[SET]
name: Kingambit
move 1: Knock Off
move 2: Iron Head
move 3: Sucker Punch
move 4: Swords Dance / Pursuit
item: Black Glasses
ability: Supreme Overlord
nature: Adamant
evs: 132 HP / 252 Atk / 124 Spe
tera type: Dark
[SET COMMENTS]
* With its unique typing, Kingambit serves as a powerful defensive tool against Pokemon such as Giratina-O lacking Will-O-Wisp, Yveltal, Arceus, Choice Specs Lunala, and Ultra Necrozma, while also retaining a strong offensive presence thanks to Supreme Overlord, providing bulky offense and fat balance teams with a range of role compression Kingambit provides with its valuable Ghost-, Psychic-, Dark- and Dragon-type resistances, such as a source of priority, and even a late-game cleaner. Unfortunately, Kingambit lacks reliable recovery, which combined with its mediocre bulk relative to the tier, means it is prone to being overwhelmed easily.
* Knock Off is preferred over Kowtow Cleave, notably providing Kingambit with a source of utility by removing items such as Heavy-Duty Boots from Ho-Oh, preventing it from reliably switching in. It also removes Life Orb from offensive Yveltal, weakening it severely, as well as removing items off other targets such as Zygarde, Arceus, Ferrothorn, and Alomomola, which can help teammates out in the long-term. It helps Kingambit against Stall teams too, since these structures are often reliant on items for their longevity, such as the aforementioned Heavy-Duty Boots, or Chansey's Eviolite. Kowtow Cleave is also not preferred since Kingambit often uses Sucker Punch for damage-dealing, since it is outpaced by almost the entire metagame; having Knock Off to punish switch-ins against Kingambit is more useful on a regular basis than the extra damage provided from Kowtow Cleave.
* Iron Head allows Kingambit to hit Fairy-types such as Arceus-Fairy and Zacian-C, as well as Tera Fairy Zygarde and Eternatus. Sucker Punch is essential to make up for Kingambit poor speed, allowing it to remove opponents such as Ultra Necrozma, Deoxys-A, and Mega Mewtwo Y before they can OHKO it instead.
* Swords Dance allows Kingambit to punish the switches it forces letting it wallbreak or be a strong end-game cleaner against more offensive teams, especially those lacking Zygarde or defensive Primal Groudon, such as against opposing hyper offense teams. It notably lets Kingambit OHKO Arceus-Fairy with Iron Head after Stealth Rock with no Supreme Overlord boosts, while being able to OHKO Dragon Dance Necrozma-DM with Sucker Punch after a layer of Spikes. Alternatively, Pursuit's main targets are Deoxys-A and Lunala while heavily damaging Giratina-O, the latter of which may be useful for offensive partners in the end-game.
* The given EV spread allows Kingambit to outspeed Gothitelle, preventing it from using Taunt or Charm reliably, while ensuring Tera Fairy variants cannot safely 1v1 Kingambit. This is especially useful for Pursuit variants that may be more passive into Gothitelle.
* Kingambit's typing is essential to its use on a team, and thus doesn't often use Terastalization. Regardless, Tera Dark is its best option, removing Kingambit's Ground- and Fire-type weakness, while weakening the damage taken from Fighting-type attacks. This helps Kingambit stomach Earthquake from Necrozma-DM, Ultra Necrozma, and Arceus, along with Heat Wave from Yveltal, while even letting it survive Deoxys-A's Life Orb Low Kick, allowing Kingambit to trade more effectively. Offensively, Tera Dark lets Kingambit OHKO Marshadow with Knock Off, as well as Ultra Necrozma with Sucker Punch. It also makes Kingambit more threatening in the end-game, since it is able to OHKO Ho-Oh and Defensive Primal Groudon with +2 Tera Dark Sucker Punch and five Supreme Overlord boosts. However, it should be encouraged that Kingambit relies on its Steel-typing to resist attacks from Giratina-O and Arceus more easily, while also not being as weak to Fairy-type attacks from Arceus-Fairy or Tera Fairy Lunala.
* Swords Dance variants of Kingambit are primarily used in the end-game, being able to clean up weakened teams after its teammates have wrecked havoc. Due to its middling bulk, this will usually happen after a teammates has fainted, since this prevents Kingambit from getting worn down as badly, while it sets up Swords Dance. The only time Kingambit should come out in the early-to-mid game, is to tank resisted hits, such as Lunala's Moongeist Beam, or Giratina-O's Draco Meteor; otherwise, preserving Kingambit's HP, by avoiding unnecessary damage from neutral hits, is ideal to ensuring it can clear up effectively.
