scene
Banned deucer.
If we're talking about ways to deal with Kanga, I found Terrakion a real MVP in this aspect. The set I used:
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Stone Edge
I've seen Taunt mentioned in this thread, which probably would have helped me more than Stone Edge due to the annoyance I had with TR teams. SE was still good though or comfortably picking off single targets after an Intimidate, and perhaps avoiding a cheeky Wide Guard. Anyway, Quick Guard was essential to screw up attempted Fake Outs, and obviously a Sucker Punch resistance and STAB Close Combat is fantastic (although it's not an OHKO after an Intimidate). Rock Slide's utility is boundless, used pretty much every game for its spread damage and hilarious flinching capabilities. Terrakion's very good, no question, and is of great comfort to have facing Kanga.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Heat Wave
- SolarBeam
- Focus Blast
- Protect
Often Terrakion's lead partner, Zard piles up the spread damage and outspeeds Kanga before mega-evolving. Afterwards it's a speedtie, but Kanga's hopefully dead from Terrakion turn 2 by then, and I found Modest necessary for pure power. Zard was absolutely crucial in most games, as it's surprisingly bulky and an absolute powerhouse with strong coverage and tactical weather-changing abilities. I'd pick it over Kanga anyday for its incredible utility in almost any situation.
Finally, Bisharp and Talonflame were my safety net for a rogue Kanga that came out late-game or evaded my main methods to neuter it - fast, powerful priority with Tailwind support from Talonflame and Protect on Bisharp to guarantee a "setup" against pretty much anything, which was valuable in the closing stages of games.
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Stone Edge
I've seen Taunt mentioned in this thread, which probably would have helped me more than Stone Edge due to the annoyance I had with TR teams. SE was still good though or comfortably picking off single targets after an Intimidate, and perhaps avoiding a cheeky Wide Guard. Anyway, Quick Guard was essential to screw up attempted Fake Outs, and obviously a Sucker Punch resistance and STAB Close Combat is fantastic (although it's not an OHKO after an Intimidate). Rock Slide's utility is boundless, used pretty much every game for its spread damage and hilarious flinching capabilities. Terrakion's very good, no question, and is of great comfort to have facing Kanga.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Heat Wave
- SolarBeam
- Focus Blast
- Protect
Often Terrakion's lead partner, Zard piles up the spread damage and outspeeds Kanga before mega-evolving. Afterwards it's a speedtie, but Kanga's hopefully dead from Terrakion turn 2 by then, and I found Modest necessary for pure power. Zard was absolutely crucial in most games, as it's surprisingly bulky and an absolute powerhouse with strong coverage and tactical weather-changing abilities. I'd pick it over Kanga anyday for its incredible utility in almost any situation.
Finally, Bisharp and Talonflame were my safety net for a rogue Kanga that came out late-game or evaded my main methods to neuter it - fast, powerful priority with Tailwind support from Talonflame and Protect on Bisharp to guarantee a "setup" against pretty much anything, which was valuable in the closing stages of games.