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Kyogre

In-battle formes

Base

HP:100
Attack:100
Defense:90
Sp. Atk:150
Sp. Def:140
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
Uber
Calm Mind + Water Spout279
Physical Attacker (Adamant)279
Physical Attacker (Jolly)306
Defensive216
Special Attacker (Mild)279
Special Attacker (Hasty)306

Primal

HP:100
Attack:150
Defense:90
Sp. Atk:180
Sp. Def:160
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
Uber
Calm Mind + Water Spout279
Physical Attacker (Adamant)279
Physical Attacker (Jolly)306
Defensive216
Special Attacker (Mild)279
Special Attacker (Hasty)306

Strategies

  • en
Formats:
Written by MMII

Overview

  • Primal Kyogre is one of the best choices for breaking down teams thanks to its raw power, coverage, and ability to attack effectively both physically and specially.
  • It remains effective despite being checked by the popular Primal Groudon. Additionally, the utility of an Overheat switch-in and mixed Rock Polish Primal Groudon check is both rare and valuable for offensive teams.
  • Kyogre can also utilize a defensive variant, making it a consideration for nearly every team.
  • Kyogre is a good blanket check for most types of support and Calm Mind Arceus formes.
  • However, Kyogre is naturally slow and has poor options for recovery. It is also forced to use Blue Orb, which denies it the option to address these issues. As a result, Kyogre is easy to weaken and pressure out of a game.
  • Additionally, Kyogre's aforementioned lack of Speed means that one very rarely reaches a gamestate where it, alone, outright wins. This gives it diminishing returns while the game progresses, as the opponent can opt to sacrifice weakened and non-impactful Pokemon instead of trying to guess how Kyogre will attack.

Calm Mind + Water Spout

Move 1
  • Water Spout
    Less power as user's HP decreases. Hits foe(s).
    TypeWater
    CategorySpecial
    Power150 BP
    Accuracy100%
Move 2
Move 3
  • Origin Pulse
    No additional effect. Hits adjacent foes.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 4
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

  • Full-powered Water Spout has roughly a 25% chance to 2HKO Ferrothorn after Leftovers from full HP. This fact is the key appeal to this Primal Kyogre set, as Ferrothorn is a Pokemon that plagues every other Kyogre variant. Being able to deny Ferrothorn the opportunity to set up Spikes, if not just outright run over it, is very valuable to teams that are unable to afford direct countermeasures to Ferrothorn but are interested in the advantages Kyogre brings to the team.
  • Calm Mind complements Water Spout. You can play mind games with a Ferrothorn that is aiming to use Protect for the extra Leftovers recovery to avoid the Water Spout 2HKO. It also helps Kyogre break other walls like Blissey and Arceus-Water.
  • Origin Pulse allows Kyogre to still functionally pressure teams even when its HP is low or trade with Pokemon that are faster than it. It also cleans up any Pokemon that decided to trade blows with Water Spout.
  • Ice Beam is the best option for getting past Primal Groudon with this Kyogre set. It also complements Kyogre's Water-type STAB moves really well in general; only Arceus-Water, Toxapex, and opposing Kyogre resist both. None of these Pokemon appreciates switching into a full-powered Water Spout anyway. Arceus-Water also cannot do much immediate damage back to Kyogre, so it gets overwhelmed by Calm Mind-boosted attacks.
  • Thunder is an option over Calm Mind if you are especially worried about these Water-types. This hurt the set's overall effectiveness, though, and Thunder's targets are shaky checks in the first place.

Set Details

  • Kyogre wants as much firepower as possible for this set in order to break Ferrothorn as reliably as possible. Thus, maximum Special Attack EVs with a Modest nature are strongly recommended.
  • This set wants to avoid trading blows so it can use full-powered Water Spouts. Therefore, running maximum Speed EVs is required. A Timid nature becomes tempting, but the drop in power is very noticeable; most notably, Primal Kyogre loses the chance to 2HKO Ferrothorn without prior damage.