* Pursuit variants of Kingambit are more aggressive than the Swords Dance counterpart; it's ideal to abuse double-switches from teammates such as Primal Groudon, Zygarde, and Arceus-Ground, since all three of these typically invite in Giratina-O, from which Kingambit can easily Pursuit-trap it, wearing it down for teammates to break through more easily afterwards. This variant however, still doesn't appreciate being unnecessarily worn down, since otherwise it may be unable to reliably trap Pokemon such as Choice-locked Lunala and Marshadow, being forced to click Sucker Punch instead as to not get OHKOed by their powerful attacks.
* Defensive walls such as Primal Groudon, Zygarde, and the more niche Dondozo, all easily stop Kingambit without significant boosts or Tera Dark to help it, while they all threaten it with either STAB moves, or Body Press in Dondozo's case. Giratina-O is able to handle all three of these, while it appreciates Kingambit switching into the Ghost- and Ice-type attacks Giratina-O doesn't like, such as against Choice Band variants of Marshadow and Chien Pao, preventing the former from mindlessly spamming Ghost-type STAB. Kingambit also makes for a solid Yveltal and Arceus-Dark switch-in due to its resistances. Giratina-O is also able to remove hazards, assisting greatly in Kingambit's longevity, while relieving pressure off of Kingambit by checking Arceus itself.
* Due to the utility of Knock Off, Kingambit works great with hazard setters such as defensive Primal Groudon, removing Heavy-Duty Boots off of targets like Ho-Oh and Alomomola, making wearing them down in the late-game easier for Kingambit itself or teammates. Primal Groudon is also able to check Zacian-C for Kingambit, while it in return harasses Giratina-O with Pursuit. There is also Landorus-T, who is similar to Giratina-O in soft-checking Arceus, as well as Arceus-Ground, Zacian-C, and Dragon Dance Necrozma-DM. Its access to U-turn also allows it to bring in Kingambit safely against Pokemon it struggles with, such as Giratina-O and Yveltal, both of which can abuse Landorus-T's inability to threaten them back meaningfully.
* Offensive partners such as Swords Dance Primal Groudon, Primal Kyogre, and Meteor Beam Eternatus, are all able to break through and wear down opposing teams, enabling Kingambit to sweep much more easily. The former is able to overwhelm Zygarde for Kingambit to muscle past it more easily afterwards, while the latter two are powerful special attackers, breaking through Zygarde, Ho-Oh and opposing Primal Groudon for Kingambit. In return, Kingambit provides a powerful revenge-killer and sweeper against opposing hyper offense teams, that these three Pokemon don't like dealing with.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sami.604820/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
name: Kingambit
move 1: Knock Off
move 2: Iron Head
move 3: Sucker Punch
move 4: Swords Dance / Pursuit
item: Black Glasses
ability: Supreme Overlord
nature: Adamant
evs: 132 HP / 252 Atk / 124 Spe
tera type: Dark
[SET COMMENTS]
* With its unique typing, Kingambit serves as a powerful defensive tool against Pokemon such as Giratina-O lacking Will-O-Wisp, Yveltal, Arceus, Choice Specs Lunala, and Ultra Necrozma, while also retaining a strong offensive presence thanks to Supreme Overlord, providing bulky offense and fat balance teams with a range of role compression Kingambit provides with its valuable Ghost-, Psychic-, Dark- and Dragon-type resistances, such as a source of priority, and even a late-game cleaner. Unfortunately, Kingambit lacks reliable recovery, which combined with its mediocre bulk relative to the tier, means it is prone to being overwhelmed easily.
* Knock Off is preferred over Kowtow Cleave, notably providing Kingambit with a source of utility by removing items such as Heavy-Duty Boots from Ho-Oh, preventing it from reliably switching in. It also removes Life Orb from offensive Yveltal, weakening it severely, as well as removing items off other targets such as Zygarde, Arceus, Ferrothorn, and Alomomola, which can help teammates out in the long-term. It helps Kingambit against Stall teams too, since these structures are often reliant on items for their longevity, such as the aforementioned Heavy-Duty Boots, or Chansey's Eviolite. Kowtow Cleave is also not preferred since Kingambit often uses Sucker Punch for damage-dealing, since it is outpaced by almost the entire metagame; having Knock Off to punish switch-ins against Kingambit is more useful on a regular basis than the extra damage provided from Kowtow Cleave.
* Iron Head allows Kingambit to hit Fairy-types such as Arceus-Fairy and Zacian-C, as well as Tera Fairy Zygarde and Eternatus. Sucker Punch is essential to make up for Kingambit poor speed, allowing it to remove opponents such as Ultra Necrozma, Deoxys-A, and Mega Mewtwo Y before they can OHKO it instead.
