National Dex ND OU - The Seahorse Guard

Well what do you know, Kingdra actually has a use outside of rain! Now, I love some regal water types (it's the reason my avi is Empoleon right now), but for the life of me, I could not figure out how to use my other pal, Kingdra viably in this new post-Isle of Armor meta, outside of the nerfed Rain now that Tornadus-T is gone. I haven't really liked rain at all this gen, actually. Dracovish just makes me feel really cheap and dirty. But who would've thought that as I stared at a rain team mock-up that I had, that I would come up with the idea of defensive Kingdra to check Vish. But that's not all. I also found a way for Kingdra to do really well at counter momentum. I present to you:

The Seashorse Guard
https://pokepast.es/c78529b1abeaf9c4

Replays:
https://replay.pokemonshowdown.com/gen8nationaldex-1158875900
https://replay.pokemonshowdown.com/gen8nationaldex-1158853009
https://replay.pokemonshowdown.com/gen8nationaldex-1157155411 (High Ladder Win)
https://replay.pokemonshowdown.com/gen8nationaldex-1159233886
https://replay.pokemonshowdown.com/gen8nationaldex-1159252443
https://replay.pokemonshowdown.com/gen8nationaldex-1159279416 (High Ladder Win)


Rillaboom @ Grassium Z
Ability: Grassy Surge
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Hammer Arm
- High Horsepower
- Grassy Glide

Rilla does a great job providing terrain to support, edging off EQ damage, especially for Mage, when situations call to play it close and additional recovery for Kingdra when it's in play. Swords dance provides a nice boost to ensure damage can be dealt to Pex to KO with High Horsepower if allowed or scare it off, have a decent +1 STAB G Glide on Lando when it decides to switch in to support the opponent (preferably when it's in rage to KO as U-Turns can be problematic when the decision to stay in wasn't in best interest) and Lando hates the predict Z move. Z move also assists with pesky bulky types that have neutral resistance to grass. Sableye-M in stall and Cresselia in TR come to mind in those cases and can also finish off a Pex if it remains in. Zapdos is a common check to Rilla that absolutely does not like switching in to a +2 STAB Terrain Z move. Switch games will be had if the opponent is running with Zapdos, Corv and other bulky fling types, so play Rilla in safe rotation methods. The Hammer Arm + G Glide combination is fantastic when the opportunity is there, allowing you to hit hard with the fighting move and hopefully clean-up the exchange with a priority move.

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Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Ice Beam
- Fleur Cannon

Specs Mage has done pretty well in GDex OU and I thought it would do great here in ND OU with this team, especially since earlier renditions of this team had stat-boosting Mage sets for sweeping, however that left it very underutilized. Throughout the majority of the matches and the team really needed additional momentum and aggression. Everything is pretty straight forward here: Place in situations where it can check, punish, and/or force a switch.
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Eruption
- Fire Blast
- Dark Pulse
- Nature Power

You really wanna punch someone in the mouth, especially opponents that get comfortable looking at Tran, assuming it's SpD set? Well here you go. Thankfully the nature lock on Tran has been taken off and now it can run modest or timid Eruption. I go with modest, because the damage is apparent. Garchomp does not like switching into this. That situation is nearly always a 2HKO. No Earth Power does provide some issues against opponents Tran, but that's nothing Kingdra can't jump in and handle. Dark Pulse rattles Dragapult that think it can get a DD off or that think it's okay to stay in and Phantom Force (after ensuring you won't take a Z Ghost).
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Gallade-Mega @ Galladite
Ability: Inner Focus
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Close Combat
- Shadow Sneak

It's hard building a Gallade-M team. Thankfully, Gallade appreciates this support and function surrounding it. It has few, simple roles when dropped in that either call for chipping or sweeping after it's checks have been worn out. +2 Psycho Cuts don't have a care in a world for Pexes that Baneful Bunker, Volcaronas that hope for Flame Touch, Garchomps that want Rough Skin chip, and Zapdos that hope to Static. And yes, Medi may have a bit more umph, and Lopunny more speed, but Gallade does have the slight advantage in bulk that makes it the perfect healthy medium between them. Still pretty quick, still pretty strong, and can take a hit if needed. Sounds like a winner to me. Shadow sneak over knock off for priority and Pult revenge.

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Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Defog
- Roost
- Hidden Power [Ice]

Zapdos is pretty standard, aside from the HP Ice that helps in early game scenarios where Lando or Garchomp are usually setting up rocks. Static to catch the momentum turning mons that make contact. Defog to remove hazards when the coast is clear. V Switch for momentum.

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Kingdra @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Flip Turn
- Scald
- Yawn
- Protect

Ladies and Gentlemen, what you've all been waiting for: Kingdra. My pride and joy. My creation. Yawn is there to force switches until you get what you desire in scenarios for rotation. Protect for times you believe the opponent will remain in, instead of switching after a yawn. Also for boosted recovery when on top of Grassy Terrain. Scald adds status chance and flip turn is used to maintain the stolen momentum you took from the opponent. This is a fantastic Kingdra and it may not be the hard hitting one you are used to, but it provides ample opportunities for it's teammates to jump in a cause more issues. Checks Vish amazingly (Beware OUTRAGE, use Protect), Ace doesn't want any problems and Melmetal dreads getting burned. Try not to get statused early. Para, believe it or not, is preferred over burn and poison, then toxic in order of what not to catch. If you suspect Knock Offs incoming, Rilla should be your friend unless it's Bisharp.

WEAKNESSES:

Do not let set-ups get carried away! The purpose of this team to to keep the opponent grounded and unable to get things going.

Bisharp is a nightmare after SD. You just have to play smart around it.
(Slight example: https://replay.pokemonshowdown.com/gen8nationaldex-1159269420-cb6iai275jjohvjb9s3wqu77jdys06ipw )
 
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