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Kingdra

In-battle formes

HP:75
Attack:95
Defense:95
Sp. Atk:95
Sp. Def:95
Speed:85
Min (-ve nature, 0 IVs)157
Default206
Max Neutral269
Max Positive295
Max Neutral (+1)403
Max Positive (+1)442
Max Neutral (+2)538
Max Positive (+2)590
Doubles OU
Rain Attacker269

Evolutions

Strategies

  • en
Written by qsns

Overview

Kingdra's incredible speed in the rain thanks to Swift Swim, unique typing, and access to the spread move Muddy Water make it a top choice for a rain team. It is an exceptional late-game sweeper when backed by the rain boost due to the STAB Water-type spread move combined with its quite decent Special Attack stat. Kingdra's unique typing also gives it many benefits; traditional Water-type checks such as Kyurem-B and Hydreigon are blown back by its secondary STAB move, and defensively, the typing only leaves it with two weaknesses while giving it handy resistances to common attacking types like Water and Fire. However, Kingdra has very mediocre stats across the board, including both defenses. It is wide open to being sniped by priority attacks such as Talonflame's Brave Bird and Bisharp's Sucker Punch after only a bit of prior damage. It also faces competition from other common Swift Swim users such as Ludicolo and Mega Swampert; the former can break past bulky Water-types, the bane of Kingdra, and the latter is immune to Thunder Wave, which cripples Kingdra for the entirety of the match. Finally, Kingdra is nearly worthless without its preferred field conditions intact. If it is not raining or the opponent has the speed advantage from using Trick Room or Tailwind, Kingdra is completely ineffective.

Rain Attacker

Move 1
  • Muddy Water
    30% chance to lower the foe(s) accuracy by 1.
    TypeWater
    CategorySpecial
    Power90 BP
    Accuracy85%
Move 2
  • Draco Meteor
    Lowers the user's Sp. Atk by 2.
    TypeDragon
    CategorySpecial
    Power130 BP
    Accuracy90%
Move 3
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power110 BP
    Accuracy80%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Moves

Muddy Water functions as Kingdra's primary STAB move, dealing significant damage under the rain to neutral targets while also OHKOing many Fire-, Ground-, and Rock-types such as Heatran, Landorus-T, and Terrakion. It also has a 30% chance to drop accuracy, which is useful for having a chance to avoid attacks from slower enemies. Draco Meteor is Kingdra's powerful secondary STAB attack that covers the Dragon-types such as Kyurem-B and Hydreigon that resist Muddy Water. It also dents Pokemon such as Amoonguss and Volcanion that can take Water-type attacks with ease. Hydro Pump is a single-target move that nukes anything it hits, which is useful for finishing off Pokemon that are not in the range for Muddy Water. Because it is not a spread attack, it hits the foes through Wide Guard's protection, allowing Kingdra to hit the common users, Conkeldurr and Aegislash, for massive damage. Protect is a staple move in Doubles, giving Kingdra the ability to stall out field conditions like Trick Room and allowing its partner to improve Kingdra's position. Substitute is a potential option that makes Kingdra exponentially more difficult to deal with. This shields it from status and allows it to avoid getting hit by Sucker Punch from Pokemon like Bisharp and Mega Kangaskhan, as well as taking a strong hit for Kingdra.

Set Details

As an offensive powerhouse, Kingdra needs all the investment it can get into Special Attack, so it opts for as much power as possible as well as a Modest nature. Maximum Speed investment is used to tie with opposing Kingdra and outspeed positive-natured base 70s like Breloom when rain is not up or when the opposition is under Tailwind. Swift Swim gives Kingdra the speed necessary to function well. Life Orb allows Kingdra to hit harder while retaining the ability to switch up moves, which is valuable for a late-game cleaner that needs to position itself well on the field with Protect. 152 HP / 160 SpA / 60 SpD / 136 Spe is an option for a more bulky spread with Substitute. This EV spread lets Kingdra's Substitutes survive an Amoonguss Giga Drain while still outspeeding neutral-natured base 70s outside of rain.