* Swords Dance allows Kingambit to punish the switches it forces letting it wallbreak or be a strong end-game cleaner against more offensive teams, especially those lacking Zygarde or defensive Primal Groudon, such as against opposing hyper offense teams. It notably lets Kingambit OHKO Arceus-Fairy with Iron Head after Stealth Rock with no Supreme Overlord boosts, while being able to OHKO Dragon Dance Necrozma-DM with Sucker Punch after a layer of Spikes. Alternatively, Pursuit's main targets are Deoxys-A and Lunala while heavily damaging Giratina-O, the latter of which may be useful for offensive partners in the end-game.
* The given EV spread allows Kingambit to outspeed Gothitelle, preventing it from using Taunt or Charm reliably, while ensuring Tera Fairy variants cannot safely 1v1 Kingambit. This is especially useful for Pursuit variants that may be more passive into Gothitelle.
* Kingambit's typing is essential to its use on a team, and thus doesn't often use Terastalization. Regardless, Tera Dark is its best option, removing Kingambit's Ground- and Fire-type weakness, while weakening the damage taken from Fighting-type attacks. This helps Kingambit stomach Earthquake from Necrozma-DM, Ultra Necrozma, and Arceus, along with Heat Wave from Yveltal, while even letting it survive Deoxys-A's Life Orb Low Kick, allowing Kingambit to trade more effectively. Offensively, Tera Dark lets Kingambit OHKO Marshadow with Knock Off, as well as Ultra Necrozma with Sucker Punch. It also makes Kingambit more threatening in the end-game, since it is able to OHKO Ho-Oh and Defensive Primal Groudon with +2 Tera Dark Sucker Punch and five Supreme Overlord boosts. However, it should be encouraged that Kingambit relies on its Steel-typing to resist attacks from Giratina-O and Arceus more easily, while also not being as weak to Fairy-type attacks from Arceus-Fairy or Tera Fairy Lunala.
* Swords Dance variants of Kingambit are primarily used in the end-game, being able to clean up weakened teams after its teammates have wrecked havoc. Due to its middling bulk, this will usually happen after a teammates has fainted, since this prevents Kingambit from getting worn down as badly, while it sets up Swords Dance. The only time Kingambit should come out in the early-to-mid game, is to tank resisted hits, such as Lunala's Moongeist Beam, or Giratina-O's Draco Meteor; otherwise, preserving Kingambit's HP, by avoiding unnecessary damage from neutral hits, is ideal to ensuring it can clear up effectively.
* Pursuit variants of Kingambit are more aggressive than the Swords Dance counterpart; it's ideal to abuse double-switches from teammates such as Primal Groudon, Zygarde, and Arceus-Ground, since all three of these typically invite in Giratina-O, from which Kingambit can easily Pursuit-trap it, wearing it down for teammates to break through more easily afterwards. This variant however, still doesn't appreciate being unnecessarily worn down, since otherwise it may be unable to reliably trap Pokemon such as Choice-locked Lunala and Marshadow, being forced to click Sucker Punch instead as to not get OHKOed by their powerful attacks.
* Defensive walls such as Primal Groudon, Zygarde, and the more niche Dondozo, all easily stop Kingambit without significant boosts or Tera Dark to help it, while they all threaten it with either STAB moves, or Body Press in Dondozo's case. Giratina-O is able to handle all three of these, while it appreciates Kingambit switching into the Ghost- and Ice-type attacks Giratina-O doesn't like, such as against Choice Band variants of Marshadow and Chien Pao, preventing the former from mindlessly spamming Ghost-type STAB. Kingambit also makes for a solid Yveltal and Arceus-Dark switch-in due to its resistances. Giratina-O is also able to remove hazards, assisting greatly in Kingambit's longevity, while relieving pressure off of Kingambit by checking Arceus itself.
* Due to the utility of Knock Off, Kingambit works great with hazard setters such as defensive Primal Groudon, removing Heavy-Duty Boots off of targets like Ho-Oh and Alomomola, making wearing them down in the late-game easier for Kingambit itself or teammates. Primal Groudon is also able to check Zacian-C for Kingambit, while it in return harasses Giratina-O with Pursuit. There is also Landorus-T, who is similar to Giratina-O in soft-checking Arceus, as well as Arceus-Ground, Zacian-C, and Dragon Dance Necrozma-DM. Its access to U-turn also allows it to bring in Kingambit safely against Pokemon it struggles with, such as Giratina-O and Yveltal, both of which can abuse Landorus-T's inability to threaten them back meaningfully.
* Offensive partners such as Swords Dance Primal Groudon, Primal Kyogre, and Meteor Beam Eternatus, are all able to break through and wear down opposing teams, enabling Kingambit to sweep much more easily. The former is able to overwhelm Zygarde for Kingambit to muscle past it more easily afterwards, while the latter two are powerful special attackers, breaking through Zygarde, Ho-Oh and opposing Primal Groudon for Kingambit. In return, Kingambit provides a powerful revenge-killer and sweeper against opposing hyper offense teams, that these three Pokemon don't like dealing with.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sami.604820/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
Last edited: