Gen 2 Kingdra [QC 2/2] [GP 2/2]

[OVERVIEW]
Kingdra is unfortunately disallowed in UU but on the fringes of viability in OU. As a bulky Water-type, it faces stiff competition from the likes of Suicune, Vaporeon, and Starmie, all of which have useful qualities that Kingdra lacks—Suicune is substantially bulkier across the board; Vaporeon has Growth; and Starmie has Recover, Rapid Spin, Thunder Wave, and useful resistances to Fighting and Psychic. Nevertheless, Kingdra can be surprisingly effective in circumstances where these other Water-types usually struggle. Its Dragon typing relieves it of all relevant weaknesses, meaning that it's harder for the nearly ever-present Electric-types to force out, and it can neatly keep very tricky mixed attackers under control, such as Nidoking, Gengar, and Tyranitar. These unique defensive qualities, its decent damage output, and its status threat justify its use as a catch-all check that can trade hits adequately with almost any foe other than Snorlax.

[SET]
name: RestTalk
move 1: Surf
move 2: Dragon Breath / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Description
=========
Kingdra's most effective set is very basic—Surf for solid damage across the board and threatening key Rock- and Ground-types such as Tyranitar, Golem, Rhydon, and Steelix, RestTalk for longevity, and a coverage move with a status-inducing secondary effect. Dragon Breath provides a high chance of inflicting paralysis and comes close to 3HKOing Cloyster. Even bulky foes like Zapdos, Snorlax, and Blissey tend to prefer to avoid paralysis, as it leaves them more vulnerable to dangerous potential teammates like Belly Drum Snorlax. Alternatively, Ice Beam offers super effective damage against key foes such as Zapdos and Exeggutor. Unlike with Ice Beam Suicune, Zapdos cannot safely switch into a healthy Ice Beam Kingdra and force it out with the threat of its mighty Thunder, as Kingdra is only 3HKOed by Thunder and Ice Beam 3HKOes in return. This also allows Kingdra to potentially take risks with Sleep Talk rolls against Zapdos, putting it in a less comfortable position. Having Ice Beam and Surf on the same set also minimizes the chance of Nidoking coming out on top via Speed ties and lucky Sleep Talk rolls, as well as offering a chance to freeze foes such as Snorlax, Vaporeon, Umbreon, and Blissey. However, without Dragon Breath, Kingdra's damage output against Cloyster is rather pitiful, which can be quite awkward to deal with.

Team Options
========
Kingdra's most obvious synergy is with Forretress. Kingdra takes on even the most powerful Fire-types with unbelievable ease thanks to its 4x resistance to Fire. In return, Forretress offers a critical resistance to Normal. This allows it to take on Snorlax that lack Fire-type moves; Explosion users such as Exeggutor; and Jynx, which can threaten Kingdra with moves such as Ice Beam, Nightmare, and Thief. It is especially effective at taking on these threats if it runs Rest and Toxic. Forretress also provides Spikes support, which is critical in helping to control foes such as Snorlax and Raikou. Running Kingdra over Suicune means that physically powerful foes that aren't weak to Kingdra's attacks become more dangerous. The most obvious examples are Snorlax and Machamp. Golem and Rhydon are potential teammates that offer support against Snorlax with Fire-type coverage, while teammates such as Starmie, Zapdos, and Venusaur are useful for dealing with Machamp. Golem and Starmie can also potentially provide Rapid Spin support. While Kingdra can lessen the need for an absolute counter to Zapdos if it is running Ice Beam, it appreciates a reliable answer to Zapdos's attacks. Raikou and Snorlax are two typical choices for this role, and Ground-types such as Rhydon, Nidoking, Golem, and Steelix could be used alongside Snorlax as pivots to lessen the defensive burden on it. Offensively, Kingdra appreciates powerhouses such as Curse Earthquake Snorlax, Belly Drum Snorlax, and Swords Dance Marowak to provide heavy damage output against defensive teams, as it lacks the power to break through walls itself. These offensive allies also benefit from Kingdra's ability to potentially spread paralysis with Dragon Breath.

