[OVERVIEW]
Mega Kangaskhan's decent base 100 Speed tier combined with a wide movepool that gives it the ability to run a multitude of sets allows it to put pressure on offensive and defensive teams alike. Because of this, it has the ability to easily influence matchup at the cost of coverage, an issue that should be addressed when building with it. Its ability, Parental Bond, has the added benefit of effectively giving Kangaskhan a Choice Band without locking it into a move. However, Kangaskhan has a relatively low base Attack stat for a Mega Evolution and struggles to break through common walls.
[SET]
name: Physical Attacker
move 1: Fake Out
move 2: Return / Body Slam
move 3: Crunch
move 4: Power-Up Punch / Seismic Toss
item: Kangaskhanite
ability: Parental Bond
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Fake Out is mandatory to ensure a safe Mega Evolution and deals decent damage with STAB and Parental Bond, being able to get vital chip damage on threats. Return is the main STAB move with 102 Base Power and can 2HKO or OHKO most Pokemon that do not resist it after a bit of prior damage. Alternatively, Body Slam can be used in this slot for its 51% paralysis chance, allowing Kangaskhan to muscle through some of its defensive checks, such as support Arceus formes. Crunch is the preferred option in the third slot, hitting the Ghost-types that are immune to Kangaskhan's STAB attacks, such as Arceus-Ghost, Giratina-O, Mega Gengar, and Lugia; it also comes with a nifty 36% chance to lower the target's Defense. Power-Up Punch in the last slot allows Kangaskhan to break through defensive walls that rely on status and longevity to deal with it, such as Skarmory and support Arceus, and avoid becoming setup fodder for Mega Salamence switching in after a boost. Another option for the last slot is Seismic Toss, which can surprise opposing Pokemon, 2HKOing Skarmory and Ferrothorn as they switch in, and should be used if running Body Slam as well. Nevertheless, Mega Kangaskhan is by no means limited to these move options, given its expansive movepool. Double-Edge can be run as the primary STAB attack for more immediate power at the cost of longevity. Ice Punch can be run in the third slot, allowing Kangaskhan to fish for freezes on Lugia while retaining coverage on Giratina-O and not allowing Kangaskhan to become setup bait for Mega Salamence. However, it should not be run simultaneously with Crunch due to their redundancy. Earthquake, Low Kick, and Sucker Punch are all additional options for the fourth moveslot. Earthquake can be used to hit the Steel- and Rock-types that resist Return, notably Tyranitar, Klefki, and Arceus-Rock, as well as being Kangaskhan's best option to hit Primal Groudon and Mega Gengar. Low Kick OHKOes Dialga and prevents Extreme Killer Arceus from setting up. Finally, Sucker Punch is notable for its effectiveness against offense and use as a secondary form of priority to pick off weakened attackers.
Set Details
========
Scrappy is the preferred ability pre-Mega Evolution, allowing Kangaskhan to hit Ghost-types with its STAB attacks. Maximum Attack investment with an Adamant nature allows Kangaskhan to hit as hard as possible, while maximum Speed investment allows it to outspeed most support Arceus formes. A Jolly nature can be used instead to outspeed Excadrill, Rayquaza, and maximum Speed Ho-Oh. Finally, 80 EVs can be shifted from Speed to Defense to avoid the OHKO from Jolly Life Orb Extreme Killer's +2 Extreme Speed, as well as an unboosted Precipice Blades from maximum Attack Primal Groudon after Stealth Rock, while still outspeeding neutral base 90s.
Usage Tips
========
With access to Fake Out, Kangaskhan can be used to antilead against many offensive teams that utilize a suicide lead. Fake Out can also be used repeatedly to wear down setup sweepers and can let Mega Kangaskhan perform as a last-resort check to the likes of Xerneas by switching out and back in after you sacrifice something. Body Slam in conjunction with Seismic Toss can allow Mega Kangaskhan to deal with the support Arceus formes that otherwise easily check it by first paralyzing them and then spamming Seismic Toss. However, if the opponent has Pokemon that could deal recoil damage, such as Skamory and Ferrothorn, using Seismic Toss first is usually the best option. Crunch should be used if expecting a switch into a Ghost-type and Ice Punch can be used to fish for freezes on Lugia. If running Power-Up Punch, boost on something that does not threaten Mega Kangaskhan, such as non-Rocky Helmet Skarmory, or on a predicted switch. As Kangaskhan's bulk is nothing impressive, avoid switching it in directly on attacks, but keep in mind it can survive most unboosted neutrally effective moves from full. Try to bring it in via a double switch or when you expect your opponent to go for a recovery or utility move. Keep it away from status, as burn and paralysis make it effectively useless and poison greatly reduces its longevity and makes using Fake Out a liability.
Team Options
========
Pokemon with the ability to set Toxic Spikes, such as Cloyster and Scolipede, make great partners, as Kangaskhan can rack up residual poison damage with Fake Out. Dark-types such as Arceus-Dark, Yveltal, and Darkrai are notable for their ability to pressure the Ghost-types that are immune to Kangaskhan's STAB attacks and are especially helpful if it is not carrying Crunch. Additionally, Pokemon to break through or cripple bulky walls such as Skarmory, Ferrothorn, and support Arceus formes, such as Lava Plume Primal Groudon, Ho-Oh, and Hex users, are greatly appreciated. However, Body Slam / Seismic Toss variants can break through the aforementioned walls as well, while Fire Punch roasts specially defensive Skarmory and Ferrothorn. If Mega Kangaskhan is not carrying Earthquake or Low Kick, Pokemon to deal with Rock- and Steel-types, such as Primal Groudon, Arceus-Ground, and Landorus-T, make good partners. Also helpful are Pokemon that deal with Kangaskhan's offensive answers, such as Arceus-Rock, Arceus-Ground, and Xerneas.
[STRATEGY COMMENTS]
Other Options
=============
A Wish support set can be run with Body Slam and Seismic Toss to increase longevity, making it easier to break through walls. Mud-Slap and Rest can also be run to ease playing against defensive teams that rely on status. Fire Punch is an option on the main set to OHKO Ferrothorn while retaining coverage on Skarmory and Klefki. Rock Tomb or Bulldoze can be used to discourage setup sweepers that rely on boosting their Speed, such as Xerneas and Mega Salamence.
Checks and Counters
===================
**Mega Gengar**: With an immunity to Kangaskhan's STAB attacks and access to Will-O-Wisp, Mega Gengar can trap it and either cripple it with Will-O-Wisp in order to avoid the KO from Crunch or deal massive damage with Focus Blast.
**Ghost-types**: Mega Sableye is immune to Fighting and Normal coverage moves, and with its high physical bulk it can switch into any of Kangaskhan's attacks and status it. Giratina-O can take any hit and either cripple Mega Kangaskhan with Thunder Wave or Will-O-Wisp or phaze it with Dragon Tail, although it needs to watch out for Crunch and Ice Punch. Arceus-Ghost can switch into anything barring Crunch and burn Kangaskhan with Will-O-Wisp.
**Defensive Arceus Formes**: Support Arceus variants can counter all Kangaskhan sets barring Power-Up Punch or Body Slam / Seismic Toss sets, being able to switch into its unboosted STAB attacks and wear it down with status.
**Mega Lucario**: Mega Lucario resists all of Kangaskhan's priority and can outspeed it and OHKO in return.
**Skarmory**: Skarmory can take any of Mega Kangaskhan's hits and completely walls non-Seismic Toss / Fire Punch sets.
**Bulky Rock- and Steel-types**: Rock-types, such as Arceus-Rock and Tyranitar, can switch into any hit except Earthquake or Low Kick and either inflict Kangaskhan with paralysis or burn or use a utility move such as Defog or Stealth Rock. Additionally, Steel-types, such as Skarmory and Ferrothorn, can take any hit and poison Kangaskhan or set entry hazards; however, they have to beware of sets carrying Fire Punch.
Mega Kangaskhan's decent base 100 Speed tier combined with a wide movepool that gives it the ability to run a multitude of sets allows it to put pressure on offensive and defensive teams alike. Because of this, it has the ability to easily influence matchup at the cost of coverage, an issue that should be addressed when building with it. Its ability, Parental Bond, has the added benefit of effectively giving Kangaskhan a Choice Band without locking it into a move. However, Kangaskhan has a relatively low base Attack stat for a Mega Evolution and struggles to break through common walls.
[SET]
name: Physical Attacker
move 1: Fake Out
move 2: Return / Body Slam
move 3: Crunch
move 4: Power-Up Punch / Seismic Toss
item: Kangaskhanite
ability: Parental Bond
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Fake Out is mandatory to ensure a safe Mega Evolution and deals decent damage with STAB and Parental Bond, being able to get vital chip damage on threats. Return is the main STAB move with 102 Base Power and can 2HKO or OHKO most Pokemon that do not resist it after a bit of prior damage. Alternatively, Body Slam can be used in this slot for its 51% paralysis chance, allowing Kangaskhan to muscle through some of its defensive checks, such as support Arceus formes. Crunch is the preferred option in the third slot, hitting the Ghost-types that are immune to Kangaskhan's STAB attacks, such as Arceus-Ghost, Giratina-O, Mega Gengar, and Lugia; it also comes with a nifty 36% chance to lower the target's Defense. Power-Up Punch in the last slot allows Kangaskhan to break through defensive walls that rely on status and longevity to deal with it, such as Skarmory and support Arceus, and avoid becoming setup fodder for Mega Salamence switching in after a boost. Another option for the last slot is Seismic Toss, which can surprise opposing Pokemon, 2HKOing Skarmory and Ferrothorn as they switch in, and should be used if running Body Slam as well. Nevertheless, Mega Kangaskhan is by no means limited to these move options, given its expansive movepool. Double-Edge can be run as the primary STAB attack for more immediate power at the cost of longevity. Ice Punch can be run in the third slot, allowing Kangaskhan to fish for freezes on Lugia while retaining coverage on Giratina-O and not allowing Kangaskhan to become setup bait for Mega Salamence. However, it should not be run simultaneously with Crunch due to their redundancy. Earthquake, Low Kick, and Sucker Punch are all additional options for the fourth moveslot. Earthquake can be used to hit the Steel- and Rock-types that resist Return, notably Tyranitar, Klefki, and Arceus-Rock, as well as being Kangaskhan's best option to hit Primal Groudon and Mega Gengar. Low Kick OHKOes Dialga and prevents Extreme Killer Arceus from setting up. Finally, Sucker Punch is notable for its effectiveness against offense and use as a secondary form of priority to pick off weakened attackers.
Set Details
========
Scrappy is the preferred ability pre-Mega Evolution, allowing Kangaskhan to hit Ghost-types with its STAB attacks. Maximum Attack investment with an Adamant nature allows Kangaskhan to hit as hard as possible, while maximum Speed investment allows it to outspeed most support Arceus formes. A Jolly nature can be used instead to outspeed Excadrill, Rayquaza, and maximum Speed Ho-Oh. Finally, 80 EVs can be shifted from Speed to Defense to avoid the OHKO from Jolly Life Orb Extreme Killer's +2 Extreme Speed, as well as an unboosted Precipice Blades from maximum Attack Primal Groudon after Stealth Rock, while still outspeeding neutral base 90s.
Usage Tips
========
With access to Fake Out, Kangaskhan can be used to antilead against many offensive teams that utilize a suicide lead. Fake Out can also be used repeatedly to wear down setup sweepers and can let Mega Kangaskhan perform as a last-resort check to the likes of Xerneas by switching out and back in after you sacrifice something. Body Slam in conjunction with Seismic Toss can allow Mega Kangaskhan to deal with the support Arceus formes that otherwise easily check it by first paralyzing them and then spamming Seismic Toss. However, if the opponent has Pokemon that could deal recoil damage, such as Skamory and Ferrothorn, using Seismic Toss first is usually the best option. Crunch should be used if expecting a switch into a Ghost-type and Ice Punch can be used to fish for freezes on Lugia. If running Power-Up Punch, boost on something that does not threaten Mega Kangaskhan, such as non-Rocky Helmet Skarmory, or on a predicted switch. As Kangaskhan's bulk is nothing impressive, avoid switching it in directly on attacks, but keep in mind it can survive most unboosted neutrally effective moves from full. Try to bring it in via a double switch or when you expect your opponent to go for a recovery or utility move. Keep it away from status, as burn and paralysis make it effectively useless and poison greatly reduces its longevity and makes using Fake Out a liability.
Team Options
========
Pokemon with the ability to set Toxic Spikes, such as Cloyster and Scolipede, make great partners, as Kangaskhan can rack up residual poison damage with Fake Out. Dark-types such as Arceus-Dark, Yveltal, and Darkrai are notable for their ability to pressure the Ghost-types that are immune to Kangaskhan's STAB attacks and are especially helpful if it is not carrying Crunch. Additionally, Pokemon to break through or cripple bulky walls such as Skarmory, Ferrothorn, and support Arceus formes, such as Lava Plume Primal Groudon, Ho-Oh, and Hex users, are greatly appreciated. However, Body Slam / Seismic Toss variants can break through the aforementioned walls as well, while Fire Punch roasts specially defensive Skarmory and Ferrothorn. If Mega Kangaskhan is not carrying Earthquake or Low Kick, Pokemon to deal with Rock- and Steel-types, such as Primal Groudon, Arceus-Ground, and Landorus-T, make good partners. Also helpful are Pokemon that deal with Kangaskhan's offensive answers, such as Arceus-Rock, Arceus-Ground, and Xerneas.
[STRATEGY COMMENTS]
Other Options
=============
A Wish support set can be run with Body Slam and Seismic Toss to increase longevity, making it easier to break through walls. Mud-Slap and Rest can also be run to ease playing against defensive teams that rely on status. Fire Punch is an option on the main set to OHKO Ferrothorn while retaining coverage on Skarmory and Klefki. Rock Tomb or Bulldoze can be used to discourage setup sweepers that rely on boosting their Speed, such as Xerneas and Mega Salamence.
Checks and Counters
===================
**Mega Gengar**: With an immunity to Kangaskhan's STAB attacks and access to Will-O-Wisp, Mega Gengar can trap it and either cripple it with Will-O-Wisp in order to avoid the KO from Crunch or deal massive damage with Focus Blast.
**Ghost-types**: Mega Sableye is immune to Fighting and Normal coverage moves, and with its high physical bulk it can switch into any of Kangaskhan's attacks and status it. Giratina-O can take any hit and either cripple Mega Kangaskhan with Thunder Wave or Will-O-Wisp or phaze it with Dragon Tail, although it needs to watch out for Crunch and Ice Punch. Arceus-Ghost can switch into anything barring Crunch and burn Kangaskhan with Will-O-Wisp.
**Defensive Arceus Formes**: Support Arceus variants can counter all Kangaskhan sets barring Power-Up Punch or Body Slam / Seismic Toss sets, being able to switch into its unboosted STAB attacks and wear it down with status.
**Mega Lucario**: Mega Lucario resists all of Kangaskhan's priority and can outspeed it and OHKO in return.
**Skarmory**: Skarmory can take any of Mega Kangaskhan's hits and completely walls non-Seismic Toss / Fire Punch sets.
**Bulky Rock- and Steel-types**: Rock-types, such as Arceus-Rock and Tyranitar, can switch into any hit except Earthquake or Low Kick and either inflict Kangaskhan with paralysis or burn or use a utility move such as Defog or Stealth Rock. Additionally, Steel-types, such as Skarmory and Ferrothorn, can take any hit and poison Kangaskhan or set entry hazards; however, they have to beware of sets carrying Fire Punch.
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