What it does
Supreme Overlord checks how many of your own Pokémon have fainted so far this battle when the carrier switches in. Each fainted ally adds 10% to both Attack and Sp. Atk.
One fainted → ×1.10. Two fainted → ×1.20. Five fainted → ×1.50. The boost applies the moment of entry and stays fixed until the Pokémon leaves. If more allies faint while it's on the field, those don't count until it switches out and back in to recalculate.
This is a multiplier, not a stat-stage change, so Clear Smog and Haze don't reset it. The boost sits on top of the base stat, outside the normal stage system.
Who runs it
Kingambit is the primary carrier in Champions (~6% usage). Its base Attack of 135 is already threatening, and with even two fallen allies, it hits ×1.20 — that's effectively 162 Attack before any item. Pair with Black Glasses or a strong move like Kowtow Cleave (a guaranteed-hit dark move) and late-game KOs become very achievable.
Kingambit's bulk (100/120/85) means it can stay healthy while sitting on the bench as earlier teammates get traded away. By the time it enters, the multiplier has had time to build.
How to use it
The core gameplan: keep Kingambit off the field while early-game Pokémon do their jobs and trade into the opponent's threats. Every fainted ally brings the closer one step closer to being an endgame bomb. When you finally bring it in, the opponent has already spent resources and Kingambit hits harder than they budgeted for.
Sucker Punch (priority +1 dark move that fails if the target doesn't attack) gives Kingambit a speed bypass for finishing off weakened opponents. Kowtow Cleave never misses and hits hard, so the endgame threat doesn't rely on accuracy.
Tips & strategy
The boost recalculates on each entry, so if Kingambit leaves and one more ally faints, switching it back in gives the updated, higher multiplier. In doubles with frequent switches, you can squeeze one extra tier of bonus with a well-timed re-entry.
Opponents who know you're running Supreme Overlord Kingambit will try to pick it off early before the multiplier gets high. If that's their plan, protecting Kingambit early becomes the metagame. Bring it in at two or three fainted allies rather than waiting for maximum five — that's usually when the payoff-versus-risk balance tips in your favor.
Steel type's resistances (immune to Poison, resists Dragon at ×0.5) let Kingambit survive late-game hits that would end other Pokémon. Supreme Overlord turns that bulk plus high Attack into a genuine endgame threat.