So just a couple of quick comments: 1) I intentionally left the "Other Options" section out since I know there's more set analyses on the way so I didn't want to bring up something that might get its own analysis. 2) I planned to leave out the original half-baked overview for ADV Kyogre out but some people thought it was funny and should be in the new overview, personally I'm fine with it and so were others but I planned to run it by qc more officially so lmk what the verdict is on that. Ok yapping session over
wow i accidentally added usage tips to this. idk how that happened but it was NOT worth the effort i put into that.
[OVERVIEW]
Kyogre is among the most imposing threats in the tier, able to make great use of a plethora of different sets and muscle through even its bulkier answers. Its titanic base 150 Special Attack pairs with the rain it sets to turn its Water-type STAB moves into fearsome offensive tools capable of 2HKOing most Pokémon that don't resist Water. Thunder and Ice Beam make for fantastic coverage that shores up the blind spots in the Water type offensively, allowing Kyogre to hit every Pokémon neutrally except Shedinja. Calm Mind further elevates Kyogre's power and allows it to take on most of the metagame after just one boost. Kyogre pairs excellently with most Pokémon, using its incredible special bulk to stay alive during longer games and setting rain to either weaken Fire-type damage for Pokémon like Forretress or Metagross or give Thunder perfect accuracy for the benefit of Latios or Latias. Despite the versatility in Kyogre's sets and the immediate power it provides for teams, it struggles to stay healthy in the face of the ever-present Spikes as it lacks reliable recovery. Kyogre is also held back by its comparatively poor speed, as it's tied for being the slowest legendary Uber Pokémon, which hinders it offensively at times. Furthermore, Latios is one of the best checks to Kyogre in the tier, making it difficult for Kyogre to stay on the field for long periods of time.
[SET 1]
name: Calm Mind + 3 Attacks
move 1: Surf / Hydro Pump
move 2: Thunder
move 3: Ice Beam
move 4: Calm Mind
item: Leftovers / Lum Berry
ability: Drizzle
nature: Modest
evs: 108 HP / 148 Def / 252 SpA
[SET COMMENTS]
Set Description
=========
Calm Mind allows Kyogre to take full advantage of everything that makes it great in the tier; being able to boost its bulk and power highlights Kyogre's primary role as a premiere sweeper in the tier. The distinction between Surf and Hydro Pump is rather weak, however Hydro Pump is more common when Kyogre is used as a lead in order to punish the many switches it forces, as well as being able to consistently beat lead Mewtwo. Additionally, Hydro Pump always 2HKOs Blissey after a Calm Mind and 1 layer of Spikes. Aside from the difference in accuracy, the foremost appeal of Surf is the fact that it has 24 PP as opposed to Hydro Pump's 8 PP, allowing Kyogre to go the distance against bulkier teams that have multiple answers to Water-type moves as well as the many Pokémon with Pressure in the tier. Surf also notably misses out on OHKOing Pokémon like Groudon and Deoxys-D after a Calm Mind, however without a boost Surf and Hydro Pump can 2HKO both of them. Ice Beam is crucial for its ability to hit Kyogre's best and most common checks, Latios and Latias, for super effective damage, as the Lati twins completely counter sets lacking Ice-type coverage. Ice Beam also comes with the benefit of hitting Flying-type Pokémon not weak to Electric-type moves such as Rayquaza and Salamence. Thunder gives Kyogre nearly perfect coverage, allowing it to shore up its would-be blind spots in Lugia and opposing Kyogre. The rain that Kyogre sets also makes Thunder perfectly accurate, further adding to the consistency of this set. Calm Mind amplifies all of these traits by making Kyogre nigh impossible to switch into and grueling for most special attackers to knock out.
