#0983
Kingambit

Kingambit

Dark Steel

Abilities

  • Defiant When the Pokémon has any of its stats lowered by an opponent, its Attack stat is boosted by 2 stages.
  • Supreme Overlord When the Pokémon enters a battle, the power of its moves is boosted by 10% for each Pokémon in its party that has been defeated in the battle already. The maximum boost is 50%.
  • Pressure Hidden Causes opponents to expend 1 more PP when using moves against the Pokémon.

Stat Points

HP
100
ATK
135
DEF
120
Sp. Atk
60
Sp. Def
85
SPE
50

Weakness and Resistance

4x ★ Extremely Effective
Fighting
2x ⦿ Super Effective
Fire Ground
1x – Normal
Water Electric Bug Fairy
0.5x △ Resists
Normal Grass Ice Flying Rock Ghost Dragon Dark Steel
0x × Immune
Poison Psychic

Learnable Moves (52)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Guillotine physical - 8 Knocks out the target. The accuracy of this move is fixed at 30%.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Kowtow Cleave physical 85 12 This move never misses.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mean Look status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Metal Burst physical - 12 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Wave status - 20 Paralyzes the target.
Torment status - 16 Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
X-Scissor physical 80 16 —
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.