[STRATEGY COMMENTS]
Other Options
=============
Toxic is a viable option over Dragon Breath, and it's Kingdra's best deterrent against Snorlax and a more reliably impactful move against Cloyster when paired with Rapid Spin support. However, it is less effective than Dragon Breath or Ice Beam against Zapdos, Nidoking, and Gengar, which are three of the main Pokemon Kingdra would be chosen over Suicune for. Running Haze would turn Kingdra into one of the best answers to Baton Pass teams, as unlike most phazers, Jolteon and Marowak can't easily force it out. However, outside of this advantage and improved reliability against Growth Vaporeon, Haze has limited application. Hydro Pump is a more powerful option than Surf to reach improved KO thresholds on many threats. However, it is less accurate and is susceptible to being PP stalled, so it is not generally recommended.

Checks and Counters
===================
**Snorlax**: Snorlax is by far the biggest problem for Kingdra, as Kingdra can do very little to harm it and risks being walloped by a powerful STAB Double-Edge or set up on by Curse variants. The most Snorlax has to fear from Kingdra is status, which can typically be ignored or cured by Rest.

**Zapdos and Raikou**: Zapdos and Raikou can 3HKO Kingdra with Thunder and Zapdos has a high chance of 3HKOing with Thunderbolt. However, both must be wary of paralysis from Dragon Breath, and Zapdos should be particularly wary of Ice Beam variants, which can 3HKO it.

**Blissey**: Blissey can permanently wall any of Kingdra's sets and can cure its team of any status that it has spread. If it has Light Screen, Blissey can use it against Kingdra to create an opportunity for a teammate such as Machamp, Marowak, or Snorlax. If it has Present, it can also threaten a KO on Kingdra. However, Blissey does fear a potential Ice Beam freeze, especially if it lacks Present to threaten Kingdra.

**Water-types**: Cloyster can set up Spikes against Kingdra and threaten to remove it with Explosion, although this may be a favorable trade for the Kingdra user if Kingdra is paired with Rapid Spin support. Suicune can create a stalemate with Kingdra that will essentially boil down to PP management. Starmie should beware of Dragon Breath, but with Heal Bell support, it can potentially use Kingdra to safely spin away Spikes. Vaporeon can easily set up Growth against Kingdra and attempt to PP stall it, pass the boosts to a teammate with Baton Pass, or KO it with boosted Ice Beam. However, standard mono-attacking Vaporeon will typically fail to KO Kingdra until the latter has run out of PP due to its 4x Water resistance. Tentacruel can set up on Kingdra safely behind a Substitute but should avoid switching into Dragon Breath.

**Umbreon**: Umbreon has great special bulk and can wall Kingdra easily. It also threatens to potentially trap Kingdra with Mean Look, which could then be passed to a setup sweeper like Snorlax with Baton Pass. However, if Umbreon does not have Mean Look + Baton Pass, Kingdra can potentially PP stall it or give a teammate an opportunity by statusing it with Dragon Breath or Ice Beam.

**Heracross**: As one of the few physical attackers with decent Special Defense and RestTalk as its standard set, Heracross matches up very well with Kingdra. Heracross is only 4HKOed by Surf, which generally lets it Rest loop Kingdra, barring unlucky Speed ties and Sleep Talk rolls or critical hits. In return, it deals over 40% to Kingdra with its unboosted STAB Megahorn, and the Speed tie makes it uncertain which turn Kingdra should use Rest on.