Maximum Special Attack investment with a Modest nature ensures the user gets the most out of Kyogre's immense power, allowing for clean 2HKOs on crucial targets such as Latios and Groudon. 108 HP EVs allow Kyogre's HP stat to hit 368, which optimizes the amount of health recovered from Leftovers compared to how much investment the stat gets. The rest of the EVs are put into Defense to make sure Kyogre can also take hits from physical attackers like Deoxys-A, Rayquaza, and Heracross. While Leftovers is often the best choice for Kyogre, Lum Berry can be used as an alternative to absorb otherwise debilitating status conditions like Toxic from Blissey or Thunder Wave from Groudon, and is most typically seen when Kyogre is used as a lead.
Team Options
========
Latios is the best partner for Kyogre as it appreciates its own perfectly accurate Thunders and can apply tremendous amounts of pressure alongside Kyogre with the aid of Spikes. It can also use Ice Beam to remove Groudon and Rayquaza, giving Kyogre safer entry points as well as allowing the Kyogre user to keep rain up permanently. Similarly, Kyogre synergizes well with other potent offensive threats such as Deoxys-A, Mewtwo, and Latias as all of these Pokémon appreciate the rain as well as Kyogre's ability to soften up teams for them to clean up late-game.
Rain further bolsters teams by halving the damage of Fire-type moves, which various offensive and defensive Pokémon appreciate. As a result, Metagross and Heracross both find themselves used alongside Kyogre as early- or mid-game offensive threats due to their ability to live two Fire-type moves from Groudon and Ho-Oh in rain, while also severely limiting what Fire Blast Snorlax sets are able to accomplish. Forretress is also a common partner for Kyogre as it gains the ability to take some Fire-type attacks when rain is active, providing valuable Rapid Spin support for the otherwise Spikes-weak Kyogre and switching into the Ghost-, Normal-, or Grass-type moves aimed at Kyogre.
Offensive Water-type Pokémon in Omastar, Kabutops, and Qwilfish can also pair with Kyogre to take advantage of Swift Swim and outspeed many of the most dangerous offensive threats such as Deoxys-A and Mewtwo, however Rayquaza's Air Lock ability prevents these Pokémon from outspeeding it. Groudon can also pair with Kyogre as it appreciates Kyogre's ability to remove Pokémon like Ho-Oh and Salamence, and Kyogre benefits from Groudon being able to take on the likes of Snorlax, Blissey, and Jirachi. The two can overwhelm Latios and Latias if Groudon is either running Rock Slide or Hidden Power Ghost, since the Lati twins aren't nearly as solid checks to one or the other when facing such great amounts of offensive pressure.
Usage Tips
========
Since Kyogre's offensive presence is felt consistently throughout the course of a game, it's best to ensure it stays as healthy as possible. Having reliable ways to remove Spikes, prevent the opponent from setting Spikes, or both is crucial to supporting Kyogre's ability to tear through offensive and defensive teams alike. As such, it's important to understand whether taking damage from Spikes is worth the reward of firing off Kyogre's powerful attacks. Another way to limit the impact of Spikes on Kyogre's longevity is to use it to threaten the Spiker directly, as none of Forretress, Skarmory, Omastar, or Deoxys-D are comfortable taking on Kyogre's rain-boosted Water-type moves. Pressuring defensive Pokémon to switch out and forcing incoming Pokémon to take one of Kyogre's attacks is a core part of Kyogre's gameplay. Furthermore, these should be Kyogre's most common entry points as, while its solid HP and fantastic Special Defense mean it is capable of withstanding Dragon Claws or Ice Beams with little trouble, Kyogre's lack of reliable recovery makes it difficult to justify taking multiple special attacks, especially with Spikes up on Kyogre's side of the field; this designation should instead be left to more defensively inclined teammates such as Snorlax or Blissey.
Switching the weather from sun to rain can also be a dangerous task, as Kyogre doesn't enjoy the prospect of switching into Groudon and its teammates that commonly run Toxic. The safest switches Kyogre finds against these teams are often against Skarmory and Ho-Oh, as neither can directly threaten Kyogre and have to predict it switching in to attack or status it before being pressured to switch. Finding turns to use Calm Mind can also be challenging, as teams with a healthy Blissey, Latios, or Latias greatly disincentivize Kyogre from boosting its stats as they can still switch into and threaten to beat a boosting Kyogre. Trying to use Calm Mind either early-game or late-game is often best, as instantly applying great amounts of pressure on the opponent's team — most common when Kyogre is used as a lead — or waiting until their team is worn down is when this set is most dangerous.