Usage Tips

Due to its insane power, spread, and lack of drawbacks, Muddy Water is the main attack Kingdra will be using unless it desperately needs to KO a certain Pokemon currently on the field. Be very wary of using Draco Meteor, as having to switch Kingdra out or leave in a crippled one can lead to a huge loss of momentum. Using Draco Meteor on a switch-in that resists it also gives up a ton of momentum. Note that -2 Kingdra is still a threat with its Water-type moves. Try to save Kingdra for the late-game, as it is very hard for a weakened team to be able to tank rain-boosted Muddy Waters, but make sure priority users such as Talonflame and Thundurus are out of the way first. Sacrificing Politoed after rain has run out in the late-game for a free switch in to Kingdra tends to be an effective maneuver, as it leaves Kingdra untouched with five or eight fresh turns of rain. If using Substitute, attempt to set up it on predicted Protects or Sucker Punches, which are especially easy to predict when the opponent is stalling out rain turns.

Team Options

Politoed is mandatory with Kingdra, as it provides rain with its ability. Its access to Helping Hand can help Kingdra sweep, and its own Water-type attacks can weaken Kingdra's checks for later. Mega Gengar traps problematic Grass-types with Shadow Tag to get rid of them and can help trap other weather setters like Mega Charizard Y and Abomasnow. Though a somewhat rare situation, it can also prevent the opponent from pivoting around to lure Kingdra into dropping its Special Attack with Draco Meteor. Teammates that take out threats to Kingdra such as Mega Charizard Y and Talonflame are appreciated. Some examples include Terrakion and Mega Diancie. Kingdra requires teammates that can break down bulky Water-types like Suicune. Electric- and Grass-types such as Thundurus and Mega Venusaur work quite well.

Other Options

Scald is a more reliable option to Hydro Pump with an additional chance to burn but lacks the immediate power that Kingdra desires. Similarly, Dragon Pulse is a more reliable Dragon-type STAB move but suffers the same drawback as Scald. Lum Berry is an option to prevent status, specifically paralysis from Thunder Wave users such as Thundurus. Disable disrupts the opponent's move choices and works quite well with Politoed's common support move of Encore, forcing the foe to Struggle, and Mega Gengar's Shadow Tag ability, disallowing the ability to switch. Ice Beam finishes off weakened Amoonguss without forcing Kingdra to incur Draco Meteor's Special Attack drop but suffers from having largely redundant coverage. Splash Plate increases the power of Kingdra's most spammable option while keeping it healthy and out of range of strong priority, though it gives Kingdra less power and does not boost Draco Meteor's damage output.

Checks and Counters:

Grass-types: Bulky Grass-types like Ferrothorn and Amoonguss switch into Water-type attacks with ease and are generally Kingdra's best counters, retaliating with Power Whip and Spore, respectively.

Water-types: Kingdra struggles to break through bulky Water-types such as Suicune and Assault Vest Ludicolo, which can proceed to threaten Kingdra or its partner in return.

Fairy-types: Fairy-types such as Sylveon and Azumarill can switch into Draco Meteor thanks to their immunity and stomach a Water-type attack while retaliating with a STAB Fairy-type move.

Opposing Weather: When the rain is not up, Kingdra struggles to do anything meaningful to the opposing team, as it loses out on the Swift Swim speed boost. Weather setters such as Mega Charizard Y and Abomasnow, while being directly threatened by Kingdra's strong attacks, are very annoying to deal with, as they get rid of Kingdra's most valuable asset.

Paralysis, Tailwind, and Trick Room: The most effective way of preventing a Kingdra from barreling through a team is a Prankster Thunder Wave from a Pokemon such as Thundurus. A paralyzed Kingdra is unable to do its job and can be easily KOed due to its mediocre defenses. Trick Room, coming from Pokemon such as Cresselia and Reuniclus, and Tailwind, used commonly by Suicune and Hydreigon, also mess with its Speed advantage and prevent it from cleaning up late-game.

Priority Attacks: Due to Kingdra's mediocre defenses, it is unable to clean up late-game when threatened by strong priority attacks such as Talonflame's Brave Bird and Bisharp's Sucker Punch.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Attack by 1.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
40
Accuracy
100%
PP
30
10% chance to lower the foe(s) Speed by 1.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
PP
15
Resets all of the target's stat stages to 0.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
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
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
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
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
15
More power the less HP the user has left.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
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
Accuracy
100%
PP
30
Lowers the foe(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
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
65
Accuracy
85%
PP
10
50% chance to lower the target's accuracy by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
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
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
40
No competitive use.
 
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
90%
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
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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