest nature is used over a Timid one because it provides more power (RC) and the extra Speed is not needed due to the Speed boost provided by Swift Swim. The item of choice, Life Orb, is used for the additional damage output so that Kingdra can make the most of the available rain turns.

Usage Tips
========
When using Kingdra, the goal is to get as much out of the remaining rain turns as possible, which is often by using Muddy Water until (don't you mean "unless"? "Until" can be correct I guess but I have a hard time picturing how that would work out in practice) the opponent has some way of stopping that. Kingdra should only be using its coverage options if it has to, for instance such as by using Draco Meteor against opposing Dragons or Hydro Pump to beat a Wide Guard user or the Wide Guard user's partner. Protect should be used for the conventional reasons: to stall out opposing field conditions, to avoid predicted double targets, or to let Kingdra's partner beat an opposing threat, such as a Dragon-type, so that Kingdra does not need to use Draco Meteor on them. If you have used Draco Meteor, it is not always necessary to immediately switch Kingdra out, as even at -2 it can still provide some offensive pressure due to its rain-boosted Speed and Water-type STAB moves. Kingdra can be used to devastating effect in late-game scenarios, so it can often prove to be useful to keep Kingdra and a rain setter in the back for those situations, especially if the opposing team has been softened up by Kingdra's teammates. If using Substitute, it is best to let your Kingdra's partner buy free turns for Kingdra to set up, as opposed to forcing the play.

Team Options
========
Politoed makes for a good partner for Kingdra due to Drizzle being a free source of at least five rain turns. Politoed also has access to Helping Hand, which can provide additional offensive power, allowing Kingdra to take full advantage of the available turns. Flying-type partners, such as Talonflame and Shaymin-S, provide good offensive coverage in conjunction with Kingdra; (SC) Kingdra can beat opposing Rock-types, and the Flying-types can beat opposing Grass-types such as Amoonguss and Venusaur. Shaymin-S also has the added benefit of beating opposing Water-types. Redirection users such as Clefable and Jirachi are also good partners for Kingdra, as they can redirect status moves such as Thunder Wave, as well as spare it from damage. Both of them also resist or are immune to Dragon-type moves, which are some of the biggest threats to Kingdra; have access to Helping Hand; and, if needed, can provide speed control. Aegislash provides good offensive and defensive synergy with Kingdra, with Kingdra being able to beat opposing Ground- and Fire-types (RC) and Aegislash handling Fairy-types and bulky Grass-types such as Ferrothorn and Amoonguss. Aegislash also has Wide Guard, which can spare Kingdra from Hyper Voice from the likes of Sylveon and Gardevoir, and is also a nice answer to Trick Room, which is a painful matchup for Kingdra. Kingdra also enjoys Electric-type partners, as they can break past bulky Water-type Pokemon so that Kingdra isn't forced into using Draco Meteor, and in return it provides them with an easy way to get past Ground-types. Pokemon such as Manectric can provide additional utility by using Lightningrod to redirect moves such as Thunder Wave. Thundurus can use Taunt to shut down opposing speed control while providing its own through Thunder Wave. Quick Guard users are also appreciated, as they can stop Prankster Thunder Waves. Terrakion is an excellent choice for that role, as it can also beat Bisharp, Talonflame, and Mega Charizard Y, (AC) all of which threaten Kingdra.

[STRATEGY COMMENTS]
Other Options
=============
Scald can be used in place of Hydro Pump for the higher accuracy, as well as the 30% chance of burning the foe. Clear Smog can be used to stop opposing setup sweepers. Kingdra also has access to Quash and Disable. Disable in particular can be devastating when used with a fast Encore user. Kingdra can use Choice Specs to maximize its damage output, though not being able to switch attacks or use Protect can really decrease Kingdra's utility. Lastly, Kingdra can make use of Rain Dance to set rain for itself, which also helps against Mega Charizard Y switch-ins.

Checks and Counters
===================

**Offensive Typing Advantage**: Opposing Grass-types, especially bulkier ones such as Amoonguss, Ferrothorn, and Mega Venusaur, can easily take Muddy Water, as well as shrug off Kingdra's other attacks fairly easily. Ferrothorn and Mega Venusaur in particular do not mind staying in on Ice Beam as well either. Abomasnow can easily take any of Kingdra's attacks and beat it, and it also has the bonus effect of removing rain and replacing it with hail. Fairy-types such as Azumarill, Sylveon, and Mega Gardevoir can all take a hit from Kingdra and OHKO it back, and outside of the rain, Mega Gardevoir and Mega (presumably? their base formes are slower...) Diancie can outrun it as well. Ludicolo can easily take any hit from Kingdra and wear it down. Jellicent and Azumarill can easily take any hit from Kingdra and beat it.

**Opposing Weather**: While they do not necessarily enjoy taking a Muddy Water, both Mega Charizard Y and Tyranitar can come in on Kingdra and summon their respective weather, removing Kingdra's Speed boost and forcing it out. Abomasnow can easily come in on Kingdra and force it out with Blizzard, Giga Drain, or Wood Hammer.

**Speed**: When not in the rain, Pokemon such as Mega Diancie and Mega Kangaskhan can outrun Kingdra and OHKO it. Talonflame is always faster than Kingdra thanks to Gale Wings and does massive damage with Brave Bird. Bisharp can use Sucker Punch to do massive damage as well, though it has to look out for Substitute.

**Speed Control**: Trick Room teams can shut down Kingdra by removing its Speed advantage, letting Trick Room sweepers such as Sylveon and Ampharos outrun and OHKO it. Tailwind works similarly, letting Pokemon that Kingdra needs to outrun in order to beat now outrun and OHKO it, such as Mega Diancie and Mega Kangaskhan. Kingdra is also susceptible to Thunder Wave, relying on a redirection partner or a Substitute in order to avoid it.

**Utility Moves**: Wide Guard users force Kingdra into relying on Hydro Pump or Draco Meteor in order to do damage, neither of which is ideal, as Draco Meteor has a stat drop and Hydro Pump has even shakier accuracy than Muddy Water.



GP 2/2
 
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