[SET 2]
name: Thunder Wave + Calm Mind
move 1: Surf / Hydro Pump
move 2: Ice Beam / Thunder
move 3: Thunder Wave
move 4: Calm Mind
item: Leftovers
ability: Drizzle
nature: Modest
evs: 252 HP / 160 Def / 96 Spe
[SET COMMENTS]
Set Description
========
Among Kyogre's worst traits is its low Speed, being tied for the slowest of the legendary Uber Pokémon. Thunder Wave amends this, as none of the few Ground-type Pokémon in the tier are capable of taking on Kyogre's Water- and Ice-type moves, and faster threats such as Latios, Latias, Rayquaza, and Mewtwo are all debilitated by paralysis. Calm Mind allows Kyogre to become a devastating special sweeper once key targets have been paralyzed, and just one boost allows Kyogre to 2HKO everything that isn't Water-resistant or Blissey. Additionally, the increase in Special Defense is quite helpful, as it allows Kyogre to not be 2HKOed by Thunder from an unboosted Latias or Mewtwo. Surf and Hydro Pump are somewhat interchangeable on this set as, aside from the difference in accuracy, they do enough damage to 2HKO most relevant targets and are both consistent in breaking down opposing teams; the only important OHKO being missed out on by using Surf is Jirachi after Kyogre has a Calm Mind boost. One of the biggest differences is in PP, as the plentiful Pressure Pokémon in the tier can quickly drain Hydro Pump's PP whereas Surf is better fit for longer games and, as a result, teams that can withstand longer games. With three of the four moveslots already filled, choosing between Ice Beam and Thunder as coverage depends on the needs of the team: Ice Beam is more helpful for teams that struggle to threaten Rayquaza or Latios more directly, and Thunder suits teams looking for a better way to hit opposing Kyogre or Lugia.
96 Speed EVs allow Kyogre to outrun Modest Magneton, thus removing it easily for the benefit of teammates like Skarmory or Forretress. This comes with the perk of outrunning most relevant Groudon, Kyogre, and Ho-Oh sets as they don't often find themselves investing heavily into their paltry base 90 Speed stat. Since the primary goal of this set is to use paralysis to find opportunities to set up, giving Kyogre more immediate power isn't pertinent for this set, so 252 EVs are put into HP with the rest going into Defense. This notably allows Kyogre to consistently live 2 hits from Groudon's Earthquake, Deoxys-A's Shadow Ball, Rayquaza's Hidden Power Flying, or Heracross's unboosted Megahorn.
Team Options
========
Thunder Wave is most beneficial for teammates that struggle to outrun the Pokémon they hope to KO. Snorlax makes for a great partner as it takes advantage of Refresh Latios or Latias using a turn to heal their paralysis rather than having to take substantial damage from Thunder as it switches in. Metagross is a similarly excellent partner, as it becomes far more threatening to Psychic-type Pokémon when it forces switches that it can abuse with Pursuit, particularly against Deoxys-A. It can also use the speed advantage to threaten a strong Meteor Mash as well as one of the most powerful Explosions in the tier against every Pokémon that doesn't resist Normal-type moves. Metagross also benefits from rain weakening all Fire-type moves, making it weak to Ground-type moves exclusively and allowing it to take hits such as Ho-Oh's Sacred Fire and Salamence's Flamethrower.
Heracross benefits from Kyogre's presence for many of the same reasons, shoring up its mediocre Speed stat with paralysis support and allowing it to take full advantage of its litany of offensive talents in exchange for threatening a KO on Latios and Latias. The Lati twins also greatly appreciate rain making their Thunders perfectly accurate, as well as benefitting from Kyogre paralyzing the few faster Pokémon in Mewtwo and Deoxys-A, leaving little room to outplay the Lati twins offensively. Wobbuffet is a great partner for Kyogre as it can remove the Lati twins by surviving two Thunders and using Mirror Coat to KO them in return, however it can also provide valuable Encore support made easier with the aid of paralysis, thus enabling Kyogre to set up with Calm Mind more easily. Rayquaza often benefits from paralysis to be able to outrun the Lati twins and Deoxys-A, as well as Kyogre's ability to remove Steel-type Pokémon if Choice Band Earthquake can't quite get the job done.
Usage Tips
========
Since spreading paralysis is the defining characteristic of this set, that should be the objective when Kyogre first hits the field. Supporting its teammates is important, and Thunder Wave brings the best out of any team, so it's generally wiser to spread paralysis early-game until you understand what measures the opponent has to beat Kyogre. This often means paralyzing Latios or Latias as opposed to immediately damaging them, which teammates like Snorlax greatly appreciate. Having the patience to know when to use Calm Mind is very important, as Kyogre's limited number of moveslots can make boosting its stats a fruitless endeavor if the set lacks necessary coverage for the opposing team.
Staying in against opposing Kyogre comes with its own risks, as sets more heavily invested into Special Attack are more favored to come out on top. Naturally, sets lacking Thunder will never beat opposing Kyogre, as even a boosted Hydro Pump doesn't do enough to justify taking on a set with Thunder. Snorlax and Groudon are two Pokémon Kyogre can take on surprisingly well, as it has enough bulk to set up and muscle through the former after enough boosts, and the generous investment into physical bulk allows it to beat the latter in sun after some chip damage.
Checks and Counters
===================
**Latios and Latias**: The Lati twins are the most consistent Kyogre counters in the tier, with their immense Special Attack and Special Defense allowing their Thunders to quickly do great amounts of damage to Kyogre. Paralysis support can allow Kyogre to beat them with Calm Mind and Ice Beam, but this is generally unreliable and should be a last resort.
**Spikes**: Kyogre lacks reliable recovery, so Spikes are effective at wearing it down over the course of a game, especially with the meager pool of Rapid Spin options. Allowing the opponent to stack multiple layers of Spikes can turn Kyogre's good matchups sour rather quickly, so sets lacking Rest should be cautious of entry hazards at all times.
**Deoxys-Attack**: All of Deoxys-Attack's sets are very threatening to Kyogre, as they either use moves like Superpower and Double Edge to take advantage of Kyogre's lesser physical bulk, or they can use Thunder on Petaya Berry sets to hit it super effectively.
**Blissey**: The premiere special wall in the game naturally counters Kyogre very effectively, with the combination of Toxic and Seismic Toss wearing away at Kyogre efficiently. Blissey sets that use Calm Mind and Thunder are capable of threatening Kyogre offensively and even Snatch Blissey sets can prevent Kyogre from using Substitute, Rest, or its own Calm Mind.
**Mewtwo**: Mewtwo often runs Calm Mind sets with Thunder, so while its relatively unspectacular special bulk means it has trouble switching into Kyogre's attacks, it can find opporutnities to take advantage of a resting Kyogre or simply one that is unboosted.
**Lugia**: While Kyogre's high-powered moves mean Lugia often can't switch in safely, it does live a Calm Mind boosted Surf and Thunder, giving it the opportunity to phaze Kyogre with Whirlwind. However, Lugia has trouble absorbing Hydro Pump after the Kyogre has used Calm Mind, so it has to be kept very healthy to consistently beat more offensively inclined sets.
**Shedinja**: An incredibly niche and gimmicky Pokémon, Shedinja's claim to fame is that it is immune to all of Kyogre's moves, barring the extremely uncommon Hidden Power coverage options. However, Spikes support or Pursuit make Shedinja trivial to deal with.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/donbonejones.666776/
Quality checked by:
https://www.smogon.com/forums/members/user2.2/
https://www.smogon.com/forums/members/user3.3/
Grammar checked by:
https://www.smogon.com/forums/members/user4.4/
https://www.smogon.com/forums/members/user5.5/
wow i accidentally added usage tips to this. idk how that happened but it was NOT worth the effort i put into that.
[OVERVIEW]
Kyogre is among the most imposing threats in the tier, able to make great use of a plethora of different sets and muscle through even its bulkier answers. Its titanic base 150 Special Attack pairs with the rain it sets to turn its Water-type STAB moves into fearsome offensive tools capable of 2HKOing most Pokémon that don't resist Water. Thunder and Ice Beam make for fantastic coverage that shores up the blind spots in the Water type offensively, allowing Kyogre to hit every Pokémon neutrally except Shedinja. Calm Mind further elevates Kyogre's power and allows it to take on most of the metagame after just one boost. Kyogre pairs excellently with most Pokémon, using its incredible special bulk to stay alive during longer games and setting rain to either weaken Fire-type damage for Pokémon like Forretress or Metagross or give Thunder perfect accuracy for the benefit of Latios or Latias. Despite the versatility in Kyogre's sets and the immediate power it provides for teams, it struggles to stay healthy in the face of the ever-present Spikes as it lacks reliable recovery. Kyogre is also held back by its comparatively poor speed, as it's tied for being the slowest legendary Uber Pokémon, which hinders it offensively at times. Furthermore, Latios is one of the best checks to Kyogre in the tier, making it difficult for Kyogre to stay on the field for long periods of time.
[SET 1]
name: Calm Mind + 3 Attacks
move 1: Surf / Hydro Pump
move 2: Thunder
move 3: Ice Beam
move 4: Calm Mind
item: Leftovers / Lum Berry
ability: Drizzle
nature: Modest
evs: 108 HP / 148 Def / 252 SpA
[SET COMMENTS]
Set Description
=========
Calm Mind allows Kyogre to take full advantage of everything that makes it great in the tier; being able to boost its bulk and power highlights Kyogre's primary role as a premiere sweeper in the tier. The distinction between Surf and Hydro Pump is rather weak, however Hydro Pump is more common when Kyogre is used as a lead in order to punish the many switches it forces, as well as being able to consistently beat lead Mewtwo. Additionally, Hydro Pump always 2HKOs Blissey after a Calm Mind and 1 layer of Spikes. Aside from the difference in accuracy, the foremost appeal of Surf is the fact that it has 24 PP as opposed to Hydro Pump's 8 PP, allowing Kyogre to go the distance against bulkier teams that have multiple answers to Water-type moves as well as the many Pokémon with Pressure in the tier. Surf also notably misses out on OHKOing Pokémon like Groudon and Deoxys-D after a Calm Mind, however without a boost Surf and Hydro Pump can 2HKO both of them. Ice Beam is crucial for its ability to hit Kyogre's best and most common checks, Latios and Latias, for super effective damage, as the Lati twins completely counter sets lacking Ice-type coverage. Ice Beam also comes with the benefit of hitting Flying-type Pokémon not weak to Electric-type moves such as Rayquaza and Salamence. Thunder gives Kyogre nearly perfect coverage, allowing it to shore up its would-be blind spots in Lugia and opposing Kyogre. The rain that Kyogre sets also makes Thunder perfectly accurate, further adding to the consistency of this set. Calm Mind amplifies all of these traits by making Kyogre nigh impossible to switch into and grueling for most special attackers to knock out.
Maximum Special Attack investment with a Modest nature ensures the user gets the most out of Kyogre's immense power, allowing for clean 2HKOs on crucial targets such as Latios and Groudon. 108 HP EVs allow Kyogre's HP stat to hit 368, which optimizes the amount of health recovered from Leftovers compared to how much investment the stat gets. The rest of the EVs are put into Defense to make sure Kyogre can also take hits from physical attackers like Deoxys-A, Rayquaza, and Heracross. While Leftovers is often the best choice for Kyogre, Lum Berry can be used as an alternative to absorb otherwise debilitating status conditions like Toxic from Blissey or Thunder Wave from Groudon, and is most typically seen when Kyogre is used as a lead.
Team Options
========
Latios is the best partner for Kyogre as it appreciates its own perfectly accurate Thunders and can apply tremendous amounts of pressure alongside Kyogre with the aid of Spikes. It can also use Ice Beam to remove Groudon and Rayquaza, giving Kyogre safer entry points as well as allowing the Kyogre user to keep rain up permanently. Similarly, Kyogre synergizes well with other potent offensive threats such as Deoxys-A, Mewtwo, and Latias as all of these Pokémon appreciate the rain as well as Kyogre's ability to soften up teams for them to clean up late-game.
Rain further bolsters teams by halving the damage of Fire-type moves, which various offensive and defensive Pokémon appreciate. As a result, Metagross and Heracross both find themselves used alongside Kyogre as early- or mid-game offensive threats due to their ability to live two Fire-type moves from Groudon and Ho-Oh in rain, while also severely limiting what Fire Blast Snorlax sets are able to accomplish. Forretress is also a common partner for Kyogre as it gains the ability to take some Fire-type attacks when rain is active, providing valuable Rapid Spin support for the otherwise Spikes-weak Kyogre and switching into the Ghost-, Normal-, or Grass-type moves aimed at Kyogre.
Offensive Water-type Pokémon in Omastar, Kabutops, and Qwilfish can also pair with Kyogre to take advantage of Swift Swim and outspeed many of the most dangerous offensive threats such as Deoxys-A and Mewtwo, however Rayquaza's Air Lock ability prevents these Pokémon from outspeeding it. Groudon can also pair with Kyogre as it appreciates Kyogre's ability to remove Pokémon like Ho-Oh and Salamence, and Kyogre benefits from Groudon being able to take on the likes of Snorlax, Blissey, and Jirachi. The two can overwhelm Latios and Latias if Groudon is either running Rock Slide or Hidden Power Ghost, since the Lati twins aren't nearly as solid checks to one or the other when facing such great amounts of offensive pressure.
Usage Tips
========
Since Kyogre's offensive presence is felt consistently throughout the course of a game, it's best to ensure it stays as healthy as possible. Having reliable ways to remove Spikes, prevent the opponent from setting Spikes, or both is crucial to supporting Kyogre's ability to tear through offensive and defensive teams alike. As such, it's important to understand whether taking damage from Spikes is worth the reward of firing off Kyogre's powerful attacks. Another way to limit the impact of Spikes on Kyogre's longevity is to use it to threaten the Spiker directly, as none of Forretress, Skarmory, Omastar, or Deoxys-D are comfortable taking on Kyogre's rain-boosted Water-type moves. Pressuring defensive Pokémon to switch out and forcing incoming Pokémon to take one of Kyogre's attacks is a core part of Kyogre's gameplay. Furthermore, these should be Kyogre's most common entry points as, while its solid HP and fantastic Special Defense mean it is capable of withstanding Dragon Claws or Ice Beams with little trouble, Kyogre's lack of reliable recovery makes it difficult to justify taking multiple special attacks, especially with Spikes up on Kyogre's side of the field; this designation should instead be left to more defensively inclined teammates such as Snorlax or Blissey.
Switching the weather from sun to rain can also be a dangerous task, as Kyogre doesn't enjoy the prospect of switching into Groudon and its teammates that commonly run Toxic. The safest switches Kyogre finds against these teams are often against Skarmory and Ho-Oh, as neither can directly threaten Kyogre and have to predict it switching in to attack or status it before being pressured to switch. Finding turns to use Calm Mind can also be challenging, as teams with a healthy Blissey, Latios, or Latias greatly disincentivize Kyogre from boosting its stats as they can still switch into and threaten to beat a boosting Kyogre. Trying to use Calm Mind either early-game or late-game is often best, as instantly applying great amounts of pressure on the opponent's team — most common when Kyogre is used as a lead — or waiting until their team is worn down is when this set is most dangerous.
[SET 2]
name: Thunder Wave + Calm Mind
move 1: Surf / Hydro Pump
move 2: Ice Beam / Thunder
move 3: Thunder Wave
move 4: Calm Mind
item: Leftovers
ability: Drizzle
nature: Modest
evs: 252 HP / 160 Def / 96 Spe
[SET COMMENTS]
Set Description
========
Among Kyogre's worst traits is its low Speed, being tied for the slowest of the legendary Uber Pokémon. Thunder Wave amends this, as none of the few Ground-type Pokémon in the tier are capable of taking on Kyogre's Water- and Ice-type moves, and faster threats such as Latios, Latias, Rayquaza, and Mewtwo are all debilitated by paralysis. Calm Mind allows Kyogre to become a devastating special sweeper once key targets have been paralyzed, and just one boost allows Kyogre to 2HKO everything that isn't Water-resistant or Blissey. Additionally, the increase in Special Defense is quite helpful, as it allows Kyogre to not be 2HKOed by Thunder from an unboosted Latias or Mewtwo. Surf and Hydro Pump are somewhat interchangeable on this set as, aside from the difference in accuracy, they do enough damage to 2HKO most relevant targets and are both consistent in breaking down opposing teams; the only important OHKO being missed out on by using Surf is Jirachi after Kyogre has a Calm Mind boost. One of the biggest differences is in PP, as the plentiful Pressure Pokémon in the tier can quickly drain Hydro Pump's PP whereas Surf is better fit for longer games and, as a result, teams that can withstand longer games. With three of the four moveslots already filled, choosing between Ice Beam and Thunder as coverage depends on the needs of the team: Ice Beam is more helpful for teams that struggle to threaten Rayquaza or Latios more directly, and Thunder suits teams looking for a better way to hit opposing Kyogre or Lugia.
96 Speed EVs allow Kyogre to outrun Modest Magneton, thus removing it easily for the benefit of teammates like Skarmory or Forretress. This comes with the perk of outrunning most relevant Groudon, Kyogre, and Ho-Oh sets as they don't often find themselves investing heavily into their paltry base 90 Speed stat. Since the primary goal of this set is to use paralysis to find opportunities to set up, giving Kyogre more immediate power isn't pertinent for this set, so 252 EVs are put into HP with the rest going into Defense. This notably allows Kyogre to consistently live 2 hits from Groudon's Earthquake, Deoxys-A's Shadow Ball, Rayquaza's Hidden Power Flying, or Heracross's unboosted Megahorn.
Team Options
========
Thunder Wave is most beneficial for teammates that struggle to outrun the Pokémon they hope to KO. Snorlax makes for a great partner as it takes advantage of Refresh Latios or Latias using a turn to heal their paralysis rather than having to take substantial damage from Thunder as it switches in. Metagross is a similarly excellent partner, as it becomes far more threatening to Psychic-type Pokémon when it forces switches that it can abuse with Pursuit, particularly against Deoxys-A. It can also use the speed advantage to threaten a strong Meteor Mash as well as one of the most powerful Explosions in the tier against every Pokémon that doesn't resist Normal-type moves. Metagross also benefits from rain weakening all Fire-type moves, making it weak to Ground-type moves exclusively and allowing it to take hits such as Ho-Oh's Sacred Fire and Salamence's Flamethrower.
Heracross benefits from Kyogre's presence for many of the same reasons, shoring up its mediocre Speed stat with paralysis support and allowing it to take full advantage of its litany of offensive talents in exchange for threatening a KO on Latios and Latias. The Lati twins also greatly appreciate rain making their Thunders perfectly accurate, as well as benefitting from Kyogre paralyzing the few faster Pokémon in Mewtwo and Deoxys-A, leaving little room to outplay the Lati twins offensively. Wobbuffet is a great partner for Kyogre as it can remove the Lati twins by surviving two Thunders and using Mirror Coat to KO them in return, however it can also provide valuable Encore support made easier with the aid of paralysis, thus enabling Kyogre to set up with Calm Mind more easily. Rayquaza often benefits from paralysis to be able to outrun the Lati twins and Deoxys-A, as well as Kyogre's ability to remove Steel-type Pokémon if Choice Band Earthquake can't quite get the job done.
