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Kyurem-Black

In-battle formes

HP:125
Attack:170
Defense:100
Sp. Atk:120
Sp. Def:90
Speed:95
Min (-ve nature, 0 IVs)175
Default226
Max Neutral289
Max Positive317
Max Neutral (+1)433
Max Positive (+1)475
Max Neutral (+2)578
Max Positive (+2)634
Balanced Hackmons
Refrigerate289

Formes

Strategies

Written by Lotus

Overview

Kyurem-B differentiates itself from other -ate users with its Ice-type STAB attacks, giving it a superior matchup against Dragon-types like Giratina and Zygarde-C, which other -ate users typically rely on boosting items or prior damage to threaten to OHKO. In addition, its base 95 Speed and resistance to Water also give Kyurem-B a good chance to take on Primal Groudon and Primal Kyogre. Despite its slightly lower Attack than Mega Mewtwo X and its mediocre Special Attack, Kyurem-B still gives some archetypes a hard time, as the combination of its Refrigerate-boosted STAB attacks and coverage moves leaves opposing teams with very few Pokemon that can safely pivot into it. To specify, Kyurem-B beats traditional -ate checks such as Celesteela and Soundproof Mega Slowbro and is able to threaten some staples of the metagame such as Primal Groudon more than other -ate users thanks to its Ice STAB attacks, putting large amounts of pressure on Steel-types and forcing fairly predictable counterplay that can be easily circumvented. Imposter users also cannot consistently take advantage of Kyurem-B due to its decent bulk being primarily weighted in its HP stat. However, Kyurem-B still often faces competition with other -ate users. For example, Mega Diancie has better damage output that allows it to provide its team with slightly better security against offensive foes and can viably run more specialized sets to circumvent its defensive checks. In addition, when compared to other -ate users, Kyurem-B can't offensively check anything in particular, unlike Mega Diancie, which has more relevant resistances and therefore finds more opportunities to switch in. Kyurem-B's reliance on priority moves to combat faster threats also leaves it vulnerable to getting revenge killed by foes like Mega Mewtwo X and Kartana.

Refrigerate

Move 1
  • Extreme Speed
    Nearly always goes first.
    TypeNormal
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority2
Move 2
  • Boomburst
    No additional effect. Hits adjacent Pokemon.
    TypeNormal
    CategorySpecial
    Power140 BP
    Accuracy100%
Move 3
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
  • Fake Out
    Hits first. First turn out only. 100% flinch chance.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority3
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
  • Stealth Rock
    Hurts foes on switch-in. Factors Rock weakness.
    TypeRock
Move 4
  • Precipice Blades
    No additional effect. Hits adjacent foes.
    TypeGround
    CategoryPhysical
    Power120 BP
    Accuracy85%
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • V-create
    Lowers the user's Defense, Sp. Def, Speed by 1.
    TypeFire
    CategoryPhysical
    Power180 BP
    Accuracy95%

Moves

Extreme Speed is useful for its increased priority bracket and high damage output against offensive threats like Mega Gengar, giving Kyurem-B a needed countermeasure against faster foes and providing the team with revenge killing utility. Boomburst enables Kyurem-B to use a stronger Ice-type attack, do much higher damage to physically defensive foes like Primal Groudon and Fur Coat users like Mega Slowbro, and potentially punish Dazzling users that attempt to take advantage of a predicted Extreme Speed. Bolt Strike gives Kyurem-B crucial coverage against Water-types, preventing Primal Kyogre, Mega Gyarados, and the less common Mega Slowbro from walling this set. Its decent chance to paralyze opposing Pokemon can also be handy against foes that Kyurem-B struggles to bypass and Imposter users that may pivot into Kyurem-B on a pinch. Fake Out further strengthens Kyurem-B's matchup against offensive teams, letting it deal free damage, which is always useful. This also sometimes allows Kyurem-B to take out a threat that cannot be taken down by Extreme Speed alone. Return is a stronger Refrigerate-boosted STAB physical attack that has significantly more PP than Extreme Speed and is powerful enough to have a chance to OHKO Giratina after Stealth Rock damage and cleanly 2HKO Assault Vest Dialga and Mega Audino. Note that forgoing coverage against Water-types or a secondary priority move makes Return often a questionable choice, however. Stealth Rock can be used instead to pressure opposing teams if offensive threats can be sufficiently covered by Kyurem-B's teammates. Precipice Blades targets Flash Fire Steel-types like Registeel and Aegislash that commonly pivot into Kyurem-B, 2HKOing them on the switch. Precipice Blades also serves as a decently strong neutral attack against Water-types if Kyurem-B lacks Bolt Strike. Close Combat is a more accurate coverage move against Steel-types that also hits Mega Gyarados, Mega Tyranitar, and Fur Coat Chansey hard. It fails to cover some Steel-types like Aegislash and Necrozma-DM, however. V-create is a stronger coverage move against Steel-types, having enough power to OHKO many Steel-types with minimal prior damage.

