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230 - Kingdra

  Type Ability


(1) Swift Swim
(2) Sniper
(HA) Damp

Evolutions


Horsea
Level 32
Seadra
Use Dragon Scale
Kingdra

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
 

















 

Stats

HPATKDEFSPASPDSPEBST
759595959585540

Wild Hold Items

  • 5%: Dragon Scale

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
1 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
1 Splash None None 40 Priority: 0. Does nothing.

This move cannot be used while gravity is in effect.
1 Smokescreen None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
4 Focus Energy None None 20 Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
7 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
10 Flail None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
13 Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
16 Twister 50 100 20 Priority: 0. Has a 20% chance to make each target flinch.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
19 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
22 Disable None 100 20 Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
25 Dragon Rage None 100 10 Priority: 0. Inflicts exactly 40 damage.
28 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
31 Dragon Breath 70 100 20 Priority: 0. Has a 30% chance to paralyze the target.
32 Octazooka 90 85 5 Priority: 0. 30% chance to drop target's Accuracy by one stage. High Critical Ratio
34 Aurora Beam 75 100 20 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
37 Clear Smog 50 None 15 Priority: 0. All of the target's stat modifiers are reset to zero.
41 Muddy Water 90 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
45 Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
49 Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
53 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
57 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
61 Dragon Dance None None 20 Priority: 0. Raises the user's Attack and Speed by one stage each.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM58 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM60 Quash None 100 15 Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Draco Meteor 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location   Level Spawn Percent
P2 Laboratory Fish, Rippling Water 65 10.0
Route 17 Fish 65-75 5.0
Route 18 Fish, Rippling Water 55-75 10.0