Usage Tips
========
Since spreading paralysis is the defining characteristic of this set, that should be the objective when Kyogre first hits the field. Supporting its teammates is important, and Thunder Wave brings the best out of any team, so it's generally wiser to spread paralysis early-game until you understand what measures the opponent has to beat Kyogre. This often means paralyzing Latios or Latias as opposed to immediately damaging them, which teammates like Snorlax greatly appreciate. Having the patience to know when to use Calm Mind is very important, as Kyogre's limited number of moveslots can make boosting its stats a fruitless endeavor if the set lacks necessary coverage for the opposing team.
Staying in against opposing Kyogre comes with its own risks, as sets more heavily invested into Special Attack are more favored to come out on top. Naturally, sets lacking Thunder will never beat opposing Kyogre, as even a boosted Hydro Pump doesn't do enough to justify taking on a set with Thunder. Snorlax and Groudon are two Pokémon Kyogre can take on surprisingly well, as it has enough bulk to set up and muscle through the former after enough boosts, and the generous investment into physical bulk allows it to beat the latter in sun after some chip damage.
Checks and Counters
===================
**Latios and Latias**: The Lati twins are the most consistent Kyogre counters in the tier, with their immense Special Attack and Special Defense allowing their Thunders to quickly do great amounts of damage to Kyogre. Paralysis support can allow Kyogre to beat them with Calm Mind and Ice Beam, but this is generally unreliable and should be a last resort.
**Spikes**: Kyogre lacks reliable recovery, so Spikes are effective at wearing it down over the course of a game, especially with the meager pool of Rapid Spin options. Allowing the opponent to stack multiple layers of Spikes can turn Kyogre's good matchups sour rather quickly, so sets lacking Rest should be cautious of entry hazards at all times.
**Deoxys-Attack**: All of Deoxys-Attack's sets are very threatening to Kyogre, as they either use moves like Superpower and Double Edge to take advantage of Kyogre's lesser physical bulk, or they can use Thunder on Petaya Berry sets to hit it super effectively.
**Blissey**: The premiere special wall in the game naturally counters Kyogre very effectively, with the combination of Toxic and Seismic Toss wearing away at Kyogre efficiently. Blissey sets that use Calm Mind and Thunder are capable of threatening Kyogre offensively and even Snatch Blissey sets can prevent Kyogre from using Substitute, Rest, or its own Calm Mind.
**Mewtwo**: Mewtwo often runs Calm Mind sets with Thunder, so while its relatively unspectacular special bulk means it has trouble switching into Kyogre's attacks, it can find opporutnities to take advantage of a resting Kyogre or simply one that is unboosted.
**Lugia**: While Kyogre's high-powered moves mean Lugia often can't switch in safely, it does live a Calm Mind boosted Surf and Thunder, giving it the opportunity to phaze Kyogre with Whirlwind. However, Lugia has trouble absorbing Hydro Pump after the Kyogre has used Calm Mind, so it has to be kept very healthy to consistently beat more offensively inclined sets.
**Shedinja**: An incredibly niche and gimmicky Pokémon, Shedinja's claim to fame is that it is immune to all of Kyogre's moves, barring the extremely uncommon Hidden Power coverage options. However, Spikes support or Pursuit make Shedinja trivial to deal with.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/donbonejones.666776/
Quality checked by:
https://www.smogon.com/forums/members/user2.2/
https://www.smogon.com/forums/members/user3.3/
Grammar checked by:
https://www.smogon.com/forums/members/user4.4/
https://www.smogon.com/forums/members/user5.5/
Last edited: