Kangaskhan, the Parent Pokémon. It raises its offspring in its belly pouch. It lets its baby out to play only when it feels safe to do so.
Overview
One of the original 151, Kangaskhan in some ways is the quintessential Normal type of a bygone age. Good 105 HP backed by decent base 80 defenses gives Kangaskhan good base bulk allowing it absorb a few blows and base 90 Speed is rather fast for such a bulky Pokémon, allowing Kangaskhan to get the jump on decently fast Pokémon like Basculegion, and Gyarados and provide more pressure than other defensive staples. Kangaskhan can put this speed and bulk to good use with its absurdly wide movepool, with a physical coverage option for just about every situation. Scrappy is an incredible boon as well, not only granting Kangaskhan a way to bypass Ghost’s immunity to its STABs, but also immunity to Intimidate making it that much harder to blunt Kangaskhan’s power.
The crux of the issue is that Kangaskhan is a jack of all trades, master of none. While Kangaskhan’s physical coverage pool is incredible, and Scrappy Normal STAB has absurd neutral coverage, Kangaskhan just doesn’t have the power to back it up. Base 95 Attack alone is insufficient for an offensive Pokémon and Kangaskhan lacks the boosting ability to make up for this. This lack of power hurts even more given Kangaskhan’s primary STAB being Normal, meaning Kangaskhan’s strongest attacks can’t rely on type advantage to make up for its Attack. Normal causes issues for Kangaskhan defensively two, being nearly devoid of resistances excepting an admittedly valuable immunity to Ghost. This makes Kangaskhan much frailer than you would otherwise expect it to be, given it cannot freely pivot into most moves unlike other defensive staples. While Kangaskhan’s Speed is impressive for a defensive Pokémon, it is still mediocre in comparison to many offensive staples and forces Kangaskhan to lean on its bulk. Even if Kangaskhan had excellent Speed, its movepool is almost entirely offensive, forcing Kangaskhan to rely on its faulty offenses. While Kangaskhan’s bulk is certainly not bad, it lacks the power, typing and moves to make the most of it.
Positives
105/80/80 defenses enables Kangaskhan to endure a few blows.
Amazing physical coverage options that answer most types.
Scrappy is a fantastic ability, making Kangaskhan’s Normal STAB much harder to resist and providing an immunity to Intimidate.
Negatives
Normal typing is rather poor defensively, with little resistances to speak of, limiting Kangaskhan’s defensive utility.
Base 95 Attack with no boosting method leaves Kangaskhan often wanting for power.
Movepool offers little utility outside of damage.
Movesets
Mama’s Gonna Knock You Out
-Focus Energy
-Body Slam
-Earthquake
-Sucker Punch
Ability: Scrappy
Item: Scope Lens
Stats and Nature:
2 HP / 32 Atk / 32 Spe
Jolly Nature
This unorthodox setup set takes advantage of the synergy between Focus Energy and Scope Lens to guarantee that Kangaskhan gets critical hits. This gives Kangaskhan a noticeable bump to its power, allowing Kangaskhan to get over some of its power issues while outright ignoring damage mitigation methods like Grimmsnarl’s and Alolan-Ninetales’ screens. Body Slam is STAB and with Scrappy incredibly hard to switch into safely given its potent 30% Paralysis chance is liable to cripple incoming attackers sooner rather than later, especially given even Ghost types aren’t safe from the move. Earthquake is coverage for the Rock and Steel types that can otherwise absorb Kangaskhan’s Normal STAB with ease. Sucker Punch is priority, allowing Kangaskhan to pick off normally faster targets that are barely hanging on, allowing Kangaskhan to trade more positively.
Stats and Items:
General attacker EVs of max Speed and Attack are recommended. Kangaskhan Speed and Attack are both mediocre and needs as much investment as possible to make up for it. Jolly nature is preferred here as it ensures that Kangaskhan can outrun Mega Blastoise, Mega Feraligator, Gholdengo and Mega Gyarados as well as Adamant Mega Charizard and Modest Mega Dragonite, making it that much more reliable offensively. Adamant is justifiable given Kangaskhan’s lacking power but does expose it to many of these attackers that can threaten serious damage otherwise. Going full HP investment is an alternative, making it much more difficult to down Kangaskhan in a single blow. Scope Lens is necessary for this set in that it guarantees the critical hits after Focus Energy. If not running Focus Energy, Silk Scarf can be considered for bumping up Kangaskhan’s STABs. For more defensive Kangaskhan, Chople Berry can be considered, getting rid of its one weakness.
Partners:
While Kangaskhan boasts coverage for Rock and Steel types, allies that can answer them can allow Kangaskhan to wield its STABs much more freely. Mega Lucario is notable for its superb matchup into Rock and Steel types thanks to its own brutal Fighting STABs. Mega Blaziken is another great option, its Fighting and Fire STABs ensuring few if any Rock and Steel types are safe from its assault.
Given how bulk Kangaskhan is, pivots into Fighting attacks are also valuable. Mega Froslass stands out at this given its access to Aurora Veil improving Kangaskhan’s already good bulk. Ceruledge is a bit of both worlds, melting Steel types like Corviknight and switching into expected Fighting attacks with ease. They and Ghost types in general like Kangaskhan for its good matchup into opposing Ghost types, an otherwise tricky matchup. Gyarados also stands out, its Flying typing and Intimidate blunting most Fighting typed attacks, making them an easy entry point for Gyarados to come in and setup.
Other Options:
Double Edge is Kangaskhan’s strongest STAB option but the recoil is hard to swallow given that bulk is Kangaskhan’s only good point.
Fake Out is super priority that allows Kangaskhan to pick off other priority users.
Circle Throw allows Kangaskhan to wipe away opposing stats boosts while dealing damage.
Doubles and VGC Options
While Mega Kangaskhan has experienced a huge fall from grace in Doubles, base Kangaskhan has carved out a small but potent niche. As Mega Lopunny has proven, Scrappy Fake Out is an incredible disruptive tool, shutting down the Ghost types that are otherwise valued for their immunity to Fake Out. While Mega Lopunny is a faster and stronger Fake Out user, Kangaskhan is far less volatile due to its greater bulk and at a far lower opportunity cost due to not being a Mega Evolution. This niche is so valuable that even Mega Kangaskhan has good reason to delay its Mega Evolution for that reason alone. However, that niche is only as strong as the available Ghost types which are not a guarantee on every team, making base Kangaskhan more of niche filler than a disruptive all-star as it has nothing to offer that isn’t done better by another Pokémon.
Two Moves, No Problems
-Fake Out
-Last Resort
-
-
Ability: Scrappy
Item: Silk Scarf
Stat Points and Nature:
32 HP / 32 Atk / 2 Def
Brave Nature
Popularized by Wolfe Glicke, this Kangaskhan set takes full advantage of Scrappy for maximum disruption and power. Fake Out is a doubles staple and for good reason, being able to dictate the pace of a match. Denying turn 1 setup, preventing faster attackers from moving and enabling them to be KO'd in turn, blocking opposing Taunts, and more. Fake Out shapes Doubles to the point that people fearing it will act passively and Protect in the face of a freshly entered Fake Out user, which can be all that is needed to enable setup. Kangaskhan brings this to another level, being able to Fake Out Ghost types that are normally valued in Doubles for their ability to act irrespective of Fake Out. Denying Mega Gengar's Perish Song, Sinistcha's Rage Powder, Gholdengo's Nasty Plot alone can upend opposing strategies to say nothing of the more offensive attacks being stopped. Last Resort is the only other move on this set and the reason for its odd composition. Last Resort is a powerful normal STAB attack that can only be used when every other move has been used, which is easy and natural when the only other move is Fake Out. After getting its onerus requirement out of the way, Last Resort is worth the effort for Kangaskhan being a base 140 power STAB attack with no other drawback, allowing Kangaskhan to spam it freely turn after turn. Last Resort's power is so great that even with Kangaskhan's mediocre base 95 Attack, it hits hard, OHKOing the likes of Mega Charizard Y, Basculegion, and Mega Floette, while even bulkier targets like Garchomp or Sinistcha are still sound 2HKOd by the move. Kangaskhan having Scrappy goes a long way in enabling this as well, ensuring that Last Resort's power can't be dropped by Intimidate or blocked by Ghost types, leaving only Rock and Steel types able to effectively tank the move. Even being forced out is not a detriment to this set, allowing Kangaskhan to reset Fake Out for further disruption.
This EV spread is designed to maximize Kangaskhan's power and bulk in that order, to better slot on the Trick Room teams it enables. As noted, Kangaskhan's base Attack isn't impressive by modern standards and damage is the bulk of this set's utility, so maximizing stat investment, an Attack boosting nature and Silk Scarf all contribute to this role. HP investment makes the most of Kangaskhan's already decent base bulk and make it difficult to remove quickly.
Preferred Partners & Other Options:
This Kangaskhan is meant to work on Trick Room teams, its Scrappy Fake Out greatly facilitating any Trick Room setup by ensuring that Kangaskhan can stop the Pokémon that is most likely to deny Trick Room. Farigiraf stands out due to its ability to block opposing faster Fake Outs, greatly limiting what an opponent can do to deny Trick Room. For Trick Room staples, Torkoal stands out due to its Fire STAB melting the Steel types that could otherwise tank Close Combat, as does Mega Camerupt with its Fire STAB and Ground STAB for non-Aerodactyl Rock types.
Body Slam and Double Edge should be considered over Last Resort if wanting to run more than two moves as Last Resort is not worth the effort otherwise. Body Slam offers more utility, but is actively detrimental to Trick Room teams.
Icy Wind and Bulldoze are other speed control options Kangaskhan has, though they do not pair well with Trick Room teams.
Helping Hand neatly solves the issue of Kangaskhan’s lacking power by having it boost up its teammates.
Brick Break is anti Fighting and Steel coverage that heavily disrupts teams reliant on Screens for damage mitigation.
Countering Kangaskhan
While Kangaskhan’s bulk is good, its mediocre power, typing and speed make it rather manageable to handle. The bulk of Kangaskhan’s threat comes from its Normal STABs so Pokémon that resist Normal attacks are preferred to limit Kangaskhan’s damage, though not Ghost types due to Scrappy. That leaves Steel and Rock types, though they must be wary of Earthquake. Corviknight and Skarmory are easily the best option, being immune to Earthquake and taking pittance from everything else with even a Crit Fire Punch 3HKOing at best. Aegislash is another excellent option, able to punish any non-Earthquake move with King’s Shield and 2HKOing with Sacred Sword. Archaludon and its Stamina is also a hard wall for Kangaskhan, ensuring Earthquake is a 3HKO at best while Aura Sphere and Draco Meteor are solid 2HKOs. Mega Metagross is bulky enough that even Earthquake almost never 2HKOs while solidly 2HKOing back with Body Press. 32 HP Tyranitar is also only 3HKOd by Earthquake and 2HKOs back with Low Kick or Stone Edge. Otherwise physical walls like Hippowdon, 32/32+ Clefable, and Toxapex are 3HKOd at best by Kangaskhan’s moves and can easily outlast it. As for checking Kangaskhan offensively, Fighting types stand out first and foremost. Mega Staraptor, Sneasler, Blaziken, Mega Lucario, Mega Lopunny, and more all dispatch Kangaskhan with ease. While the list of Pokémon that can outright OHKO Kangaskhan is much shorter, Kangaskhan takes serious damage from every offensive staple and is 2HKOd by just about every attacker out there due to its lack of resistances and unimpressive speed.
Mega Kangaskhan, the Parent Pokémon. Its child has grown rapidly, thanks to the energy of Mega Evolution. Mother and child show off their harmonious teamwork in battle.
Overview
Few Pokémon have had as hard a fall from grace as Mega Kangaskhan. The initial nerf of Parental Bond from 50% to 25% was warranted but what really hurts is the gutting of Mega Kangaskhan’s movepool. Physical Normal types everywhere are mourning the loss of reliable STABs in Return and Frustration and Mega Kangaskhan is no exception, forced to use the much weaker Body Slam or the self-destructive Double Edge. Power-Up Punch not being in Champions deprives Mega Kangaskhan of an absurdly efficient setup tool. The removal of Seismic Toss also hurts, depriving Mega Kangaskhan of a move that can reliably 2HKO almost every available non-Ghost type, further cutting down on Mega Kangaskhan’s power. This gutting of power hurts more given how much more punishable Parental Bond is, with the likes of Rough Skin Garchomp, Stamina Archaludon and Flame Body Volcarona being everywhere, meaning Mega Kangaskhan’s primary weapon turns into an outright detriment. It can be difficult for Mega Kangaskhan to take advantage of the multi-hit aspect of Parental Bond, given the second hit is so much weaker that Mega Kangaskhan still fails to KO Multiscale Dragonite and Disguise Mimikyu where multihit moves would be at their most valuable. Generational Speed creep hits Mega Kangaskhan hard too. While Base 100 Speed is still a fine benchmark to hit, with so many Mega Evolved threats eclipsing that threshold forces Mega Kangaskhan to lean more on its bulk and resistance lacking typing.
The fact that Mega Kangaskhan is still a significant threat despite all this speaks volumes to how effective its base attributes were and are. Base 125 Attack is a solid baseline for power, and even with Parental Bond’s seventh generation nerf, it is still comparable to a free Life Orb boost in power on all Mega Kangaskhan’s attacks. While Parental Bond can be a detriment to Mega Kangaskhan, it is beneficial in other matters, the two hits giving moves like Body Slam and Bite a whopping 51% chance to activate their secondary effects and the second hit enables Mega Kangaskhan to OHKO Focus Sash users out of reach of other Pokémon. Furthermore, as an early generation Normal type, Mega Kangaskhan’s movepool is an embarrassment of riches, having ample coverage for the Rock, Steel and Ghost types that are immune to its main STAB. Mega Kangaskhan’s base bulk is also shockingly good. 105/100/100 defenses are quite sturdy and with investment allows Mega Kangaskhan to survive blows that would down most other Pokémon. Add in Drain Punch for recovery and Mega Kangaskhan is excellent at sticking around for the long game. Considering such bulk, Base 100 Speed is surprisingly fast, and even with Speed creep, Mega Kangaskhan’s access to priority in Fake Out and Sucker Punch allows it to flip faster matchups on their head. Mega Kangaskhan may no longer be the reigning queen of Mega Evolutions, but what it still does have can remind one on why she was so feared in the first place.
Positives
Base 125 Attack is excellent, allowing Mega Kangaskhan to hit respectably hard even at its most defensive.
Parental Bond is an amazing ability, giving Mega Kangaskhan an incredible power boost, extra chances to activate secondary effects and blow through Focus Sash users that are otherwise difficult to stop.
Base 100 Speed is a gold standard set in part by Mega Kangaskhan and it has Fake Out and Sucker Punch for when that isn’t enough.
105/100/100 defenses with Drain Punch gives Mega Kangaskhan impressive longevity if invested.
Negatives
Normal typing is rather poor defensively, with little resistances to speak of, limiting Mega Kangaskan’s switch in opportunities.
Either finds itself wanting power with Body Slam or sabotages durability with Double Edge.
Parental Bond can backfire against common staples like Garchomp, Volcarona and Archaludon.
Movesets
Twice the Hits, Twice the Fun
-Fake Out
-Sucker Punch
-Double Edge
-Drain Punch
Ability: Scrappy -> Parental Bond
Item: Kangaskhanite
Stats and Nature:
2 HP / 32 Atk / 32 Spe
Adamant Nature
Mega Kangaskhan has a small but potent niche as a cleaner and general attacker thanks to is access to priority. Fake Out, while famed in Doubles, for its disruption is a potent tool for Mega Kangaskhan even in Singles, allow Mega Kangaskhan to easily pick off weakened foes thanks to its absurd priority outrunning even the likes of Dragonite and Lucario’s Extreme Speed. It goes beyond picking off weakened foes for Mega Kangaskhan as it also boasts the strongest available Fake Out, and the chip damage is crucial for pushing bulkier targets into KO range like the Rotom-Appliances, Mega Gyarados and specially defensive Mega Dragalge to name a few. Sucker Punch pulls double duty, not only as priority after the first turn Mega Kangaskhan is out, but also its answer into the Normal immune Ghost types that can give Mega Kangaskhan trouble after Mega Evolution. Double Edge is pure power, plain and simple, doing horrendous damage and if not removing, compromising targets already softened up by Fake Out. Drain Punch is the recommended last move for both its valuable Fighting coverage into Steel and Rock types like Kingambit, and Tyranitar, on top of the recovery it provides to offset damage taken from both opponents and Double Edge Recoil.
Stats and Items:
Standard sweeper array of Max Speed and Attack are recommended. Maximizing Attack investment is high advised for Mega Kangaskhan to get the most out of its priority moves as well as overcome Normal’s lack of Super Effective coverage. Speed investment is entirely reasonable. Mega Kangaskhan sits at the base 100 Speed tier, a benchmark for many aspiring attackers and allows Mega Kangaskhan to speed tie with the Mega Charizards, Volcarona and Mega Dragonite, as well as allowing Mega Kangaskhan to outrun the likes of Archaludon, Kommo-o, Ceruledge and Mamoswine even if they are running Max Speed and Jolly/Timid nature. Mega Kangaskhan can go full Jolly Nature to speed tie with the mess of other base 100s, as well as outrun Jolly Mimikyu, Jolly Annihilape, Adamant Mega Metagross and Adamant Mega Staraptor. Going full HP investment is also viable, ensuring that Mega Kangaskhan survives insanely powerful blows like Modest Mega Chairzard Y’s Weather Ball, 2 Supreme Overlord Kingambit’s Low Kick, and Mega Raichu Y’s Focus Blast, though with such investment, Body Slam is recommended over Double Edge. Item is locked to the Kangaskhanite.
Partners:
While Mega Kangaskhan’s coverage is great, Ghost, Steel and Rock types do slow down the meat of its offense, so having allies that can answer them are preferred. Hydreigon is a fantastic partner, its Dark STAB obliterating most Ghost types and boasting Flamethrower for the likes of Corviknight. Being a Special Attacker, it also more effectively threatens physical walls like Hippowdon and Archaludon that Mega Kangaskhan struggles against. In turn, Mega Kangaskhan’s physical offensive is invaluable in destroying the specially defensive Fairy types that are Hydreigon’s bane. Garchomp, with its Ground STAB is also a natural pick for answer Rock and Steel types and can work with Mega Kangaskhan to overwhelm their shared checks, especially if Mega Kangaskhan acts as a lure for Corviknight with Fire Punch waiting. Hippowdon is a bulkier Ground type whose Sandstream is invaluable in providing extra chip damage to push most Pokémon into KO range especially given how easily Mega Kangaskhan can rack up Sandstorm chip thanks to Fake Out. Primarina is another Special Attacker with an excellent matchup into Rock types, while its Fairy STAB is great against Annihilape, a troublesome Fighting and Ghost type.
Other Options:
Body Slam is worth strong consideration, especially on bulkier sets for the potent speed control from the effect 51% chance to Paralyze.
Earthquake is a far stronger option for Rock and Steel types, being Mega Kangaskhan’s best option for them.
Fire Punch is great for eliminating (Mega) Scizor an otherwise difficult Steel type while being Mega Kangaskhan’s best option for Corviknight.
Ice Punch destroys Dragon types like Dragonite, and Garchomp.
Crunch is alternative Dark coverage that can’t be played around unlike Sucker Punch.
Doubles and VGC Options
The gutting of Mega Kangaskhan’s movepool has forced her to vacate her throne in Doubles as well. No Power-Up Punch prevents Mega Kangaskhan from explosively boosting up while providing momentum and no Seismic Toss deprives Mega Kangaskhan of reliable damage irrespective of an opponent’s attempts to shutdown Mega Kangaskhan’s offense. Of which there will be many in a format that at the time of this writing is dominated by physical attackers of all stripes. Most distressing is the dominance of Mega Staraptor, Sneasler and Annihilape, 3 prominent Fighting types that render Mega Kangaskhan’s good bulk moot. That is not to say that Mega Kangaskhan has been completely defanged. Fake Out is an incredible move in Doubles and Mega Kangaskhan ranks among one of the strongest users between its good speed, STAB and high Attack. Having Scrappy pre Mega Evolution is an incredible boon as well, allowing Kangaskhan to flinch Ghost types before Mega Evolving and making it immune to opening or turn one switch-in Intimidates. Mega Kangaskhan’s bulk helps out immensely in this regard as well, allowing it to repeatedly switch in and out to cycle its painful Fake Outs while being a strong threat that is difficult to outright remove.
Parent Child Tag Team
-Fake Out
-Body Slam
-Drain Punch
-Sucker Punch
Ability: Scrappy -> Parental Bond
Item: Kangaskhanite
Stat Points and Nature:
32 HP / 32 Atk / 2 SDef
Adamant Nature
This Mega Kangaskhan metes out utility and damage in a single brutal package. Fake Out is standard on all Mega Kangaskhan and for many good reasons. If facing a Ghost type it may be better to hold off on Mega Evolving Kangaskhan and take advantage of Scrappy, especially if facing Trick Room Sinistcha. In other cases, it is better to Mega Evolve immediately and take advantage of the huge power boost in chipping an opponent down. Body Slam is primary Normal STAB and utility in a single move. With Parental Bond, Body Slam has a 51% chance to paralyze, giving Mega Kangaskhan a potent and persistent form of Speed control that is not easily blocked while making active progress. Drain Punch is coverage and sustainability in a single move, hitting the Rock and Steel types that resist Mega Kangaskhan's Normal STAB, while recovering HP and allowing it to stick around for longer. Sucker Punch is priority and coverage in a single move, Mega Kangaskhan's answer to the Normal immune Ghost types as well as priority to help pick off the many faster threats running about.
Given EVs are meant to maximize offense and bulk in that order, but Mega Kangaskhan is incredibly flexible with its EV spreads. Want it on Trick Room? Switch to Brave Nature. Want to take advantage of its good base Speed? 32 points and Jolly ties if not outruns Mega Charizard Y. Even sacrificing Attack to survive blows should not be discounted. The 2 Points in Special Defense given ensures Timid Mega Floette's Light cannot get the one hit knock out Conversely, at least one point in Defense along with max HP ensures Life Orb Garchomp can't 2HKO with Dragon Claw. 32 HP and 12 Defense ensures +2 Blackglasses Kingambit's Kowtow Cleave can't OHKO, while 5 HP and 5 Defense ensures that +2 Blackglasses Sucker Punch can't OHKO. If completely uninvested in Speed, Jolly Mega Kangaskahn still ties with neutral fully invested base 80s like Adamant Dragonite and 1 Point there allows Mega Kangaskhan to outrun them (Adamant would need 13 points in Speed).
Preferred Partners & Other Options:
Mega Kangaskhan slots well onto most teams, given Normal's lack of weaknesses and wide coverage, especially as a supportive Mega given t he drops in power Mega Kangaskhan has endured. Strong answers into Ghost types are recommended, given Mega Kangaskhan's usual Sucker Punch is easily played around. Kingambit is great at this, its Dark STAB making any Ghost think twice while its Defiant is a strong deterrent to Intimidate users like Incineroar.
Vivillon is another good partner for Mega Kangaskhan due to its incredible matchup into Fighting attacks and Rage Powder to keep Mega Kangaskhan safe while providing excellent disruption in Sleep Powder and threatening Fighting types directly with Hurricane. Both Kingambit and Vivillon love Mega Kangaskhan's good matchup into Mega Charizard Y in turn, an otherwise impossible foe for them
Mega Kangaskhan can do particularly well on Trick Room teams as a back up Mega Evolution option given its good matchup into Mega Charizard Y that gives current Trick Room stars Mega Mawile and Torkoal issues. Such Mega Kangaskhan will opt for Hammer Arm over Drain Punch to immediately sink Mega Kangaskhan's speed by two stages and become fast for Trick Room.
If running on Trick Room, it is highly advised that Double Edge and Hammer Arm are used over Body Slam and Drain Punch. In the case of the former, the speed control of Paralysis becomes an active detriment while Hammer Arm neatly addresses the fact that Mega Kangaskhan is otherwise fast for Trick Room.
On faster Mega Kangaskhan, Bite is an option for Dark coverage given its effective 51% flinch chance which can prove even more maddening than Rock Slide.
Crunch is also a solid Dark coverage option that isn't weak like Bite or easily played around like Sucker Punch.
Protect is the best move in Doubles and always worth consideration.
Ice Punch destroys Garchomp and Mega Dragonite, two otherwise difficult foes.
Low Kick is a variable Fighting coverage option that is much stronger into most Steel and Rock types like Archaludon.
Icy Wind is a spread speed control option that drops target's speed by two stages, but is incredibly weak and a ruinous if used against Kingambit or Milotic.
Countering Mega Kangaskhan
While Mega Kangaskhan’s power, speed and bulk are all around good, the unique weaknesses of Parental Bond and its normal typing present exploitable openings.
Pokémon and tactics that punish multi-hit & contact moves are notable issues for Mega Kangaskhan given it cannot turn off Parental Bond to avoid such punishment and nearly all its best moves are contact. Stamina Archaludon stands out due to resisting Normal and the weak second hit effectively being a free defense boost, though offensive variants must be wary of Earthquake. Garchomp is also notable, ripping out 24% of Mega Kangaskhan’s HP with Rough Skin, going all the way up to over 50% if Mega Kangaskhan uses Double Edge, while surviving, though it cannot survive Ice Punch. Volcarona is on the frail side, but in a worst case scenario cam come in on a Fake Out and fish for a Burn with Flame Blody.
While Mega Kangaskhan has the coverage for Normal resists, it is still very reliant on Normal STABs for damage, leaving such Pokémon reliable answers. Ghost types are very problematic for Mega Kangaskhan reliant on Sucker Punch alone for Ghost types given their immunity to Normal and Fighting, allowing them to setup in front of Mega Kangaskhan without much worry. Mimikyu in particular not only has Disguise to absorb any one blow, but is neutral to Mega Kangaskhan’s Dark coverage meaning it can setup safely and avoid being KO’d post Disguise by anything except Earthquake. Annihilape is also a living nightmare, being neutral to Dark coverage and obliterating even bulk Mega Kangaskhan with Close Combat. Most other Ghosts can easily handle Sucker Punch Mega Kangaskhan with Will-O-Wisp, able to cripple it before it gets started. Steel and Rock types are more shaky as Mega Kangaskhan almost always carries coverage for those two types. Corviknight, Skarmory and Scizor are notable exceptions, being neutral to the common Fighting and Earthquake coverage Mega Kangaskhan carries and plenty bulky to tank such attacks while trading effectively against Mega Kangaskhan though must beware the odd Fire Punch. 32 HP/32+ Def Orthworm isn’t fond of Fighting/Fire Punch coverage, but is immune to Earthquake, and can use Mega Kangaskhan to setup Iron Defense and OHKO with Body Press post setup.
Otherwise, general physical walls like Hippowdon can trade positively with Mega Kangaskhan, enduring its attacks, healing off with Slack Off and winning the war of attrition, especially if running Double Edge.
Offensively checking Mega Kangaskhan is made easier by its lack of resists, allowing many Pokémon to hit Mega Kangaskhan hard, though its sheer bulk precludes OHKOs from non Fighting Attackers. As such, Pokémon like Mega Staraptor, Mega Blaziken, Mega Lopunny and Mega Lucario are valued for their ability to outrun and OHKO Mega Kangaskhan, while Kommo-o is bulky enough to survive a Double Edge or Ice Punch and KO back with Aura Sphere into Vacuum Wave or Iron Defense into Body Press. Bulky Gallade can survive anything except Double Edge and OHKO back with Sacred Sword.
Furthermore, while Mega Kangaskhan’s bulk is great to avoid being OHKO’d, especially if invested in HP, it is regularly 2HKO’d by most attackers. This gets worse if Mega Kangaskhan is running Double Edge, often putting itself into KO range from recoil and making it far easier to remove, though offensive checks must still be wary of Sucker Punch or chip damage from Fake Out. Mega Charizard Y, Hurricane Mega Dragonite, Swift Swim Mega Swampert, Mega Raichu Y, Mega Metagross, Mega Floette, and Mega Charizard X, all outspeed and 2HKO.
Locations in Games
Red/Blue/Yellow:
Safari Zone
Gold/Silver/Crystal:
Rock Tunnel
Ruby/Sapphire/Emerald:
Trade from FireRed/LeafGreen
FireRed/LeafGreen:
Safari Zone
Colosseum/XD:
Snagged from Cipher Peon Litnar in Citadark Isle (XD)
Diamond/Pearl/Platinum:
Great Marsh
HeartGold/SoulSilver:
Rock Tunnel, Safari Zone
Black/White:
Route 15
Black 2/White 2:
Trade from Black/White
X/Y:
Glittering Cave
Omega Ruby/Alpha Sapphire:
Trade from X/Y
Sun/Moon:
Wela Volcano Park
Ultra Sun/Ultra Moon:
Wela Volcano Park
Let's Go, Pikachu!/Let's Go, Eevee!:
Rock Tunnel
Sword/Shield:
Training Lowlands, Warm-Up Tunnel
Max Raid Battles: Challenge Beach, Courageous Cavern, Potbottom Desert, Stepping-Stone Sea
Dynamax Adventures
Brilliant Diamond/Shining Pearl:
Great Marsh
Legends: Arceus:
Not in game
Scarlet/Violet:
Not in game
Legends: Z-A:
Wild Zone 19, Wild Zone 20
Hyperspace Lumiose - Normal (4 Star)

Anime Appearences