Usage Tips

  • Using Water Spout as Ferrothorn switches in is the surest way to beat it. Calm Mind is a mostly safe middle-ground play if you are worried that the opponent might switch in their Primal Groudon instead. It's worth noting that if the Ferrothorn has Protect, Leech Seed, and Power Whip, Kyogre will need to win a Protect mind game if it doesn’t want to risk having poor damage rolls and fainting. Even in this worst-case scenario, however, Ferrothorn will be heavily weakened and likely never have an opportunity to set up Spikes later in the game.
  • You want to be as aggressive as possible as early as you can. This variant just requires a bit more caution with regards to where it tries to apply its pressure and when it wants to switch in. Avoiding trades with faster foes, and coming in safely on double switches is ideal.
  • If you don't see targets like Ferrothorn and Blissey at Team Preview, you don't need to worry as much about conserving Water Spout strength. Origin Pulse is a very powerful attack on its own.
  • This set is bothered more by Primal Groudon than physical versions. Unboosted Ice Beam is often a 3HKO, but in many situations it is better to use a double switch to punish a predictable Groudon switch-in, which helps maintain immediate pressure as opposed to chipping for better pressure later. There is also less risk to Kyogre itself, as any potential damage is taken by the teammate instead. This may be important in matchups where you want to preserve Water Spout's power.

Team Options

  • Pokemon that can effectively pressure a healthy Primal Groudon, like Arceus-Ground, are helpful in presenting a greater risk to the Groudon for attempting to switch directly into Kyogre.
  • More defensive Groudon answers like Giratina-O allow Primal Kyogre to opt for Ice Beam chip damage without forfeiting too much damage to the lost momentum. Giratina-O also has the advantage of being able to Defog away Stealth Rock to preserve Water Spout's power and can spread paralysis so Kyogre can threaten more quick OHKOs with it.
  • A healthy Arceus-Water with Toxic and Recover can be difficult to overcome. Having a teammate that can deal with this situation is advised.
  • The main draw to this set is that it is mostly self-sufficient, as there isn't a viable Pokemon in the metagame that can completely shut it down without playing around Water Spout perfectly. Primal Groudon forces the Kyogre user to guess, but it is also one of the easiest Pokemon to chip down. A single Ice Beam's worth of chip damage means that Groudon can no longer safely switch in unless it is faster.
  • While they may not help directly with specific problems Kyogre faces, very fast Pokemon like Marshadow and Choice Scarf Xerneas are great teammates for Calm Mind + Water Spout Kyogre.

Physical Attacker

Move 1
  • Liquidation
    20% chance to lower the target's Defense by 1.
    TypeWater
    CategoryPhysical
    Power85 BP
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power110 BP
    Accuracy70%

Moves

  • Liquidation is the obligatory STAB move of choice because it has the greatest Base Power and a sizable chance to drop the opposing Pokemon’s Defense, granting a luckier Primal Kyogre extra opportunities to break a troublesome wall. Waterfall deserves a mention, however, for the ability to make the opposing Pokemon flinch instead, at the price of a small loss in damage output. This is valuable for teams that are able to effectively spread paralysis. The added possibility of making a lead Smeargle or Cloyster flinch is useful if you have a teammate that can reliably use Defog on the imminent Primal Groudon for the cases where you don't get lucky.
  • Earthquake is the biggest draw to using a physical variant of Kyogre, since it has a chance to 2HKO offensive Primal Groudon without any prior damage or entry hazards.
  • Ice Beam complements Primal Kyogre's coverage by cleanly OHKOing Salamence and Rayquaza, 2HKOing uninvested Giratina-O after Stealth Rock, OHKOing defensive Zygarde, and 2HKOing defensive Zygarde-C.
  • Thunder rounds out Kyogre's coverage by hitting the handful of Water-types in the metagame. This allows Kyogre to 2HKO opposing Primal Kyogre after Stealth Rock and 2HKO Arceus-Water. The possibility to inflict paralysis is important in the Arceus-Water matchup, as it prevents the Pokemon from safely stalling with Recover if Kyogre manages to catch it with Thunder as it switches in. Thunder is also notable for breaking Lugia and defensive Yveltal, two Pokemon that would be troublesome otherwise.
  • Substitute is an option to punish slower Toxic users and avoid having to guess which Pokemon attempts to switch into Kyogre’s coverage. It is also effective on the aforementioned paralysis teams and can be used to beat Arceus-Water that lack Judgment.

Set Details

  • 252 Attack EVs are used to make sure Primal Kyogre hits as hard as possible.
  • Speed is maximized due to Kyogre's dependence on moving first in a crowded Speed tier.
  • An Adamant nature allows Kyogre to 2HKO most offensive variants of Primal Groudon with Earthquake. With Stealth Rock or prior damage, 2HKOing defensive variants becomes possible as well.
  • Jolly is also viable, as oftentimes exchanges between Primal Groudon and Primal Kyogre come down to which of the two is faster. However, Kyogre begins to start missing 2HKOs on Groudon with marginal defensive investment without Stealth Rock in play.
  • Giving Kyogre a bit of bulk is viable to allow it to trade with Pokemon that it can never hope to outrun. 32 HP 64 Defense EVs, for example, allow Kyogre to survive Jolly Mega Salamence's Double-Edge after Stealth Rock while still affording Kyogre enough Speed to outrun unboosted Blaziken.
  • It may seem strange to see a Special Attack-reducing nature being recommended for a set with multiple special coverage moves, but it does not prevent Kyogre from hitting the crucial KO benchmarks that it needs with these moves. Therefore, not reducing Kyogre's Speed or bulk is far more appreciated.

Usage Tips

  • It's often tempting to play conservatively with Primal Kyogre, as it is commonly the most effective breaker in a given matchup. However, Kyogre shines the most when it gets to exert early-game pressure to force difficult decisions from the opponent, most notably with regards to what they should do with their Primal Groudon.
  • It's important to keep in mind that, even if a Primal Groudon manages to switch in safely, it is often a team's Stealth Rock setter. Knowing this, going for the potential 2HKO with Earthquake can punish an opponent looking to set up Stealth Rock early, where it matters most, on an expected switch. The advantage with this line of play is that, even if the opponent expects it, they are forced to choose between setting up Stealth Rock and trading with the immediate Kyogre threat. Freely eliminating Primal Groudon or indirectly pressuring Stealth Rock from being set on your side of the field is helpful for teams with other Pokemon that struggle versus a healthy Groudon or dislike having enemy Stealth Rock in play.
  • In general, it is important to know when you should trade in Kyogre for getting off great damage on a threatening foe and, oftentimes, forced lines of play from the opponent.
  • For example, when facing a Sticky Web team, use Kyogre as an anti-lead against Smeargle to force the opponent to switch to Primal Groudon after Smeargle is KOed. Leave Kyogre in against opposing Primal Groudon as fodder to get off as much chip damage as possible to weaken its Eruption as much as possible. After Kyogre is KOed, switch into a Defogger like Mega Salamence or Giratina-O to get rid of the Sticky Web on your side of the field.
  • Pay careful attention to Team Preview. If their Arceus forme is Water type, the way you will have to play with Kyogre can change. Oftentimes, Arceus-Water is used early as the switch-in to Kyogre, since it is much harder to chip away at than Primal Groudon.
  • Just because Kyogre’s coverage is impressive doesn’t mean you should always attack with it when you get the chance. Double switching is very useful for capitalizing on Kyogre’s immediate pressure.

