[OVERVIEW]
Kingdra is unfortunately disallowed in UU but on the fringes of viability in OU. As a bulky Water-type, it faces stiff competition from the likes of Suicune, Vaporeon, and Starmie, all of which have useful qualities that Kingdra lacks—Suicune is substantially bulkier across the board; Vaporeon has Growth; and Starmie has Recover, Rapid Spin, Thunder Wave, and useful resistances to Fighting and Psychic. Nevertheless, Kingdra can be surprisingly effective in circumstances where these other Water-types usually struggle. Its Dragon typing relieves it of all relevant weaknesses, meaning that it's harder for the nearly ever-present Electric-types to force out, and it can neatly keep very tricky mixed attackers under control, such as Nidoking, Gengar, and Tyranitar. These unique defensive qualities, its decent damage output, and its status threat justify its use as a catch-all check that can trade hits adequately with almost any foe other than Snorlax.
[SET]
name: RestTalk
move 1: Surf
move 2: Dragon Breath / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
[SET COMMENTS]
Set Description
=========
Kingdra's most effective set is very basic—Surf for solid damage across the board and threatening key Rock- and Ground-types such as Tyranitar, Golem, Rhydon, and Steelix, RestTalk for longevity, and a coverage move with a status-inducing secondary effect. Dragon Breath provides a high chance of inflicting paralysis and comes close to 3HKOing Cloyster. Even bulky foes like Zapdos, Snorlax, and Blissey tend to prefer to avoid paralysis, as it leaves them more vulnerable to dangerous potential teammates like Belly Drum Snorlax. Alternatively, Ice Beam offers super effective damage against key foes such as Zapdos and Exeggutor. Unlike with Ice Beam Suicune, Zapdos cannot safely switch into a healthy Ice Beam Kingdra and force it out with the threat of its mighty Thunder, as Kingdra is only 3HKOed by Thunder and Ice Beam 3HKOes in return. This also allows Kingdra to potentially take risks with Sleep Talk rolls against Zapdos, putting it in a less comfortable position. Having Ice Beam and Surf on the same set also minimizes the chance of Nidoking coming out on top via Speed ties and lucky Sleep Talk rolls, as well as offering a chance to freeze foes such as Snorlax, Vaporeon, Umbreon, and Blissey. However, without Dragon Breath, Kingdra's damage output against Cloyster is rather pitiful, which can be quite awkward to deal with.
Team Options
========
Kingdra's most obvious synergy is with Forretress. Kingdra takes on even the most powerful Fire-types with unbelievable ease thanks to its 4x resistance to Fire. In return, Forretress offers a critical resistance to Normal. This allows it to take on Snorlax that lack Fire-type moves; Explosion users such as Exeggutor; and Jynx, which can threaten Kingdra with moves such as Ice Beam, Nightmare, and Thief. It is especially effective at taking on these threats if it runs Rest and Toxic. Forretress also provides Spikes support, which is critical in helping to control foes such as Snorlax and Raikou. Running Kingdra over Suicune means that physically powerful foes that aren't weak to Kingdra's attacks become more dangerous. The most obvious examples are Snorlax and Machamp. Golem and Rhydon are potential teammates that offer support against Snorlax with Fire-type coverage, while teammates such as Starmie, Zapdos, and Venusaur are useful for dealing with Machamp. Golem and Starmie can also potentially provide Rapid Spin support. While Kingdra can lessen the need for an absolute counter to Zapdos if it is running Ice Beam, it appreciates a reliable answer to Zapdos's attacks. Raikou and Snorlax are two typical choices for this role, and Ground-types such as Rhydon, Nidoking, Golem, and Steelix could be used alongside Snorlax as pivots to lessen the defensive burden on it. Offensively, Kingdra appreciates powerhouses such as Curse Earthquake Snorlax, Belly Drum Snorlax, and Swords Dance Marowak to provide heavy damage output against defensive teams, as it lacks the power to break through walls itself. These offensive allies also benefit from Kingdra's ability to potentially spread paralysis with Dragon Breath.
[STRATEGY COMMENTS]
Other Options
=============
Toxic is a viable option over Dragon Breath, and it's Kingdra's best deterrent against Snorlax and a more reliably impactful move against Cloyster when paired with Rapid Spin support. However, it is less effective than Dragon Breath or Ice Beam against Zapdos, Nidoking, and Gengar, which are three of the main Pokemon Kingdra would be chosen over Suicune for. Running Haze would turn Kingdra into one of the best answers to Baton Pass teams, as unlike most phazers, Jolteon and Marowak can't easily force it out. However, outside of this advantage and improved reliability against Growth Vaporeon, Haze has limited application. Hydro Pump is a more powerful option than Surf to reach improved KO thresholds on many threats. However, it is less accurate and is susceptible to being PP stalled, so it is not generally recommended.
