Kingambit

Kingambit

Rank #1DarkSteel

HP
175
Atk
155
Def
140
SpA
80
SpD
105
Spe
70
Total725

Usage Format

Kingambit Abilities

Kingambit Type Effectiveness

Weak to

FightingGroundFire

Resistant to

Normal½×Flying½×Rock½×Ghost½×Steel½×Grass½×Ice½×Dragon½×Dark½×

Immune to

PoisonPsychic

Damaged normally by

BugWaterElectricFairy

Kingambit Moves

Usage Move Type Category Power Acc PP Prio Description
99.3%Sucker PunchDarkPhysical701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
97.9%Kowtow CleaveDarkPhysical85120This move never misses.
71.4%Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
62.2%ProtectNormalStatus8+4The 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.
41.2%Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
23.5%Swords DanceNormalStatus200Boosts the user’s Attack stat by 2 stages.
2.5%Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
0.3%Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
0.2%GuillotineNormalPhysical3080Knocks out the target. The accuracy of this move is fixed at 30%.
0.2%TauntDarkStatus100200Gives the target the Taunted status.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
SpiteGhostStatus100120Removes 4 PP from the move last used by the target.
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During 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.
Mean LookNormalStatus80Gives the target the Can’t Escape status.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Rain DanceWaterStatus80Summons rain for 5 turns.
TormentDarkStatus100160Gives the target the Unable to Repeat status.
FacadeNormalPhysical70100200This 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.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Metal SoundSteelStatus85200Lowers the target’s Sp. Def stat by 2 stages.
Aerial AceFlyingPhysical60200This move never misses.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
Metal BurstSteelPhysical100120The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used.
AssuranceDarkPhysical60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
Dark PulseDarkSpecial80100160Has a 20% chance of making the target flinch.
Night SlashDarkPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
Air SlashFlyingSpecial7595160Has a 30% chance of making the target flinch.
X-ScissorBugPhysical80100160
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Shadow ClawGhostPhysical70100160This move has a 1-stage Critical-Hit Ratio Boost.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Stone EdgeRockPhysical1008080This move has a 1-stage Critical-Hit Ratio Boost.
Stealth RockRockStatus200Gives the opponent’s side the Stealth Rock status.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Foul PlayDarkPhysical95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
Quick GuardFightingStatus16+3The user protects itself and its allies from priority moves for the turn.
SnarlDarkSpecial5595160Lowers targets’ Sp. Atk stats by 1 stage.
Throat ChopDarkPhysical80100160Gives the target the Throat Chopped status.
Steel BeamSteelSpecial1409580After attacking, the user takes damage equal to 1/2 of its max HP.
Lash OutDarkPhysical7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.