Team Options

  • Pokemon that benefit from having Primal Groudon weakened are great options. Necrozma-DM and Xerneas are two such Pokemon. Necrozma-DM can threaten a sweep much more easily once Primal Groudon is within Earthquake's KO range. Geomancy Xerneas often comes just barely short of an OHKO versus most Primal Groudon variants, so any amount of chip damage helps. Choice Scarf Xerneas variants become harder to switch into as well for offensive teams with a weakened Primal Groudon. Primal Kyogre can also check any lingering Necrozma-DM for Xerneas.
  • Lunala and Ho-Oh both appreciate Kyogre's ability to pressure the metagame's premier Stealth Rock setter, Primal Groudon. Ho-Oh deserves special mention for its ability to pressure and punish Ferrothorn for Kyogre. Ho-Oh can even run Defog to make sure Ferrothorn's Spikes are never an issue.
  • Mega Salamence and Giratina-O can both switch into Primal Groudon as well as Defog away any Stealth Rock on your side of the field.
  • Having Yveltal on your team forces opposing Primal Groudon to guess between two Pokemon immune to its powerful STAB attacks. Life Orb or Choice Specs variants of Yveltal are ideal for this, as they are much more immediately threatening to a healthy Primal Groudon. Life Orb Yveltal also has access to Sucker Punch, which shines in matchups where Kyogre isn't at its strongest.
  • Pokemon that want pressure on Arceus-Water, like Mega Salamence, Dragon Dance Zygarde-C, Ho-Oh, Necrozma-DM, Arceus-Ground, and Primal Groudon, pair well with Kyogre. Thunder paralysis is all it takes to open the gates for these offensive Pokemon to get past a popular wall.
  • Pokemon that can handle an active Arceus-Water, like Mega Gengar and Ferrothorn, will give Kyogre more leeway when it comes to guessing which coverage moves to use.
  • Barring a few exceptions, most Pokemon faster than Kyogre tend to not have very much bulk and will rely more on their ability to attack first. This makes Pokemon that are at the top of Ubers Speed curve, like Mega Gengar, Marshadow, and many Choice Scarf users, are valuable teammates, as they exert greater pressure in the matchups that Kyogre is weakest in. In return, Kyogre's great pressure versus Pokemon slower than itself helps to set up late-game sweeps for these teammates.

Defensive

Move 1
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 3
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

  • Scald is the STAB move of choice for defensive variants of Primal Kyogre. A Scald burn is the most Kyogre can threaten Ferrothorn with. The status spread in general is great for annoying foes, and the Attack stat drop associated with it complements Kyogre’s large Special Defense.
  • Rest with Sleep Talk is the only form of recovery that Kyogre has access to. The inflexibility may be a limiting factor, but the ability to sponge status can be a crucial perk. Most notably, Kyogre can switch safely into assorted support Arceus formes and play a long game with them as opposed to being put on a timer by Toxic.
  • The last slot is dedicated to chipping away at Primal Groudon. Ice Beam is the generally safest choice, as it also prevents Facade Mega Salamence from switching in freely. Toxic, however, is more threatening in general and makes it much harder to outlast this set. It's also the best option for dealing with support Arceus-Water without PP stalling.
  • Calm Mind can occasionally work on teams dedicated to its success. It makes this variant of Kyogre a pretty effective stallbreaker. In most matchups, however, Kyogre will prefer having another move. Some teams may opt for the move regardless so Kyogre can serve as a check to Calm Mind Arceus formes that aren't defeated by Toxic.
  • Origin Pulse can be considered for the STAB attack. Even without investment, Kyogre’s damage with it is impressive. It remains generally inferior to Scald, though, as it lacks the ability to threaten burns and doesn't reach any notable KO benchmarks in exchange.

Set Details

  • The given EV spread allows Primal Kyogre to survive two uninvested Precipice Blades from Primal Groudon, a +2 Searing Sunraze Smash from Necrozma-DM, a +1 Double-Edge from Adamant Mega Salamence, two boosted Hexes from Mega Gengar, two Moonblasts from unboosted Xerneas after Stealth Rock, and two Life Orb-boosted Dark Pulses from Yveltal after Stealth Rock.
  • Running maximum Speed with a Timid nature is a viable alternative, as defensive Kyogre doesn't have the recovery or bulk to hard wall most offensive Pokemon. Being faster notably allows it check any slower Swords Dance Groudon, only risking a Speed tie in the worst-case scenario.

Usage Tips

  • Contrary to every other Primal Kyogre set, this one is best played conservatively.
  • You aren't looking to apply immediate pressure on key Pokemon as much as just be an annoying status sponge that is difficult to force out. The sort of teams that can threaten this Kyogre with hard hits generally don't have long-term solutions to the status effects it threatens. Meanwhile, the teams that can afford to play a long game with it will typically struggle with its powerful Scalds and ability to absorb blows.
  • Support Arceus formes, and anything else that mostly relies on status to deal damage, are the prime targets to switch into.
  • Against teams that lack these sort of Pokemon, Kyogre is best used for threatening trades. It can also help check some weaker special attackers, like Gengar on the turn it is Mega Evolving, or be used as a roadblock to certain setup sweepers, like mixed Rock Polish Groudon.
  • Even though Kyogre's bulk is impressive, the lack of consistent recovery undermines what it can switch into. If a foe 3HKOes it, this means it can only safely switch in once, and if it is 4HKOed, its ability to check the threat is entirely luck dependent while it is sleeping from Rest.
  • Kyogre is at its most vulnerable and most exploitable when it is sleeping from Rest. It's ideal to use the move as late as possible.

Team Options

  • This set is extremely punishable by Primal Groudon, especially if Primal Kyogre isn't using Toxic. Zygarde, defensive Lunala, and Giratina-O are all good examples of reliable Groudon switch-ins. Keep in mind that Primal Groudon has multiple viable sets and that it's best to not rely on a single Pokemon to account for it.
  • Facade Mega Salamence is another powerful Pokemon able to punish defensive Kyogre if you opt for Toxic instead of Ice Beam. Steel-types, like Skarmory and Necrozma-DM, are ideal checks due to their sizable bulk, Flying-type resistance, and reliable recovery.
  • Ferrothorn is especially troublesome, as it can very easily threaten multiple layers of Spikes. Mega Sableye and Defog Ho-Oh are the best answers to it, as they can consistently deal with any Spikes Ferrothorn attempt to set up.
  • Cleric support is appreciated but not strictly required. It helps mitigate the downsides of Rest as Kyogre's only means of recovery. Blissey, Xerneas, and Magearna are the most common options for this role. Keep in mind, however, that you will rarely be given convenient opportunities to heal your sleeping Kyogre. Thus, you shouldn't rely on the possibility of Heal Bell support and use Rest aggressively without very careful thought.
  • Kyogre's lack of Leftovers means that any sort of entry hazard makes things difficult for it to switch in frequently and makes it very vulnerable to double switches. Reliable Defog support from the likes of defensive Lunala and Giratina-O can help a lot. These two Pokemon are especially notable for their ability to handle the most common Stealth Rock setter, Primal Groudon.

Special Attacker

Move 1
  • Origin Pulse
    No additional effect. Hits adjacent foes.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 2
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power110 BP
    Accuracy70%
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
Move 4
  • Liquidation
    20% chance to lower the target's Defense by 1.
    TypeWater
    CategoryPhysical
    Power85 BP
    Accuracy100%
  • Calm Mind
    Raises the user's Sp. Atk and Sp. Def by 1.
    TypePsychic