Checks and Counters
===================
**Snorlax**: Snorlax is by far the biggest problem for Kingdra, as Kingdra can do very little to harm it and risks being walloped by a powerful STAB Double-Edge or set up on by Curse variants. The most Snorlax has to fear from Kingdra is status, which can typically be ignored or cured by Rest.
**Zapdos and Raikou**: Zapdos and Raikou can 3HKO Kingdra with Thunder and Zapdos has a high chance of 3HKOing with Thunderbolt. However, both must be wary of paralysis from Dragon Breath, and Zapdos should be particularly wary of Ice Beam variants, which can 3HKO it.
**Blissey**: Blissey can permanently wall any of Kingdra's sets and can cure its team of any status that it has spread. If it has Light Screen, Blissey can use it against Kingdra to create an opportunity for a teammate such as Machamp, Marowak, or Snorlax. If it has Present, it can also threaten a KO on Kingdra. However, Blissey does fear a potential Ice Beam freeze, especially if it lacks Present to threaten Kingdra.
**Water-types**: Cloyster can set up Spikes against Kingdra and threaten to remove it with Explosion, although this may be a favorable trade for the Kingdra user if Kingdra is paired with Rapid Spin support. Suicune can create a stalemate with Kingdra that will essentially boil down to PP management. Starmie should beware of Dragon Breath, but with Heal Bell support, it can potentially use Kingdra to safely spin away Spikes. Vaporeon can easily set up Growth against Kingdra and attempt to PP stall it, pass the boosts to a teammate with Baton Pass, or KO it with boosted Ice Beam. However, standard mono-attacking Vaporeon will typically fail to KO Kingdra until the latter has run out of PP due to its 4x Water resistance. Tentacruel can set up on Kingdra safely behind a Substitute but should avoid switching into Dragon Breath.
**Umbreon**: Umbreon has great special bulk and can wall Kingdra easily. It also threatens to potentially trap Kingdra with Mean Look, which could then be passed to a setup sweeper like Snorlax with Baton Pass. However, if Umbreon does not have Mean Look + Baton Pass, Kingdra can potentially PP stall it or give a teammate an opportunity by statusing it with Dragon Breath or Ice Beam.
**Heracross**: As one of the few physical attackers with decent Special Defense and RestTalk as its standard set, Heracross matches up very well with Kingdra. Heracross is only 4HKOed by Surf, which generally lets it Rest loop Kingdra, barring unlucky Speed ties and Sleep Talk rolls or critical hits. In return, it deals over 40% to Kingdra with its unboosted STAB Megahorn, and the Speed tie makes it uncertain which turn Kingdra should use Rest on.
**Psychic-types**: Exeggutor takes little from Dragon Breath Kingdra and has a low chance of 3HKOing with STAB Psychic. As it takes very little damage, it can fish for Special Defense drops or critical hits, and it also has the threat of status or Explosion up its sleeve. However, it takes heavy damage from Ice Beam variants and prefers to avoid paralysis. While Kingdra may want to switch into Jynx to absorb sleep, Jynx has access to a variety of options that can allow it to overwhelm Kingdra. Ice Beam has a small chance of 3HKOing, and Thief stealing Leftovers sharply reduces Kingdra's longevity. Nightmare can ruin Kingdra's effectiveness as a RestTalk user, and if Kingdra tries to attack while awake, it risks being put to sleep from half health and relying on Sleep Talk calling Rest to recover its health. Alakazam 3HKOes Kingdra with Psychic over 80% of the time and can prevent Sleep Talk by locking it into Rest with Encore. Espeon has a decent chance of an unboosted 3HKO with Psychic and can boost its Special Attack with Growth. However, Jynx, Alakazam, and Espeon all take an uncomfortable amount of damage from Kingdra's STAB Surf and fear Dragon Breath paralysis, so they are not reliable checks.