**Psychic-types**: Exeggutor takes little from Dragon Breath Kingdra and has a low chance of 3HKOing with STAB Psychic. As it takes very little damage, it can fish for Special Defense drops or critical hits, and it also has the threat of status or Explosion up its sleeve. However, it takes heavy damage from Ice Beam variants and prefers to avoid paralysis. While Kingdra may want to switch into Jynx to absorb sleep, Jynx has access to a variety of options that can allow it to overwhelm Kingdra. Ice Beam has a small chance of 3HKOing, and Thief stealing Leftovers sharply reduces Kingdra's longevity. Nightmare can ruin Kingdra's effectiveness as a RestTalk user, and if Kingdra tries to attack while awake, it risks being put to sleep from half health and relying on Sleep Talk calling Rest to recover its health. Alakazam 3HKOes Kingdra with Psychic over 80% of the time and can prevent Sleep Talk by locking it into Rest with Encore. Espeon has a decent chance of an unboosted 3HKO with Psychic and can boost its Special Attack with Growth. However, Jynx, Alakazam, and Espeon all take an uncomfortable amount of damage from Kingdra's STAB Surf and fear Dragon Breath paralysis, so they are not reliable checks.

[CREDITS]
- Written by: [[Earthworm, 15210]]
- Quality checked by: [[Zokuru, 263906], [FriendOfMrGolem120, 424525]]
- Grammar checked by: [[Rabia, 336073], [Finland, 517429]]
 
Last edited:
So I think there are three key things that give Kingdra a niche:
It is not weak to Electric, unlike most other Water-types.
It has a 4x resistance to Water, which means mono-attacking non-BP Vaporeon will only be able to KO it if it runs out of Rest PP.
It has access to STAB Dragon Breath, which means it can inflict paralysis and deal decent damage to Cloyster.

It's mainly competing with Water-types for a team slot. Water-types are often favoured for their lack of physical weaknesses, so physically bulky Water-types are favourable. Suicune can check much the same foes and is much bulkier, but it's weak to Electric and can't inflict paralysis. Vaporeon has fairly similar bulk to Kingdra and can boost to get past bulky foes, plus it can use Baton Pass. Starmie is a lot faster, has Recover, Rapid Spin, Thunder Wave, and other useful coverage moves, and its Psychic typing is overall beneficial. It is pretty tough to argue for Kingdra against these options on most teams. To be worthwhile, Kingdra really has to be justified through one of the niches I mentioned above.

I'm not aware of what Double-Edge is useful for. I can see Kingdra has pretty good base Attack, but a non-STAB attack that barely helps against any of the top Pokemon that it will likely be facing (Snorlax, Zapdos, Cloyster, Raikou, Nidoking, Gengar) and probably gets PP stalled by Vaporeon most of the time does not seem like the best choice. Let me know if I'm overlooking something. Dragon Breath and Ice Beam seem ideal as less passive options that threaten everything, or Haze might be okay for a purely defensive, really reliable anti-BP/anti-Vaporeon slot.

Anyone else have any thoughts? I haven't really used Kingdra much, this is mostly theory.
 

Oglemi

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IIRC when Conflict brought it to spl he used Haze on it, since it's a great catch-all to nearly every stat booster and isn't 2hkoed by nearly anything in the tier unboosted. It's not as good as Haze Dragonite afaik but being able to hard wall Vap and naturally outspeeding and easily 2hkoing Marowak is a good perk and makes it a good counterpick mon on heavy stall teams.

I lack much knowledge beyond that, not a big gscer lol
 

Century Express

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I don't think it's worth to mention Kingdra for an offensive purpose. All of the times that I've tried to use Kingdra offensively (I've tested Curse variants, though), I felt like ST / ST + AA / SubGrowth Vaporeon and SubStarmie did the same thing, but better. We don't have Snorlax as Kingdra's main obstacle here - Electric-types, opposing Bulky-waters AND Cloyster will prevent Kingdra from making progress, so Kingdra's niche is more appropriate to fill a defensive duty, where it unfortunately faces competition with ST Suicune and ST Vaporeon.

There were a few cases where I felt that Kingdra had a very legitimate niche, though. Its typing & neutrality against Electric-type moves is be one of Kingdra's main perks, and i'm not talking about Zapdos and Raikou. For example, non-STAB Thunder / Thunderbolt from Gengar, Nidoking, and the occasional Dragonite can put Suicune and Vaporeon under a tight spot with the aid of Spikes, however, Kingdra's typing prevents a lot of 2HKO / 3HKO benchmarks, meaning that these Attackers won't be able to K.O Kingdra without the aid of constant outplaying or sheer luck. Alongside these perks, i'd like to mention that unlike all of the Bulky-waters of the metagame, Kingdra is an excellent counter against every Fire-type of the metagame (and I mean counter, not check - Suicune / Starmie / Vaporeon for example, can ocasionally lose against SunnyBeam Fire-types depending of the gamestate), but Kingdra's typing ensures that these guys won't get past through it anytime soon.

Moveset-wise, a basic set composed of Surf / DragonBreath (or Haze?) / Rest / Sleep Talk is the most effective way of exploiting Kingdra's niche. DragonBreath dissuates Cloyster and Mixed Attackers switch-ins (thanks to its PRZ rate), while Haze is visibly welcome against Vaporeon, but not limited to it - it can ocasionally neutralize set-up attempts of support-oriented threats such as Smeargle, Scizor and Jolteon.
 

Rabia

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[OVERVIEW]

Kingdra finds itself in a somewhat unfortunate position of being is unfortunately disallowed in UU but on the fringes of viability in OU. As a bulky Water-type, it faces stiff competition from the likes of Suicune, Vaporeon, and Starmie, all of which have useful qualities that Kingdra lacks: Suicune is substantially bulkier across the board;(comma -> semicolon) Vaporeon has access to Growth;(comma -> semicolon) and Starmie has Recover, Rapid Spin, Thunder Wave, and useful resistances to Fighting and Psychic. Nevertheless, Kingdra can be surprisingly effective in circumstances where these other Water-types usually struggle. Its Dragon typing relieves it of all relevant weaknesses, meaning that it can be harder for the nearly ever-present Electric-types to force it to switch out, and mixed attackers which that can be very tricky to check safely, such as Nidoking, Gengar, and Tyranitar, can be neatly kept under control by Kingdra. These unique defensive qualities,(comma) and its decent offensive damage output,(comma) and status threat justify its use as a catch-all check that can trade hits adequately with almost any foe other than Snorlax.

[SET]
name: RestTalk
move 1: Surf
move 2: Dragon Breath / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Description
=========

Kingdra's most effective set is very basic—Surf as a STAB attack that deals solid damage across the board and threatens key Rock- and Ground-type foes, such as Steelix, Tyranitar, Golem, and Rhydon Rhydon, Golem, Tyranitar, and Steelix, RestTalk for longevity, and a coverage move with a status-inducing secondary effect. Dragon Breath provides a high chance of inflicting paralysis and comes close to a 3HKO on 3HKOing Cloyster. Even bulky foes like Zapdos, Snorlax, and Blissey tend to prefer to avoid paralysis, as it leaves them more vulnerable to dangerous potential teammates like Belly Drum Snorlax. Alternatively, Ice Beam offers super effective damage against key foes such as Zapdos and Exeggutor. Unlike with Ice Beam Suicune, Zapdos cannot safely switch into a healthy Ice Beam Kingdra and force it out with the threat of its mighty Thunder, as Kingdra is only 3HKOed by Thunder and Ice Beam 3HKOes in return. This also allows Kingdra to potentially take risks with Sleep Talk rolls and puts Zapdos in a less comfortable position. Having Ice Beam and Surf together on the same set also minimizes the chance of Nidoking coming out on top via Speed ties and lucky Sleep Talk rolls, as well as offering a chance to freeze foes such as Snorlax, Vaporeon, Umbreon, and Blissey. However, without Dragon Breath, Kingdra's damage output against Cloyster is rather pitiful, which can be quite awkward to deal with.