Moves

  • Origin Pulse is the consistent and strong STAB attack that this sort of set wants. The heavy Special Attack investment means that it outdamages physical Primal Kyogre's Liquidation in terms of raw power. Most notably, it deals over 70% to neutral Arceus formes with full HP investment, which allows it to 2HKO a support Arceus forme that uses Toxic followed by Recover with Stealth Rock in play.
  • Ice Beam is the most important of the available coverage options, as it deals with Primal Groudon and other Pokemon that resist Water like Mega Salamence.
  • Thunder deals with Arceus-Water and lets Primal Kyogre easily win the one-on-one matchup thanks to the heavy Special Attack investment. Substitute is another option for easing predictions while still retaining the ability to beat Arceus-Water as it switches in when used with Calm Mind. However, Kyogre loses the ability to cleanly beat Arceus-Water one-on-one, which is a unique advantage to this variant.
  • Liquidation is for defeating Confide Blissey and Chansey. Alternatively, Calm Mind is useful for dealing extra damage to slower, more defensive teams, and it pairs well with Substitute.

Set Details

  • Maximum Speed and Special Attack investment lets Kyogre hit as hard and as often as it can, with the choice of nature boiling down to player preference.
  • A Modest or Timid nature is preferred when using Calm Mind over Liquidation.
  • An EV spread of 112 Atk / 244 SpA / 152 Spe with a Mild nature is an option for sets using Liquidation. It allows Kyogre to 2HKO Chansey after Stealth Rock, outspeed Adamant Necrozma-DM, and retain as much special firepower as possible.

Usage Tips

  • As a whole, general strategies do not differ much from other offensive Kyogre variants. This set has the same simplicity of the physical variant but comes with a few situational perks and disadvantages.
  • One unique advantage worth mentioning is that this Primal Kyogre set doesn't have to predict around Arceus-Water, unless Toxic is a significant concern, as it can easily react to it with Thunder.
  • Calm Mind is best used versus slower teams, which will then often be forced to trade at least one Pokemon for the ability to chip Kyogre with status. It can also be used on a predicated sacrifice so Kyogre can trade more favorably with the next Pokemon.
  • If using Liquidation, Kyogre can function as a lure for Blissey and Chansey. Using Origin Pulse early on can mislead the opponent into assuming Kyogre is purely specially oriented or a hesitant Water Spout variant.

Team Options

  • As always, Primal Groudon and Ferrothorn remain prominent threats. Having strong answers to both of them is recommended, as this set has the weakest matchup against them among the offensive variants of Primal Kyogre available.
  • On the other hand, offensive teams with this Kyogre variant do not need to dedicate extra attention to Arceus-Water. In a pinch, you can even switch to Kyogre to force Arceus-Water to switch out itself.
  • Pokemon that struggle versus Blissey and Chansey, like Choice Specs Yveltal and Calm Mind Arceus-Ground, become stronger considerations for your team when using Liquidation on Kyogre as a lure.

Other Options

  • Kyogre can make use of Choice Scarf and Choice Specs in niche situations that take advantage of teams lacking or trapping Primal Groudon, but these sets don't stand out enough from Primal Kyogre sets to warrant usage.
  • Hidden Power Ground is the strongest special move that Kyogre can use versus Primal Groudon, but its extremely narrow coverage makes it mostly inferior to just using Ice Beam.
  • Brick Break is another extremely specialized coverage move that can hit Ferrothorn for super effective damage. However, even sets with heavy Attack investment will still fail to 2HKO after Stealth Rock the majority of the time. The recoil damage from Iron Barbs, the opportunity cost, and the inefficiency in its given niche mean that using Brick Break is a novelty at best.
  • A defensive variant with Liquidation, Earthquake, Rest, and Sleep Talk can be used to have a stronger Primal Groudon matchup. The drawbacks, however, include a much weaker Ferrothorn matchup and the reliance on PP stalling when dealing with Arceus-Water.
  • Blizzard is a stronger Ice Beam, but the horrible accuracy is off-putting, especially for a move that requires consecutive hits.

Checks and Counters

Primal Groudon: Primal Groudon is found on nearly every competitive team and can safely switch into Primal Kyogre at least once. Its mere presence can force hesitation from Primal Kyogre when it comes to using its STAB move of choice. If Primal Groudon is faster than Kyogre, it becomes even more difficult for Kyogre to apply meaningful pressure. However, Primal Kyogre has the advantage when it has its own weather in play versus Primal Groudon, especially if it is faster. For this reason, many teams will include a secondary Primal Kyogre check to account for this situation and to force the Primal Kyogre user to be more cautious with its move choices.

Ferrothorn: Ferrothorn's large mixed bulk, Water-type resistance, lack of weaknesses to Primal Kyogre's coverage options, STAB Power Whip, and access to Spikes make it one of the most consistent and threatening checks to Kyogre. Even Calm Mind + Water Spout sets have to be careful to conserve their HP for as long as Ferrothorn itself is healthy. Other variants must simply avoid being in play as often as possible unless its team has adequate countermeasures for Ferrothorn's Spikes. Power Whip means that an ambitious Kyogre always risks being simply OHKOed after a small amount of prior damage.

Arceus-Water: Although Arceus-Water runs risks with switching into Kyogre, it often wins the one-on-one matchup when it does manage to come in safely via Toxic followed by Recover stall. However, the Arceus-Water user must be careful to avoid tackling a defensive or Special Attack-invested Kyogre. Even in these matchups, though, Arceus-Water still provides valuable pivoting utility for a Primal Groudon teammate to take advantage of.

Grass-types: Arceus-Grass and Mega Venusaur are far more niche than the Pokemon mentioned above, but their effectiveness in dealing with Primal Kyogre is what solidifies their viability in the Ubers metagame. Their Water-type resistance and STAB Grass-type attacks make to easy for them to switch into and threaten Kyogre. Their access to reliable recovery allows them to play a longer game with Kyogre, and Mega Venusaur even has the advantage of being immune to Toxic. Kyogre's Ice Beam can only help so much versus Mega Venusaur's Thick Fat ability and Arceus-Grass's quick recovery.

Dragon-types: Mega Salamence, Rayquaza, and Arceus-Dragon are all acceptable checks to Kyogre when used in conjunction with Primal Groudon. Each of them struggles with Ice Beam due to their double weakness or inability to threaten a quick KO. However, their Water-type resistance and greater Speed make them effective short-term threats.

Faster Pokemon: In general, the best way to deal with Primal Kyogre is proactively instead of reactively. Faster Pokemon with strong offensive pressure can make it difficult for Kyogre to find an advantageous position from which to apply its pressure. Generally, it is forced to threaten a single trade after careful maneuvers to get in safely. It may not even be able to get this trade, as there is often the threat of Primal Groudon simply switching in.

Water-type Answers: Any Pokemon with a Water-type resistance can serve as a one-time pivot versus Primal Kyogre. Giratina-O, Zekrom, Toxapex, and Mega Slowbro are all Pokemon that could provide this utility if needed. Keep in mind that they aren’t actual Kyogre checks, just tools to help you pivot into a difficult switch-in when the need arises.

Palkia: Palkia is a niche Pokemon that can function as a Primal Kyogre check. Switching into Kyogre is fairly easy for it, but it can have difficulties actually threatening Calm Mind Kyogre variants with a clean KO. Kyogre's Earthquake also deals 40% damage minimum to Palkia, which doesn't play well when you're using Primal Groudon as your other Kyogre check.

Defensive Pokemon: Certain defensive Pokemon can win the one-on-one matchup assuming they are healthy due to their incredible natural bulk. Lunala, Lugia, and support Arceus formes can all threaten to Toxic Kyogre and then simply Recover stall. However, this strategy only works for certain Kyogre sets. Chansey and Blissey can check special attacker Kyogre variants, provided they don't use Liquidation, and weakened Calm Mind + Water Spout Kyogre, but they fare poorly versus any other sort of Kyogre.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
110
Accuracy
85%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
30%
PP
5
OHKOs non-Ice targets. Fails if user's lower level.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
150
Accuracy
100%
PP
5
Less power as user's HP decreases. Hits foe(s).
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
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