[CREDITS]
- Written by: [[Earthworm, 15210]]
- Quality checked by: [[Zokuru, 263906], [FriendOfMrGolem120, 424525]]
- Grammar checked by: [[Rabia, 336073], [Finland, 517429]]
Kingdra is unfortunately disallowed in UU but on the fringes of viability in OU. As a bulky Water-type, it faces stiff competition from the likes of Suicune, Vaporeon, and Starmie, all of which have useful qualities that Kingdra lacks—Suicune is substantially bulkier across the board; Vaporeon has Growth; and Starmie has Recover, Rapid Spin, Thunder Wave, and useful resistances to Fighting and Psychic. Nevertheless, Kingdra can be surprisingly effective in circumstances where these other Water-types usually struggle. Its Dragon typing relieves it of all relevant weaknesses, meaning that it's harder for the nearly ever-present Electric-types to force out, and it can neatly keep very tricky mixed attackers under control, such as Nidoking, Gengar, and Tyranitar. These unique defensive qualities, its decent damage output, and its status threat justify its use as a catch-all check that can trade hits adequately with almost any foe other than Snorlax.
[SET]
name: RestTalk
move 1: Surf
move 2: Dragon Breath / Ice Beam
move 3: Rest
move 4: Sleep Talk
item: Leftovers
[SET COMMENTS]
Set Description
=========
Kingdra's most effective set is very basic—Surf for solid damage across the board and threatening key Rock- and Ground-types such as Tyranitar, Golem, Rhydon, and Steelix, RestTalk for longevity, and a coverage move with a status-inducing secondary effect. Dragon Breath provides a high chance of inflicting paralysis and comes close to 3HKOing Cloyster. Even bulky foes like Zapdos, Snorlax, and Blissey tend to prefer to avoid paralysis, as it leaves them more vulnerable to dangerous potential teammates like Belly Drum Snorlax. Alternatively, Ice Beam offers super effective damage against key foes such as Zapdos and Exeggutor. Unlike with Ice Beam Suicune, Zapdos cannot safely switch into a healthy Ice Beam Kingdra and force it out with the threat of its mighty Thunder, as Kingdra is only 3HKOed by Thunder and Ice Beam 3HKOes in return. This also allows Kingdra to potentially take risks with Sleep Talk rolls against Zapdos, putting it in a less comfortable position. Having Ice Beam and Surf on the same set also minimizes the chance of Nidoking coming out on top via Speed ties and lucky Sleep Talk rolls, as well as offering a chance to freeze foes such as Snorlax, Vaporeon, Umbreon, and Blissey. However, without Dragon Breath, Kingdra's damage output against Cloyster is rather pitiful, which can be quite awkward to deal with.
Team Options
========
Kingdra's most obvious synergy is with Forretress. Kingdra takes on even the most powerful Fire-types with unbelievable ease thanks to its 4x resistance to Fire. In return, Forretress offers a critical resistance to Normal. This allows it to take on Snorlax that lack Fire-type moves; Explosion users such as Exeggutor; and Jynx, which can threaten Kingdra with moves such as Ice Beam, Nightmare, and Thief. It is especially effective at taking on these threats if it runs Rest and Toxic. Forretress also provides Spikes support, which is critical in helping to control foes such as Snorlax and Raikou. Running Kingdra over Suicune means that physically powerful foes that aren't weak to Kingdra's attacks become more dangerous. The most obvious examples are Snorlax and Machamp. Golem and Rhydon are potential teammates that offer support against Snorlax with Fire-type coverage, while teammates such as Starmie, Zapdos, and Venusaur are useful for dealing with Machamp. Golem and Starmie can also potentially provide Rapid Spin support. While Kingdra can lessen the need for an absolute counter to Zapdos if it is running Ice Beam, it appreciates a reliable answer to Zapdos's attacks. Raikou and Snorlax are two typical choices for this role, and Ground-types such as Rhydon, Nidoking, Golem, and Steelix could be used alongside Snorlax as pivots to lessen the defensive burden on it. Offensively, Kingdra appreciates powerhouses such as Curse Earthquake Snorlax, Belly Drum Snorlax, and Swords Dance Marowak to provide heavy damage output against defensive teams, as it lacks the power to break through walls itself. These offensive allies also benefit from Kingdra's ability to potentially spread paralysis with Dragon Breath.
[STRATEGY COMMENTS]
Other Options
=============
Toxic is a viable option over Dragon Breath, and it's Kingdra's best deterrent against Snorlax and a more reliably impactful move against Cloyster when paired with Rapid Spin support. However, it is less effective than Dragon Breath or Ice Beam against Zapdos, Nidoking, and Gengar, which are three of the main Pokemon Kingdra would be chosen over Suicune for. Running Haze would turn Kingdra into one of the best answers to Baton Pass teams, as unlike most phazers, Jolteon and Marowak can't easily force it out. However, outside of this advantage and improved reliability against Growth Vaporeon, Haze has limited application. Hydro Pump is a more powerful option than Surf to reach improved KO thresholds on many threats. However, it is less accurate and is susceptible to being PP stalled, so it is not generally recommended.
