King K. Rool
0A - Tough Claws
HA - Intimidate
HP: 121
Atk: 121
Def: 100
SpA: 81
SpD: 81
Spe: 81
BST: 585
Signature Move: 140 BP - 10 PP - 100% Acc -
Notable Moves: Knock Off, Sucker Punch, Pursuit, Crunch, Psychic Fangs, Close Combat, Waterfall, Fire Punch, Thunder Punch, Ice Punch, Stomping Tantrum, Bulk Up, Slack Off, Spikes, Taunt.
Niche Moves: Dark Pulse, Night Daze, Psychic, Flamethrower, Teleport, Superpower, Hammer Arm, Take Down.
Explanation:
- Dark-type
- "King K. Rool, who has gone by many aliases, is the malevolent king of the Kremlings and the main antagonist in the Donkey Kong franchise, as well as the archenemy of Donkey Kong and his allies." - Mario Wiki
- Tough Claws
- "In combat, King K. Rool usually uses his size and strength, attempting to tackle, crush and even leap onto opponents; considering his physique, attacks, and athletic abilities from the first Donkey Kong Country and Donkey Kong 64, he is capable of inflicting considerable damage with physical strength alone." - Mario Wiki
- Intimidate
- "Even his most powerful followers seem to fear his wrath, as displayed in Donkey Kong 64, when his subtle display of anger results in Army Dillo fainting on the spot." - Mario Wiki
- Speed
- "Despite his size, King K. Rool can actually be quite swift and speedy in battle (far more so then Donkey Kong, as shown in Donkey Kong Country where he can leap from one end of the Gangplank Galleon to the other in one jump)." - Mario Wiki
- Cannonball Blast
- "In Donkey Kong Country, King K. Rool boasts the ability to summon a barrage of large cannonballs to rain down on Donkey Kong and Diddy Kong." - Mario Wiki
- Stomping Tantrum
- "In Donkey Kong 64, though, King K. Rool displays the ability to create multiple shockwaves by slamming the ground." - Mario Wiki
- Spikes
- "King K. Rool battles Donkey Kong, attacking by jumping at him, charging into him, and throwing exploding spiked balls" - Mario Wiki
- Psychic-type moves
- "He demonstrates his magical prowess on the Queen Banana Bird, who states, "that rotten yellow belly K. Rool imprisoned me behind this evil barrier, which he sealed with a dark and powerful magic spell."" - Mario Wiki
- Flamethrower
- "After being empowered by a Crystal Banana, King K. Rool gains a multitude of different powers, such as manipulating the weather, summoning meteors, breathing a barrage of fireballs and exploding mines." - Mario Wiki
King K. Rool @ Life Orb / Steelium Z
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Cannonball Blast
- Close Combat
- Psychic Fangs
This set's goal is mainly to make use of K. Rool's outstanding coverage and make it quite the pain for unprepared teams.
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Cannonball Blast
- Close Combat
- Psychic Fangs
This set's goal is mainly to make use of K. Rool's outstanding coverage and make it quite the pain for unprepared teams.
King K. Rool @ Darkinium Z
Ability: Tough Claws / Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Crunch
- Close Combat
- Psychic Fangs
Bulk Up can make King K. Rool quite troublesome to wall in the right conditions, Bulk Up allows it to take advantage of bulkier teams with much more ease.
Ability: Tough Claws / Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Crunch
- Close Combat
- Psychic Fangs
Bulk Up can make King K. Rool quite troublesome to wall in the right conditions, Bulk Up allows it to take advantage of bulkier teams with much more ease.
King K. Rool @ Choice Band / Black Glasses
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Cannonball Blast
- Psychic Fangs / Pursuit
This set aims to explore the strong priority option that is Choice Band Sucker Punch by giving up coverage options.
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Cannonball Blast
- Psychic Fangs / Pursuit
This set aims to explore the strong priority option that is Choice Band Sucker Punch by giving up coverage options.
King K. Rool @ Leftovers
Ability: Intimidate
EVs: (252 HP / 4 Def / 252 SpD) / (252 HP / 4 Def / 252 Spe)
Careful / Jolly Nature
- Knock Off
- Cannonball Blast
- Spikes
- Slack Off
Explores Intimidate's defensive value and allows K. Rool to act as a reliable Spiker
Ability: Intimidate
EVs: (252 HP / 4 Def / 252 SpD) / (252 HP / 4 Def / 252 Spe)
Careful / Jolly Nature
- Knock Off
- Cannonball Blast
- Spikes
- Slack Off
Explores Intimidate's defensive value and allows K. Rool to act as a reliable Spiker
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