Set Details

A Lonely nature is typically preferred, as Kyurem-B needs the extra power to 2HKO Registeel with Precipice Blades and do the maximum amount of damage to faster foes with Extreme Speed. Another important benchmark of this nature includes enabling Kyurem-B to KO Primal Kyogre and Mega Gyarados with Bolt Strike after they switch into any other attack. Alternatively, a Naive nature can be considered to outspeed positive-natured base 90 Speed Pokemon like Primal Groudon and Primal Kyogre, but it is rare for said Pokemon to run maximum Speed, and the loss of power isn't generally worth it. Refrigerate turns Kyurem-B's Normal-type attacks into boosted Ice-type STAB attacks, making moves like Extreme Speed and Boomburst significantly more powerful. Boomburst can OHKO Giratina after Stealth Rock damage and 2HKO Mega Audino. Icicle Plate further boosts the power of Kyurem-B's Ice-type STAB attacks, making it an effective mixed attacker that can 2HKO a good number of neutral Pokemon in the metagame, including Mega Audino and Xerneas. Expert Belt can be used instead to increase the odds that Kyurem-B will net OHKOs with super effective attacks like V-create on Registeel.

Usage Tips

Kyurem-B will not have many opportunities to liberally switch into the field. It takes sizeable damage from Stealth Rock upon switching in, and because of its average Speed stat, it is unable to double switch effectively due to its vulnerability to many faster threats, particularly opposing -ate users that can strike Kyurem-B first. Kyurem-B is generally forced to play with caution and should prefer entering the field by slow pivoting or when it has to revenge kill a foe. Once in, Kyurem-B will have opportunities to surprise and punish its switch-ins with its coverage moves. Due to Ice being less popular of an offensive typing, some teams are loosely prepared for Kyurem-B and tend to rely on offensive pressure or Imposter to keep it in control. Offensive pressure can be dealt with if Kyurem-B is defensively supported by its teammates, but keeping Imposter users in line will require more aggressive strategies, such as using entry hazards or strictly securing momentum. Make sure that foes like Registeel and Primal Kyogre that attempt to sponge hits from Kyurem-B are harshly punished with appropriate coverage moves and weakened enough to be easily taken out by another teammate if Kyurem-B does not get to KO them itself. Kyurem-B also proves to be an annoyance for offensive teams, as not many viable Pokemon from such archetypes resist Ice and some teams rely on a single Steel-type to check -ate users, which Kyurem-B can easily bypass with a coverage move. As it will force a lot of switches against faster threats once they are revealed to lack abilities like Dazzling, setting entry hazards can be helpful for further punishing switch-ins. Though Kyurem-B is capable of doing a good amount of damage to many foes early- and mid-game, it can also be a cleaner late-game. Identify the opposing team's structure and draft plans to use Kyurem-B appropriately. Scouting for opposing abilities is crucially important. Foes like Mega Mewtwo Y with Dazzling can be very dangerous should Kyurem-B waste its turn by choosing a priority attack and give them a chance to set up. Lastly, be cautious about Extreme Speed's PP. If it is wasted on foes that resist it, it will hinder Kyurem-B's revenge killing capabilities.

Team Options

Steel-types typically become necessary, as Kyurem-B will usually be forced out against opposing -ate users. Most of them can easily justify a slow pivoting move that can help Kyurem-B enter the field easily. However, note that they stack weaknesses to Fighting-types with Kyurem-B, making adding Aegislash for compressing defensive roles or Giratina to cover Fighting-types a good idea. Steel-types can also set entry hazards that Kyurem-B can take advantage of due to the number of switches it easily forces, and they can pivot to bring Kyurem-B in against Magic Bounce users. Depending on its coverage moves, Kyurem-B can be Imposter-proof by varying methods. Water-types can be a decent pivot to Kyurem-B lacking Bolt Strike, though Precipice Blades can be strong enough to 2HKO them on the switch if they are weakened enough. Mega Slowbro, especially Fur Coat variants, can easily wall any variant of Kyurem-B lacking Bolt Strike. Flash Fire Steel-types can be considered if Kyurem-B lacks Precipice Blades and Close Combat, and Fur Coat Chansey can effectively Imposter-proof Kyurem-B, as it easily avoids a 2HKO from any moves. Many offensive partners can benefit from Kyurem-B's ability to bring pressure to the table against offensive foes and certain Steel-types. Primal Groudon can threaten most Steel-types that Kyurem-B may struggle with, provide Stealth Rock support, and pivot into Mega Diancie. Kyurem-B in return pressures Celesteela that can typically check Primal Groudon well with an ability that makes it immune to Fire. Giratina and Zygarde-C, though they share weaknesses to Fairy-types, can provide useful defensive presences against Regigigas and Mega Mewtwo X. As Kyurem-B naturally threatens Giratina and Zygarde-C, can threaten Primal Kyogre with Bolt Strike, and can potentially dispose of Mega Tyranitar and Ferrothorn with Close Combat, Poison Heal users like Regigigas, Primal Kyogre, and Xerneas make great partners, as they all appreciate these threats being weakened. All of them can absorb status and weaker attacks for Kyurem-B in return, and Xerneas is additionally able to switch into Core Enforcer. Entry hazard removers are needed for Kyurem-B to remain healthy. Defoggers like Giratina and Rapid Spinners like Dialga and Yveltal are able to fulfill this role. Imposter users with a Choice Scarf, Unaware users, and Prankster users can effectively take on Dazzling sweepers, which Kyurem-B cannot take down with priority moves.

Other Options

As Kyurem-B can threaten a variety of foes with its STAB attacks and coverage moves, a Choice Band set using Tough Claws running Ice Hammer, Bolt Strike, Close Combat, and Sunsteel Strike may be an appealing option. Refrigerate sets can also use Choice Band to use a stronger Extreme Speed and heavily pressure defensive walls with coverage moves like Precipice Blades, Bolt Strike, or even with Trick. However, these sets may struggle to threaten offensive teams, and there are more threatening Choice Band wallbreakers to choose, such as Mega Mewtwo X and Kartana. Kyurem-B's lower Speed stat can also cause further problems against faster teams when running this set. Sunsteel Strike on the Refrigerate set hits Sturdy Shedinja but lacks other utility. Life Orb is a possible item to improve Kyurem-B's general damage output, giving it a good chance to 2HKO Mega Slowbro with Boomburst after Stealth Rock damage and OHKO Primal Kyogre and Mega Gyarados with Bolt Strike. However, Life Orb can wear down Kyurem-B quite quickly, and Kyurem-B already suffers from its high susceptibility to residual damage. Safety Goggles can be used to prevent Kyurem-B from being neutralized by Spore, though forgoing Icicle Plate makes a visible difference in damage output, making it a less optimal option.

Checks and Counters

Offensive Priority Users: Mega Diancie can easily threaten Kyurem-B by threatening to outspeed and OHKO it with Pixilate-boosted Extreme Speed after minimal prior damage. Triage Mega Charizard Y holding a Life Orb can easily OHKO a slightly damaged Kyurem-B after setting up Tail Glow. Due to their general prevalence, the amount of time that Kyurem-B can stay in the field is quite limited.

Physical Walls: Mega Slowbro can easily switch into Kyurem-B lacking Bolt Strike, and it can even shrug off Bolt Strike if it has Fur Coat. Fur Coat Chansey and less common walls like Cresselia and Mega Aggron can avoid being 2HKOed by Kyurem-B.

Faster Foes: Kyurem-B's middling Speed tier leaves it vulnerable to getting revenge killed by faster threats like Mega Mewtwo X, Mega Mewtwo Y, and Kartana. These Pokemon must be healthy enough to survive Kyurem-B's Extreme Speed to retaliate, however. Faster Poison Heal users like Regigigas and Xerneas are bulky enough to take Extreme Speed from Kyurem-B as long as they have not been overly weakened and can use Kyurem-B as a setup fodder with sleep-inducing moves.

Dazzling and Queenly Majesty: Kyurem-B is typically reliant on Extreme Speed to perform its important roles against offensive teams, and this means users of Dazzling and Queenly Majesty, such as Mega Gengar and Mega Mewtwo X, can punish Kyurem-B's attempts to strike them first.

Eviolite Imposter Chansey: Imposter Chansey's effectiveness as a pivot against Kyurem-B may vary on whether Kyurem-B has moves like Close Combat, but it can switch into Kyurem-B at least a few times and force it out with its superior bulk.

Sturdy Shedinja: Unless Kyurem-B has Sunsteel Strike, it gets completely walled by Sturdy Shedinja and is forced out by the threat of Endeavor.

Entry Hazards: Kyurem-B's weakness to Stealth Rock, as well as its vulnerability to other entry hazards, can reduce its longevity.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
140
Accuracy
90%
PP
5
Charges turn 1. Hits turn 2. 30% paralyze.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
100
Accuracy
100%
PP
5
Power doubles if used after Fusion Flare this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
95%
PP
10
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
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
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack and Sp. Atk by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
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
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
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
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
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
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
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
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
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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