Team Options
========

Kingdra's most obvious synergy is with Forretress. Kingdra takes on even the most powerful Fire-types with unbelievable ease thanks to its 4x resistance to Fire. In return, Forretress offers a critical resistance to Normal, which allows it to take on Snorlax that lack Fire-type moves;(comma -> semicolon) Explosion users such as Exeggutor;(comma -> semicolon) and Jynx, which can threaten Kingdra with moves such as its high-power Ice Beam, Nightmare, and Thief. It is especially effective in this capacity if it runs Rest and Toxic. Forretress also provides Spikes support, which is critical in helping to control foes such as Snorlax and Raikou. Running Kingdra over Suicune means that physically powerful foes that aren't weak to Kingdra's attacks become more dangerous. The most obvious examples of this are Snorlax and Machamp. Golem and Rhydon are potential teammates that could offer support against Snorlax with Fire-type coverage, while teammates such as Starmie, Zapdos, and Venusaur are useful for dealing with Machamp. Golem and Starmie can also potentially provide Rapid Spin support. While Kingdra can lessen the defensive need for an absolute counter to Zapdos if it is running Ice Beam, it appreciates a reliable answer to Zapdos's attacks. Raikou and Snorlax are two typical choices for this role, while Ground-types such as Rhydon, Nidoking, Golem, and Steelix could be used as pivots to lessen the defensive burden on Snorlax. Offensively, Kingdra appreciates powerhouses such as Curse Earthquake Snorlax, Belly Drum Snorlax, and Swords Dance Marowak to provide heavy damage output against defensive teams, as it lacks the power to break through walls itself. These offensive allies also benefit from Kingdra's ability to potentially spread paralysis with Dragon Breath.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option over Dragon Breath and is Kingdra's best deterrent against Snorlax and a more reliably impactful move against Cloyster when paired with Rapid Spin support. However, it is less effective than Dragon Breath or Ice Beam against Zapdos, Nidoking, and Gengar, which are three of the main Pokemon Kingdra would be chosen over Suicune for. Running Haze would turn Kingdra into one of the best Pokemon to have against Baton Pass teams, as unlike most phazers, it cannot be easily forced out by Jolteon or Marowak. However, outside of this advantage and improved reliability against Growth Vaporeon, it has limited application. Hydro Pump is a more powerful option than Surf, which that can allow Kingdra to potentially threaten Zapdos and reach improved KO thresholds on many threats. However, it is less accurate and is susceptible to being PP stalled, so it is not generally recommended.

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

**Snorlax**: Snorlax is by far the biggest problem for Kingdra, as Kingdra can do very little to harm it and risks being walloped by a powerful STAB Double-Edge or set up on by Curse variants. The most Snorlax has to fear from Kingdra is being inflicted by status, which can typically be ignored or cured by Rest.

**Zapdos and Raikou**: Zapdos and Raikou can 3HKO Kingdra with Thunder and Zapdos has a high chance of 3HKOing with Thunderbolt. However, both must be wary of paralysis from Dragon Breath, and Zapdos should be particularly wary of Ice Beam variants, which can 3HKO it.

**Blissey**: Blissey can permanently wall any of Kingdra's sets and can cure its team of any status that is it has spread. If it has Light Screen, it Blissey can use it while facing Kingdra to create an opportunity for a teammate such as Machamp, Marowak, or Snorlax. If it has Present, it can also threaten a KO on Kingdra. However, Blissey does fear a potential Ice Beam freeze, especially if it lacks Present to threaten Kingdra.

**Water-types**: Cloyster can set up Spikes against Kingdra and threaten to remove it with Explosion, although this may be a trade that turns out favorably for the Kingdra user if Kingdra is paired with Rapid Spin support. Suicune can create a stalemate with Kingdra that will essentially boil down to PP management. Starmie should beware of Dragon Breath, but with Heal Bell support, it can potentially use Kingdra as an opportunity to safely spin away Spikes. Vaporeon can easily set up Growth against Kingdra and attempt to PP stall it, Baton Pass the boosts to a teammate, or KO it with boosted Ice Beam. However, standard mono-attacking Vaporeon will typically be unable to KO Kingdra until after the latter has run out of PP due to its 4x Water resistance. Tentacruel can set up on Kingdra safely behind a Substitute (remove comma) but should avoid switching into Dragon Breath.

**Umbreon**: Umbreon has great special bulk and can wall Kingdra easily. It also threatens to potentially trap Kingdra with Mean Look, which could then be Baton Passed to a setup sweeper like Snorlax. However, if it does not have Mean Look + Baton Pass, there is potential for Kingdra to PP stall Umbreon or create an opportunity for a teammate by inflicting status on it with Dragon Breath or Ice Beam.

**Heracross**: As one of the few physical attackers with decent Special Defense and RestTalk as its standard set, Heracross matches up very well with Kingdra. Heracross is only 4HKOed by Surf, which means that it is generally capable of Rest looping Kingdra, barring unlucky Speed ties and Sleep Talk rolls or critical hits. In return, it deals over 40% to Kingdra with its unboosted STAB Megahorn, and the Speed tie creates uncertainty about the turn on which Kingdra should use Rest.

**Psychic-types**: Exeggutor takes little from Dragon Breath Kingdra and has a low chance of 3HKOing with STAB Psychic. As it takes very little damage, it can fish for Special Defense drops or critical hits (remove comma) and also has the threat of inflicting status or using Explosion up its sleeve. However, it takes heavy damage from Ice Beam variants and prefers to avoid paralysis. While Kingdra may want to switch into Jynx to absorb sleep, Jynx has access to a variety of options that can allow it to overwhelm Kingdra. Ice Beam has a small chance of 3HKOing,(comma) and Thief stealing Leftovers would sharply reduce Kingdra's longevity. Nightmare can ruin Kingdra's effectiveness as a RestTalk user, and if Kingdra tries to attack while awake, it risks being put to sleep from half health and relying on Sleep Talk calling Rest to recover its health. Alakazam 3HKOes Kingdra with Psychic over 80% of the time and can prevent the use of Sleep Talk using Encore. Espeon has a decent chance of an unboosted 3HKO with Psychic and can boost its Special Attack with Growth. However, Jynx, Alakazam, and Espeon all take an uncomfortable amount of damage from Kingdra's STAB Surf and fear Dragon Breath paralysis, so they are not reliable checks.

[CREDITS]
- Written by: [[Earthworm, 15210]]
- Quality checked by: [[Zokuru, 263906], [FriendOfMrGolem120, 424525]]
- Grammar checked by: [[, ], [, ]]

GP 1/2 when done.
 

Adeleine

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(AC): Add Comma

[OVERVIEW]
Kingdra is unfortunately disallowed in UU but on the fringes of viability in OU. As a bulky Water-type, it faces stiff competition from the likes of Suicune, Vaporeon, and Starmie, all of which have useful qualities that Kingdra lacks—Suicune is substantially bulkier across the board; Vaporeon has Growth; and Starmie has Recover, Rapid Spin, Thunder Wave, and useful resistances to Fighting and Psychic. Nevertheless, Kingdra can be surprisingly effective in circumstances where these other Water-types usually struggle. Its Dragon typing relieves it of all relevant weaknesses, meaning that it can be it's harder for the nearly ever-present Electric-types to force it to switch out, and mixed attackers that can be very tricky to check safely, out, and against mixed attackers very tricky to check safely, such as Nidoking, Gengar, and Tyranitar, can be neatly kept under control by Kingdra. it can neatly keep them under control. These unique defensive qualities, its decent damage output, and its status threat justify its use as a catch-all check that can trade hits adequately with almost any foe other than Snorlax.

[SET]
name: RestTalk
move 1: Surf
move 2: Dragon Breath / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Description
=========
Kingdra's most effective set is very basic—Surf as a STAB attack that deals for solid damage across the board and threatens threatening key Rock- and Ground-types such as Tyranitar, Golem, Rhydon, and Steelix, RestTalk for longevity, and a coverage move with a status-inducing secondary effect. Dragon Breath provides a high chance of inflicting paralysis and comes close to 3HKOing Cloyster. Even bulky foes like Zapdos, Snorlax, and Blissey tend to prefer to avoid paralysis, as it leaves them more vulnerable to dangerous potential teammates like Belly Drum Snorlax. Alternatively, Ice Beam offers super effective damage against key foes such as Zapdos and Exeggutor. Unlike with Ice Beam Suicune, Zapdos cannot safely switch into a healthy Ice Beam Kingdra and force it out with the threat of its mighty Thunder, as Kingdra is only 3HKOed by Thunder and Ice Beam 3HKOes in return. This also allows Kingdra to potentially take risks with Sleep Talk rolls and puts Zapdos in a less comfortable position. against Zapdos, putting it in a less comfortable position. (I imagine? if you mean taking risks with sleep talk rolls so far as zapdos switching into sleep talk, you should prob make things a big more explicit. lmk if i'm missing something here though) Having Ice Beam and Surf on the same set also minimizes the chance of Nidoking coming out on top via Speed ties and lucky Sleep Talk rolls, as well as offering a chance to freeze foes such as Snorlax, Vaporeon, Umbreon, and Blissey. However, without Dragon Breath, Kingdra's damage output against Cloyster is rather pitiful, which can be quite awkward to deal with.

Team Options
========
Kingdra's most obvious synergy is with Forretress. Kingdra takes on even the most powerful Fire-types with unbelievable ease thanks to its 4x resistance to Fire. In return, Forretress offers a critical resistance to Normal, which Normal. This allows it to take on Snorlax that lack Fire-type moves; Explosion users such as Exeggutor; and Jynx, which can threaten Kingdra with moves such as Ice Beam, Nightmare, and Thief. It is especially effective in this capacity alongside Kingdra (I imagine?) if it runs Rest and Toxic. Forretress also provides Spikes support, which is critical in helping to control foes such as Snorlax and Raikou. Running Kingdra over Suicune means that physically powerful foes that aren't weak to Kingdra's attacks become more dangerous. The most obvious examples of this are Snorlax and Machamp. Golem and Rhydon are potential teammates that could offer support against Snorlax with Fire-type coverage, while teammates such as Starmie, Zapdos, and Venusaur are useful for dealing with Machamp. Golem and Starmie can also potentially provide Rapid Spin support. While Kingdra can lessen the defensive (is "defensive" something not assumed by "absolute counter"? should it be removed? up to you) need for an absolute counter to Zapdos if it is running Ice Beam, it appreciates a reliable answer to Zapdos's attacks. Raikou and Snorlax are two typical choices for this role, while and Ground-types such as Rhydon, Nidoking, Golem, and Steelix could be used alongside Snorlax as pivots to lessen the defensive burden on Snorlax. it. (if these changes dont make the sentence say what you want, some tinkering should happen. we can talk about it if you want) Offensively, Kingdra appreciates powerhouses such as Curse Earthquake Snorlax, Belly Drum Snorlax, and Swords Dance Marowak to provide heavy damage output against defensive teams, as it lacks the power to break through walls itself. These offensive allies also benefit from Kingdra's ability to potentially spread paralysis with Dragon Breath.

[STRATEGY COMMENTS]
Other Options
=============
Toxic is a viable option over Dragon Breath, (AC) and is it's Kingdra's best deterrent against Snorlax and a more reliably impactful move against Cloyster when paired with Rapid Spin support. However, it is less effective than Dragon Breath or Ice Beam against Zapdos, Nidoking, and Gengar, which are three of the main Pokemon Kingdra would be chosen over Suicune for. Running Haze would turn Kingdra into one of the best Pokemon to have against answers to Baton Pass teams, as unlike most phazers, it cannot be easily forced out by Jolteon or Marowak. Jolteon and Marowak can't easily force it out. However, outside of this advantage and improved reliability against Growth Vaporeon, it Haze has limited application. Hydro Pump is a more powerful option than Surf that can allow Kingdra to reach improved KO thresholds on many threats. However, it is less accurate and is susceptible to being PP stalled, so it is not generally recommended.

Checks and Counters
===================
**Snorlax**: Snorlax is by far the biggest problem for Kingdra, as Kingdra can do very little to harm it and risks being walloped by a powerful STAB Double-Edge or set up on by Curse variants. The most Snorlax has to fear from Kingdra is being inflicted by status, which can typically be ignored or cured by Rest.

**Zapdos and Raikou**: Zapdos and Raikou can 3HKO Kingdra with Thunder and Zapdos has a high chance of 3HKOing with Thunderbolt. However, both must be wary of paralysis from Dragon Breath, and Zapdos should be particularly wary of Ice Beam variants, which can 3HKO it.

**Blissey**: Blissey can permanently wall any of Kingdra's sets and can cure its team of any status that it has spread. If it has Light Screen, Blissey can use it while facing against Kingdra to create an opportunity for a teammate such as Machamp, Marowak, or Snorlax. If it has Present, it can also threaten a KO on Kingdra. However, Blissey does fear a potential Ice Beam freeze, especially if it lacks Present to threaten Kingdra.

**Water-types**: Cloyster can set up Spikes against Kingdra and threaten to remove it with Explosion, although this may be a trade that turns out favorably favorable trade for the Kingdra user if Kingdra is paired with Rapid Spin support. Suicune can create a stalemate with Kingdra that will essentially boil down to PP management. Starmie should beware of Dragon Breath, but with Heal Bell support, it can potentially use Kingdra as an opportunity to safely spin away Spikes. Vaporeon can easily set up Growth against Kingdra and attempt to PP stall it, Baton Pass pass the boosts to a teammate with Baton Pass, or KO it with boosted Ice Beam. However, standard mono-attacking Vaporeon will typically be unable fail to KO Kingdra until the latter has run out of PP due to its 4x Water resistance. Tentacruel can set up on Kingdra safely behind a Substitute but should avoid switching into Dragon Breath.

**Umbreon**: Umbreon has great special bulk and can wall Kingdra easily. It also threatens to potentially trap Kingdra with Mean Look, which could then be Baton Passed passed to a setup sweeper like Snorlax with Baton Pass. However, if it Umbreon does not have Mean Look + Baton Pass, there is potential for Kingdra to PP stall Umbreon or create an opportunity for a teammate by inflicting status on Kingdra can potentially PP stall it or give a teammate an opportunity by statusing it with Dragon Breath or Ice Beam.

**Heracross**: As one of the few physical attackers with decent Special Defense and RestTalk as its standard set, Heracross matches up very well with Kingdra. Heracross is only 4HKOed by Surf, which means that it is generally capable of Rest looping generally lets it Rest loop Kingdra, barring unlucky Speed ties and Sleep Talk rolls or critical hits. In return, it deals over 40% to Kingdra with its unboosted STAB Megahorn, and the Speed tie creates uncertainty about the turn on which makes it uncertain which turn Kingdra should use Rest on.

**Psychic-types**: Exeggutor takes little from Dragon Breath Kingdra and has a low chance of 3HKOing with STAB Psychic. As it takes very little damage, it can fish for Special Defense drops or critical hits, (AC) and it also has the threat of inflicting status or using status or Explosion up its sleeve. However, it takes heavy damage from Ice Beam variants and prefers to avoid paralysis. While Kingdra may want to switch into Jynx to absorb sleep, Jynx has access to a variety of options that can allow it to overwhelm Kingdra. Ice Beam has a small chance of 3HKOing, and Thief stealing Leftovers would sharply reduces Kingdra's longevity. Nightmare can ruin Kingdra's effectiveness as a RestTalk user, and if Kingdra tries to attack while awake, it risks being put to sleep from half health and relying on Sleep Talk calling Rest to recover its health. Alakazam 3HKOes Kingdra with Psychic over 80% of the time and can prevent the use of Sleep Talk using Encore. Espeon has a decent chance of an unboosted 3HKO with Psychic and can boost its Special Attack with Growth. However, Jynx, Alakazam, and Espeon all take an uncomfortable amount of damage from Kingdra's STAB Surf and fear Dragon Breath paralysis, so they are not reliable checks.

[CREDITS]
- Written by: [[Earthworm, 15210]]
- Quality checked by: [[Zokuru, 263906], [FriendOfMrGolem120, 424525]]
- Grammar checked by: [[Rabia, 336073], [Finland, 517429]]

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2/2, as said lmk if qs and such
 

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