Checks and Counters
===================
**Snorlax**: Snorlax is by far the biggest problem for Kingdra, as Kingdra can do very little to harm it and risks being walloped by a powerful STAB Double-Edge or set up on by Curse variants. The most Snorlax has to fear from Kingdra is status, which can typically be ignored or cured by Rest.
**Zapdos and Raikou**: Zapdos and Raikou can 3HKO Kingdra with Thunder and Zapdos has a high chance of 3HKOing with Thunderbolt. However, both must be wary of paralysis from Dragon Breath, and Zapdos should be particularly wary of Ice Beam variants, which can 3HKO it.
**Blissey**: Blissey can permanently wall any of Kingdra's sets and can cure its team of any status that it has spread. If it has Light Screen, Blissey can use it against Kingdra to create an opportunity for a teammate such as Machamp, Marowak, or Snorlax. If it has Present, it can also threaten a KO on Kingdra. However, Blissey does fear a potential Ice Beam freeze, especially if it lacks Present to threaten Kingdra.
**Water-types**: Cloyster can set up Spikes against Kingdra and threaten to remove it with Explosion, although this may be a favorable trade for the Kingdra user if Kingdra is paired with Rapid Spin support. Suicune can create a stalemate with Kingdra that will essentially boil down to PP management. Starmie should beware of Dragon Breath, but with Heal Bell support, it can potentially use Kingdra to safely spin away Spikes. Vaporeon can easily set up Growth against Kingdra and attempt to PP stall it, pass the boosts to a teammate with Baton Pass, or KO it with boosted Ice Beam. However, standard mono-attacking Vaporeon will typically fail to KO Kingdra until the latter has run out of PP due to its 4x Water resistance. Tentacruel can set up on Kingdra safely behind a Substitute but should avoid switching into Dragon Breath.
**Umbreon**: Umbreon has great special bulk and can wall Kingdra easily. It also threatens to potentially trap Kingdra with Mean Look, which could then be passed to a setup sweeper like Snorlax with Baton Pass. However, if Umbreon does not have Mean Look + Baton Pass, Kingdra can potentially PP stall it or give a teammate an opportunity by statusing it with Dragon Breath or Ice Beam.
**Heracross**: As one of the few physical attackers with decent Special Defense and RestTalk as its standard set, Heracross matches up very well with Kingdra. Heracross is only 4HKOed by Surf, which generally lets it Rest loop Kingdra, barring unlucky Speed ties and Sleep Talk rolls or critical hits. In return, it deals over 40% to Kingdra with its unboosted STAB Megahorn, and the Speed tie makes it uncertain which turn Kingdra should use Rest on.
**Psychic-types**: Exeggutor takes little from Dragon Breath Kingdra and has a low chance of 3HKOing with STAB Psychic. As it takes very little damage, it can fish for Special Defense drops or critical hits, and it also has the threat of status or Explosion up its sleeve. However, it takes heavy damage from Ice Beam variants and prefers to avoid paralysis. While Kingdra may want to switch into Jynx to absorb sleep, Jynx has access to a variety of options that can allow it to overwhelm Kingdra. Ice Beam has a small chance of 3HKOing, and Thief stealing Leftovers sharply reduces Kingdra's longevity. Nightmare can ruin Kingdra's effectiveness as a RestTalk user, and if Kingdra tries to attack while awake, it risks being put to sleep from half health and relying on Sleep Talk calling Rest to recover its health. Alakazam 3HKOes Kingdra with Psychic over 80% of the time and can prevent Sleep Talk by locking it into Rest with Encore. Espeon has a decent chance of an unboosted 3HKO with Psychic and can boost its Special Attack with Growth. However, Jynx, Alakazam, and Espeon all take an uncomfortable amount of damage from Kingdra's STAB Surf and fear Dragon Breath paralysis, so they are not reliable checks.
[CREDITS]
- Written by: [[Earthworm, 15210]]
- Quality checked by: [[Zokuru, 263906], [FriendOfMrGolem120, 424525]]
- Grammar checked by: [[Rabia, 336073], [Finland, 517429]]
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