Last updated: 2026-09-14

Related Pokemon
When the Pokémon has any of its stats lowered by an opponent, its Attack stat is boosted by 2 stages.
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%.
Causes opponents to expend 1 more PP when using moves against the Pokémon.
A physical attacker with solid usage in singles. It uses the excellent resistances of Dark/Steel and high A135 power, with Supreme Overlord boosting its damage as the standard approach. Common sets run Adamant + Black Glasses, combining Sucker Punch, Kowtow Cleave, and Iron Head with Swords Dance to create sweeping potential.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
Moves
Item
Ability
Nature
AP Spreads
Swords Dance Ace
Swords Dance + Supreme Overlord that boosts as allies faint.
Kingambit
| HP | 207 | 32 | |
|---|---|---|---|
| Atk↑ | 187 | 15 | |
| Def | 156 | 16 | |
| SpA↓ | 72 | - | |
| SpD | 105 | - | |
| Spe | 73 | 3 |
Combining an ability that boosts damage per fallen ally with a Dark-boosting item, Physical Ace Build. Solid bulk lets it boost, and high-power priority pins opponents.
By running the ability Defiant, Intimidate or Rock Tomb and similar stat drops can become a setup opportunity. Activation depends on the opponent, but if it works out, Swords Dance it can become an attacker that shines without setting up.
Brought in late after allies fall, with Dark moves boosted by ability and item, an ace that sweeps the opposing team. With high-priority moves, it pins weakened foes despite its slow Speed.
Clearly disadvantaged vs. Fighting types
Against Fighting types, which halve Dark moves and hit its 4× weakness, it is generally hard to win a trade. Also, since some Pokémon carry Fighting moves as secondary options, Swords Dance be careful about the timing of using it.
Example Threats
Doubles Defiant
Defiant boosts Atk when Intimidated in Doubles.
Kingambit
| HP | 207 | 32 | |
|---|---|---|---|
| Atk↑ | 205 | 32 | |
| Def | 140 | - | |
| SpA↓ | 72 | - | |
| SpD | 105 | - | |
| Spe | 72 | 2 |
Its stat points are heavily invested in HP and Attack,
Black Glasses with a physical attacker build that boosts the power of its Dark-type moves — this is a Kingambit build. With the Ability Defiant deters the opponent from lowering its stats, letting it apply powerful physical moves without fearing disruption.
Low Kick and Swords Dance are also recommended
Low Kick or Swords Dance are also recommended. Low Kick hits the weaknesses of Incineroar and Kingambit, which resist both Dark- and Steel-type moves. Combining Swords Dance with Sucker Punch to outspeed and defeat many Pokémon.
Chople Berry and Life Orb are also recommended
Chople Berry makes it more likely to survive a Fighting-type move that hits its 4× weakness. Alternatively,
Life Orb boosts its damage beyond what it deals with
Black Glasses. However, Life Orb also damages Kingambit, so use it carefully.
It uses its excellent bulk and resistances to stay on the field, then applies pressure with an item-boosted Kowtow Cleave or the priority move Sucker Punch to control the field.Protect lets it avoid focused attacks while coordinating with its ally to create favorable matchups.
Fighting-type Pokémon or those with high Defense
Fighting-type Pokémon hit its 4× weakness, and Kowtow Cleave or Sucker Punch can take its move at half damage. Also, since Kingambit relies on physical moves, Pokémon with high Defense are tough for it too. Moves from Pokémon it struggles against include Protect or switching, then counterattack with your allies' moves.
Example Threats
Doubles Focus Sash
A Doubles build that allocates EVs into Attack and Speed, covering its bulk with Focus Sash.
Kingambit
| HP | 177 | 2 | |
|---|---|---|---|
| Atk↑ | 205 | 32 | |
| Def | 140 | - | |
| SpA↓ | 72 | - | |
| SpD | 105 | - | |
| Spe | 102 | 32 |
Heavily investing EVs in Atk and Spe,
Focus Sash with A physical attacker build with guaranteed actions — this is a Kingambit build. With the Ability Defiant forcing the opponent's Intimidate, it turns stat drops from effects like that to its advantage, raising its Attack, and presses on with high-power physical moves.
Focus Sash as a shield to stay in, and with STAB Kowtow Cleave or Iron Head it disrupts the opponent's field — that's its role. With the priority move Sucker Punch, , it can reliably attack even opponents that outspeed it.
Fighting-type Pokémon or those with high Defense
Fighting-type Pokémon hit its 4× weakness, and Kowtow Cleave or Sucker Punch can take its move at half damage. Also, since Kingambit relies on physical moves, Pokémon with high Defense are tough for it too. Moves from Pokémon it struggles against include
Focus Sash, or by switching in to take the hit — then counter with an ally's move.
Example Threats
Focus Sash on Kingambit is often used in Mega Aerodactyl-based teams. The Mega Aerodactyl + Kingambit pairing is well-suited for leading, thanks to its guaranteed action and wide move coverage.
Strongest Doubles Team Rankings
Type
Category
Target
Properties
53 / 53
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Slash | Normal | Phys | 80 | 100 | 20 | ContactCut | 1 Foe | More likely to land a critical hit. (Critical hit rank +1) |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | 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. |
| Guillotine | Normal | Phys | - | 30 | 8 | Contact | 1 Foe | Knocks out the target. The accuracy of this move is fixed at 30%. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Mean Look | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. This has no effect on Ghost-type Pokémon. | |
| Endure | Normal | Stat | - | - | 12 | Self | 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. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | 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. | |
| Substitute | Normal | Stat | - | - | 12 | Self | 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. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. This has no effect on Ground-type Pokémon. | |
| X-Scissor | Bug | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | An ordinary attacking move. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Quick Guard | Fighting | Stat | - | - | 16 | Ally Side | The user protects itself and its allies from priority moves for the turn. | |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Rest | Psychic | Stat | - | - | 8 | Self | 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. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Kowtow Cleave | Dark | Phys | 85 | - | 12 | ContactCut | 1 Foe | This move never misses. |
| Throat Chop | Dark | Phys | 80 | 100 | 16 | Contact | 1 Foe | Gives the target the Throat Chopped status. |
| Lash Out | Dark | Phys | 75 | 100 | 8 | Contact | 1 Foe | This move’s power is doubled if the user’s stats were lowered during the turn this move is used. |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Sucker Punch | Dark | Phys | 70 | 100 | 8 | Contact | 1 Foe | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already taken damage during the turn this move is used. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Snarl | Dark | Spec | 55 | 95 | 16 | Sound | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Torment | Dark | Stat | - | 100 | 16 | 1 Foe | Gives the target the Unable to Repeat status. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Metal Burst | Steel | Phys | - | 100 | 12 | Special | The user retaliates to deal 150% of the damage it took from an opponent’s move during the turn this move is used. | |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |