Kangaskhan lol

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Idyll

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[OVERVIEW]

With solid bulk for an attacker, just enough Speed, a high Attack stat backed up by Parental Bond, and an offensive typing resisted by few relevant threats, Mega Kangaskhan defines Doubles OU. Boasting a Normal typing and attacks strong enough to 2HKO majority of the metagame, Mega Kangaskhan is a dangerous threat to face, as there are few switch-ins to its attacks. Mega Kangaskhan's dominating power is partly thanks to its ability, Parental Bond, which effectively gives Mega Kangaskhan's attacks a 50% power boost and lets it hit twice, breaking and hitting through through Focus Sash and Substitute. Sporting access to a setup move in the form of Power-Up Punch, which, thanks to Parental Bond, is effectively a Swords Dance that deals damage, Mega Kangaskhan is a very dangerous threat, as it can also boost its already high power to astronomical levels; the ability to function both as a dangerous setup sweeper and as a powerful wallbreaker from the get-go defines Mega Kangaskhan's effectiveness and role. Mega Kangaskhan also has access to Fake Out and Sucker Punch; the former lets it buy a turn for a partner or get momentum while also hitting for decent damage, and the latter lets it circumvent its middling Speed and hit faster threats with priority. Sporting high power and the relatively rare Normal typing, which creates few, if any, synergy issues, Mega Kangaskhan makes for a solid strong attacker for any kind of team that has room for a Mega Evolution.

However, as Mega Kangaskhan's Speed is only above average, it's outsped and beaten by numerous faster threats, such as Mega Diancie, Mega Metagross, and Keldeo. Mega Kangaskhan's Normal typing also leaves it with few safe switch-in opportunities due to not having any resistances or immunities save for the Ghost-type. The immunity is not even that useful, as Mega Kangaskhan's standard sets lack a way to hit opposing Ghost-types, such as Aegislash and Mega Gengar, save for the unreliable Sucker Punch.

[SET]
name: Power-Up Punch
move 1: Return
move 2: Power-Up Punch
move 3: Sucker Punch
move 4: Fake Out / Protect
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Mega Kangaskhan's most powerful STAB move without any drawbacks. Power-Up Punch boosts Mega Kangaskhan's Attack to higher levels, letting it muscle its way past bulkier targets and OHKO a good portion of the metagame; it's also a decent coverage move against some Steel-types such as Bisharp and Heatran. Sucker Punch lets Mega Kangaskhan get around its average Speed; it also lets Mega Kangaskhan hit Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out lets Mega Kangaskhan snag momentum, letting a partner set up for free or deal with foes without much pressure; it also deals decent damage and is useful for stopping a foe from setting up field conditions such as Tailwind and Trick Room. Alternatively, Protect can be used to shield Mega Kangaskhan from attacks in order to buy time to position itself in order to keep its boosts; Protect also lets Mega Kangaskhan stall out field conditions and defend itself while a partner deals with an opposing threat.

Set Details
========

Scrappy allows Mega Kangaskhan to hit Ghost-types before Mega Evolving, letting it use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus is an option in order to prevent flinches, letting Kangaskhan surprise opponents and delay foes for a turn without regard for opposing Fake Out users. The EV investment maximizes Mega Kangaskhan's offensive potential, and an Adamant nature boosts its power to higher levels. Alternatively, a Jolly nature can be used in order to outrun other neutral-natured base 100 Speed Pokemon and Speed tie with positive-natured ones, though Mega Kangaskhan will be slightly weaker.

Usage Tips
========

Mega Kangaskhan should apply as much pressure to the opponent's team as it can with its raw damage output and ability to set up with Power-Up Punch. Leading with Mega Kangaskhan can be a good idea in order to grab momentum quickly by using Fake Out while Mega Evolving, providing it with some firepower while simultaneously giving it a free turn to set up and get into a favorable position early. On a similar note, using Mega Kangaskhan's Fake Out to get into a good position mid- or late-game can be a good play. Be careful, though, as while Fake Out always seems like the play to make when Mega Kangaskhan first enters the field at any given time, this is not the case; it really depends on in-battle circumstances, and there are times when Return or Power-Up Punch is the better move. Mega Kangaskhan can also utilize Scrappy before Mega Evolving to make Ghost-types such as Chandelure and Jellicent flinch, stopping them from setting up Trick Room.

Mega Kangaskhan should only use Power-Up Punch when there's a good opportunity to do so, such as when it's paired with a redirection user or the opponent's active Pokemon aren't threatening; a boosted Mega Kangaskhan applies tremendous pressure, as it can easily blow holes in opposing teams with its extremely powerful attacks. Don't use Power-Up Punch too soon, though, as setting up too early, such as when the opponent still has a healthy counter to Mega Kangaskhan in the back, means that Mega Kangaskhan will just waste a turn using a weak attack when it's forced out in the next few turns. Mega Kangaskhan should use Sucker Punch when it's threatened by a faster foe in order to get the first hit and possibly avoid unnecessary damage; this is especially true when it has Attack boosts, in which case Sucker Punch becomes particularly powerful.

Some speed control support such as Tailwind and Thunder Wave works wonders for Mega Kangaskhan, as this lets it outspeed, attack, and KO foes it can't safely beat otherwise, such as Keldeo and Choice Scarf Landorus-T. It's also a good idea to pair Mega Kangaskhan with a redirection user, such as Amoonguss or Togekiss, in order to get safe turns to set up with Power-Up Punch or attack. It's a good idea to take out foes with Intimidate in order to make Mega Kangaskhan's job easier, as these Pokemon can easily come in and soften Mega Kangaskhan's blows to manageable levels. Don't let Mega Kangaskhan get burned, as this greatly will weaken its power, though Power-Up Punch can remedy this somewhat and a burned Mega Kangaskhan can still be useful if it can use Fake Out again to gain momentum.

Team Options
========

Being an offensive Pokemon, Mega Kangaskhan appreciates teammates that can remove or match up well against its own checks and counters. Pokemon that can take on Ghost-types such as Aegislash and Gengar serve well; Hydreigon can take out both with its Dark Pulse, and Talonflame can hit both hard with its high-powered STAB moves. Both Hydreigon and Talonflame also fare well against opposing Steel-types, except Heatran in Talonflame's case. Teammates that can beat Fighting-types such as Keldeo and Terrakion make for good picks; Latios can outspeed and KO them with its Psyshock, and Aegislash can easily take any of their moves and strike back with its STAB moves. Pokemon that match up well against Choice Scarf Landorus-T and Mega Diancie are also good; bulky Water-types such as Rotom-W and Suicune can strike back with a STAB move, your own Landorus-T can weakene their blows with Intimidate and KO the latter with Earthquake, and Deoxys-A outspeeds and KOes both of them with Psycho Boost.

Teammates that can provide speed control support are handy to have, as they can help Mega Kangaskhan get KOs safely by letting it outspeed a wider range of foes. Tailwind from the likes of Talonflame, Latios, and Togekiss can be helpful, with the latter also having access to Follow Me and Encore, the latter of which can lock defending foes into Protect. Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set up Trick Room in semi-Trick Room builds. It's important to note that Mega Kangaskhan can help these supporters by nabbing opportunities with Fake Out. Redirection helps Mega Kangaskhan greatly by giving it safe opportunities to set up with Power-Up Punch; Amoonguss can redirect moves with Rage Powder and put foes to sleep with Spore, and Togekiss has Follow Me and boasts additional support in Tailwind. Partners that can take advantage of the free turns Mega Kangaskhan can provide also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Having Bisharp as a partner also works well because, in addition to being able to take out problematic Ghost-types, it takes advantage of any incoming Intimidate users thanks to Defiant.

[SET]
name: All-out Attacker
move 1: Double-Edge / Return
move 2: Low Kick / Seismic Toss
move 3: Sucker Punch
move 4: Fake Out
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge lets Mega Kangaskhan KO or at least deal significant damage to foes, though it comes at the cost of recoil. Return is a usable alternative if Double-Edge's recoil is unappealing, though it's weaker and contrasts with the set's goal, which is to land swift KOs. Low Kick hits opposing Mega Kangaskhan, Kyurem-B, and Steel-types such as Bisharp and Heatran for heavy damage. Seismic Toss can also be used, always dealing 200 HP damage thanks to Parental Bond, which is enough to 2HKO a good portion of the metagame, and lets Mega Kangaskhan deal consistent damage regardless of type matchups and opposing Attack control in burns and Intimidate. Sucker Punch lets Mega Kangaskhan circumvent its middling Speed; it also hits Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out lets Mega Kangaskhan grab momentum and lets a partner freely set up or take out foes without much trouble; it also hits for decent damage and is useful for stopping a foe from setting up field conditions such as Tailwind and Trick Room.

Set Details
========

Scrappy lets Mega Kangaskhan hit Ghost-types before Mega Evolving, allowing it to use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus can be used in order to prevent flinches, letting Mega Kangaskhan surprise and delay foes for a turn without the need to consider opposing Fake Out. Full Attack and Speed EV investment puts Mega Kangaskhan's offensive capabilities to the highest level, and an Adamant nature lets it attain swift OHKOs, such as with Low Kick on opposing Mega Kangaskhan. A Jolly nature can also be run in order to outrun other neutral-natured base 100 Speed Pokemon and tie with positive-natured ones, though Mega Kangaskhan will hit for noticeably less damage as a result. An alternate EV spread of 144 HP / 252 Atk / 4 Def / 108 Spe with an Adamant nature can be used for considerably more bulk and the same high attacking power while still outrunning most of the same threats that the main spread allows Mega Kangaskhan to, getting the jump on the base 70+ Speed range.

Usage Tips
========

Mega Kangaskhan's goal is, essentially, to wreak as much havoc to the opposing team as possible with its very powerful attacks, allowing teammates to clean up later. Leading with Mega Kangaskhan can be a good idea to punch holes early, with the option to use Fake Out to Mega Evolve and wrest for momentum on the first turn. On a related note, Fake Out can also be useful to attempt to grab momentum mid- or late-game. Watch out, though, as while using Fake Out whenever possible may be tempting, there are times when simply using an attack such as Double-Edge or Low Kick is the better play overall. Mega Kangaskhan can also take advantage of Scrappy by not Mega Evolving immediately, using Fake Out against Ghost-types such as Chandelure and Jellicent to stop them from setting up Trick Room.

Mega Kangaskhan should run-and-gun to do as much damage as it can, taking out or at least weakening the checks and counters of its teammates in order to create a win condition with one of them later on; for example, using Mega Kangaskhan's Low Kick to take out Heatran can let your Talonflame be free to pick off foes later on. As Low Kick is generally less seen on Mega Kangaskhan compared to Power-Up Punch, it can be useful for catching opponents off guard and landing a surprise KO. When running Seismic Toss, Mega Kangaskhan can deal consistent damage regardless of the foe's typing or any factors to its Attack, letting it face off against any threat and still deal solid damage with ease. Against a faster foe, use Sucker Punch in order to put some damage in and move first, possibly saving Mega Kangaskhan from unnecessary damage if it attains the KO.

Using speed control support such as Tailwind and Thunder Wave can greatly help with Mega Kangaskhan's job, letting it beat down and KO faster threats such as Keldeo and Choice Scarf Landorus-T safely. Take out foes with Intimidate as soon as possible in order to help Mega Kangaskan perform its job more smoothly, as those Pokemon can easily come in and weaken Mega Kangaskhan's blows. In addition, don't let Mega Kangaskhan get burned, as this will significantly weaken its attacks, turning it into a non-threat for foes to take advantage of; however, a burned Mega Kangaskhan can still be useful if it can use Fake Out again for momentum.

Team Options
========

Because Mega Kangaskhan is an attacker, it appreciates teammates that can deal with its checks and counters. Teammates that can beat Ghost-types such as Aegislash and Gengar are good picks; both Hydreigon and Talonflame can OHKO them with their own STAB moves while also being able to fare well against Steel-types, except for Heatran in Talonflame's case. Pokemon that can take out Fighting-type foes such as Keldeo and Terrakion also serve well as teammates; Latios can KO them with Psyshock, and Aegislash can take their attacks and hit back with its STAB moves. Teammates that match up well against Choice Scarf Landorus-T and Mega Diancie also work; bulky Water-types such as Rotom-W and Suicune can take them out with their STAB moves, your own Landorus-T can weaken their blows with Intimidate, and Deoxys-A can outspeed and KO them with Psycho Boost.

Teammates that can provide speed control support are great to have, as they can help Mega Kangaskhan outspeed and safely KO a wider range of threats. Tailwind setters such as Talonflame, Latios, and Togekiss are good options, with the latter also boasting great support moves in Follow Me and Encore, the latter of which can lock foes into Protect. Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set up Trick Room for semi-Trick Room builds. Teammates that can clean up foes after Mega Kangaskhan has weakened them work well; spread move users such as Landorus-T, Heatran, and Terrakion are good choices, and Talonflame can pick off weakened foes with its Gale Wings Brave Bird. Mega Kangaskhan can be a good teammate for Pokemon that want certain threats removed or weakened; for example, Pokemon that dislike the presence of opposing Heatran, Mega Kangaskhan, and Kyurem-B appreciate Mega Kangaskhan's ability to KO them with Low Kick. Partners that can make use of the free turns Mega Kangaskhan can create with Fake Out also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Bisharp can be a good partner, as, in addition to being able to take out Ghost-types, it can take advantage of opposing Intimidate users with Defiant.

[STRATEGY COMMENTS]
Other Options
=============

Crunch is an option to let Mega Kangaskhan hit Ghost-types reliably. Facade can let Mega Kangaskhan still be useful even when afflicted with a status ailment. Ice Punch can be used to hit Landorus-T, an annoying foe to Mega Kangaskhan, for the swift OHKO. Hammer Arm, along with an EV spread maximizing HP and Attack and a Brave nature, can be useful if Mega Kangaskhan is being used on a Trick Room team, letting it go "faster" under the field condition by lowering its Speed.

Checks and Counters
===================

**Typing Advantage**: Faster Fighting-types, such as Keldeo, Terrakion, and a +1 Blaziken, outspeed Mega Kangaskhan and OHKO it with their respective Fighting-type moves, and Choice Scarf Landorus-T can simply take out Mega Kangaskhan with Superpower after a bit of chip damage. Mega Kangaskhan has notable difficulty against Ghost-types because its way of hitting them, Sucker Punch, can be played around; Aegislash, Jellicent, and Gengar can easily set up against it, with the latter two also being able to simply burn Mega Kangaskhan. If Gengar has Mega Evolved, it can trap Mega Kangaskhan and burn it, essentially turning it into two-on-one situation against Mega Kangaskhan's side. Ghost-types have to be wary of attacking, however, as Sucker Punch damages them significantly. Mega Diancie resists Mega Kangaskhan's STAB moves and can hit it hard with Diamond Storm.

**Intimidate and Burns**: Intimidate and burns lower Mega Kangaskhan's dominant power to manageable levels, limiting its effectiveness. Landorus-T, Scrafty, and Gyarados can weaken Mega Kangaskhan with Intimidate, with the former two also having Fighting-type moves in tow to significantly damage it. (Mega) Gengar and Rotom-W can burn Mega Kangaskhan with Will-O-Wisp, and it can't hit back at the former.

**Utility Moves**: Encore from the likes of Whimsicott and Politoed can lock Mega Kangaskhan into Fake Out, essentially turning it into a liability on the field. Because Mega Kangaskhan relies purely on single-target contact moves, redirection puts a damper on its effectiveness by not letting it hit what it wants to; Follow Me Jirachi can redirect and absorb any hit, and a redirection user sporting a Rocky Helmet or Flame Body can prove fatal.

**Miscellaneous**: Because Mega Kangaskhan doesn't often run Protect, double targeting it to chip away at its health can be a good idea to take it down; this can backfire against variants that do run Protect, however. Pokemon with Rocky Helmet, (AC) Rough Skin, (AC) or Iron Barbs can heavily damage Mega Kangaskhan with residual damage alone; Ferrothorn can simply switch in on any of Mega Kangaskhan's attacks and chip off about one-quarter of its HP with Iron Barbs—and over one-half if using Rocky Helmet. Rocky Helmet Amoonguss can redirect Mega Kangaskhan's attacks while also dealing noticeable damage. Pokemon with Flame Body have a chance to burn Mega Kangaskhan if it makes contact; Volcarona can redirect Mega Kangaskhan's attacks with Rage Powder while taking advantage of its ability.
 
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Arcueid

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Mention of Rage Powder user(s) in Utility moves: Amoonguss and the rare Volc.
Sucker Punch cannot be played safely; Flame Body has a 60% chance to burn since 2 hits, Amoonguss can tank hits and a partner can neutralize Kang.

Mention Amoonguss in Team Options as it can redirect and sponge Fighting type moves from Keldeo, Terrakion, but not Blaziken.

Good analysis overall.
 

Idyll

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I think I mentioned Amoong in Team Options already; only for the first set though because that's a setup set. The second set is not a setup set and since anything likes redirection, unless it's especially notable I won't mention redirection in sets.

Anything can hate redirection, really. But mentioned what you said anyway but in Misc because Flame Body is notable and so is Rocky Helmet Amoong.

On another note, I've also added Jirachi's Follow Me in Utility Moves.

More QC pls
 

shaian

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[19:29:28] shaian: for kangaskhan 2nd set should be:
[19:29:29] shaian: fake out
[19:29:29] shaian: return / double edge
[19:29:36] shaian: pup / low kick / stoss
[19:29:39] shaian: sucker?
[19:30:05] kamikaze: why would the second set be pup
[19:30:11] kamikaze: the pup set is first
[19:30:16] shaian: oh yeah
[19:30:19] kamikaze: just low kick stoss is fine
[19:30:21] kamikaze: idk about order
[19:30:30] shaian: i was wondering why i had 3 attacks on the 3rd slot
[19:30:35] kamikaze: but second set is just focused on getting off big damage for its teammates
[19:30:40] kamikaze: first is setup sweeping

TL;DR

[SET]
name: All-Out Attacker
move 1: Double Edge / Return (purely to create more distinction between the sets)
move 2: Low Kick / Seismic Toss
move 3: Sucker Punch
move 4: Fake Out
item: Kangaskhanite
ability: Scrappy
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

adjust accordingly
 

shaian

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also redirection hurts kangaskhan more than most since it relies purely on contact single target moves so not being able to hit what it wants hurts it a hell of a lot more in this age of rocky helmet rage powders, flame body burners, and steelrachis asking you to follow them
 

Idyll

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mfw i didn't have to change a whole lot. Added the SToss mention and put the redirection bit on C+C. Rocky Helmet and Flame Body are already in Misc but i found a way to link them so wew.

on another note, i added a tiny bit about Inner Focus on OO. Removed SToss from there too since it's going into 2nd set.
 

xzern

for sure
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add deoxys-a in team options when u mention mons that beat lando/diancie. when u cite hydreigon and talon, mention that they also do a nice job of beating steels like jirachi and ferrothorn. also, bd azu appreciates fake out and can beat pretty much anything that beats kang sans ferrothorn

i think you should also remove garchomp from checks and counters, its not relevant in the slightest. it also doesnt resist kang like ferro does and it cant give free turns to allies like amoonguss.

its hard to find anything wrong with this analysis, nice job. really thorough

2/3
 

Bughouse

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Just writing to say in advance that I am claiming the third check. I might not get to it as fast as you would like depending on when the writing is finished, but I definitely want to give this a very good look as I haven't yet and it's obviously an important mon.
 

kamikaze

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I will also do a check Monday/Tuesday for Kang. Stratos and Shaian are ok with more than 3 checks for this since Kangaskhan is that important.

EDIT: Doing this sometime.
 
Last edited:

kamikaze

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Power Up Punch Kang
[SET]
  • Are we really not putting Inner Focus as a slash on the ability on the main set? Its still used and I know Stratos' Kang team which is being used a lot in tournaments is using it. See Check vs Laga in Open recently when it came in handy and caught Laga off guard.
[Set Details]
  • "Kangaskhanite is used in order to Mega Evolve." seems kinda unnecessary to say so you can delete that. I looked at analyses for other Mega Evolutions and they dont mention their Mega Stone except when listing it for their Set
[Usage Tips]
  • "to flinch Ghost-types such as Chandelure and Jellicent, stopping them from setting up Trick Room" is what it should say at the end of the first paragraph just to make it clear what those two are setting up.

Halfway done since this is a long one. Will edit the rest of it in the morning when I wake up.
 
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Idyll

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I know Inner Focus is a good option to have since it's baller against opposing Fake Out to guarantee delaying the opps team, but I was kinda reluctant to slash it since from what I've seen Scrappy was just better. It is kind of slash-worthy, now that you mentioned it. Slashed

Yeah me mentioning Kangaskhanite is a wtf thing lol. Removed

Mentioned the TR thing.

Just gonna say, I implemented them on both sets since they're pretty much the same as a set, the only difference being what they want to achieve.
 

kamikaze

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Ok finished checking everything and discussed what quick changes needed to be made in PM already.

2.5/3

Thats your cue Bughouse to take the final check.
 

Bughouse

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Assuming Memoric has made the changes (I assume so, as it was edited as of 10 minutes ago), then sure call this 3/3 and send it to GP.

I'll do my read-over when I upload it (which c&c moderators already do every time.) If I catch anything, I'll talk to some peeps and we'll fix it then. I've been way too busy these days to read an analysis this long. Jobs are mentally draining.
 

Lumari

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remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

With solid bulk for an attacker, along with just enough Speed, a high Attack stat backed up by Parental Bond, and an offensive typing resisted by few relevant threats, Mega Kangaskhan is a Pokemon that defines Doubles OU. Boasting a Normal typing (remove hyphen) and attacks strong enough to the 2HKO majority of the metagame, Mega Kangaskhan is a dangerous threat to face, (AC) as there are few switch-ins to its attacks. Mega Kangaskhan's dominating power is partly thanks to its ability, Parental Bond, which effectively gives Mega Kangaskhan's attacks a 50% power boost by letting and lets it hit twice, though the second blow hits for half the normal damage; this factor lets Mega Kangkashan letting Mega Kangaskhan break and hit through Focus Sash and Substitute with ease. Sporting access to set-up a setup move in the form of Power-Up Punch, much like effectively a Swords Dance that deals damage due to Parental Bond, Mega Kangaskhan is a very dangerous threat, (AC) as it can also boost its already high power to astronomical levels; the ability to function both as a dangerous set-up setup sweeper and as a high-powered powerful breaker from the get-go defines Mega Kangaskhan's effectiveness and role as a pick for teams. Mega Kangaskhan also has access to Fake Out and Sucker Punch; the former lets it buy a turn for a partner or get momentum while also hitting for decent damage, and the latter lets it circumvent its middling Speed and hit faster threats with priority. Sporting high power and the relatively rare Normal typing, (remove hyphen) which creates few synergy issues (if at all), Mega Kangaskhan makes for a solid beatstick pick for any kind of team that has room for a Mega Evolution.

However, as Mega Kangaskhan's Speed is only above average, it's still left outrun and beaten by numerous faster threats, such as Mega Diancie, Mega Metagross, and Keldeo. Mega Kangaskhan's Normal typing (remove hyphen) is also a double-edged sword, as it leaves Mega Kangaskhan it with few safe switch-in opportunities due to not having any resistances or immunities save for the Ghost-type. The said immunity is not even that useful, (AC) as Mega Kangaskhan's standard sets lack a way to hit opposing Ghost-types, such as Aegislash and Gengar, save for the unreliable Sucker Punch, which can easily be played around, meaning Ghost-types are Mega Kangaskhan's worst enemies.

[SET]
name: Power-Up Punch
move 1: Return
move 2: Power-Up Punch
move 3: Sucker Punch
move 4: Fake Out / Protect
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is a powerful STAB move that hits many foes hard. (use something else please; "is a powerful STAB move" adds nothing that the reader doesn't already know, and the only reason I haven't removed it here is because the sentence sounds fucking dumb if I do haha... just say why it's run, even something like "is Mega Kangaskhan's most powerful STAB move without any drawbacks" would be acceptable afaict) Power-Up Punch boosts Mega Kangaskhan's Attack to higher levels, letting it muscle its way past bulkier targets and OHKO a good portion of the metagame; it's also a decent coverage move against some Steel-types such as Bisharp and Heatran. Sucker Punch is a priority move that lets Mega Kangaskhan get around its average Speed; it also lets Mega Kangaskhan hit Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out lets Mega Kangaskhan snag momentum by flinching an opponent on the first turn it enters the field, letting a partner free to set up or deal with foes without much pressure; it also deals decent damage and is useful for stopping an opponent from setting up field conditions such as Tailwind and Trick Room. Alternatively, Protect can be used to shield Mega Kangaskhan from attacks in order to buy time to position itself in order to keep its boosts; Protect also lets Mega Kangaskhan stall out field conditions and defend itself while a partner deals with an opposing threat.

Set Details
========

Scrappy allows Mega Kangaskhan to hit Ghost-types before Mega Evolving, letting it use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus is an option in order to ignore flinches, letting Kangaskhan surprise opponents and delay foes for a turn without regard for opposing Fake Out. The EV investment maximizes Mega Kangaskhan's offensive potential, and an Adamant nature boosts its power to higher levels. Alternatively, a Jolly nature can be used in order to outrun other neutral-natured (add hyphen) base 100s and Speed tie with positive-natured ones, though Mega Kangaskhan will hit be slightly weaker.

Usage Tips
========

Mega Kangaskhan should apply as much pressure to the opponent's team as it can with its strong raw damage output and setup possibilities with Power-Up Punch. Leading with Mega Kangaskhan can be a good idea in order to grab momentum quickly by using Fake Out as you Mega Evolve while Mega Evolving, providing you it with some firepower while at the same time giving you it a free turn to set up and(space)get into a favorable position early. On a similar note, using Mega Kangaskhan's Fake Out to get into a good position mid- or late-game can be a good play. Be careful, though, as while Fake Out always seems like the play to make when Mega Kangaskhan first enters the field at any given time, this is not the case; it really depends on in-battle circumstances, (AC) and there are times when using Return or Power-Up Punch is the better move. Mega Kangaskhan can also utilize Scrappy pre-Mega Evolution to flinch make Ghost-types such as Chandelure and Jellicent flinch, stopping them from setting up Trick Room.

Mega Kangaskhan should only use Power-Up Punch when there's a good opening to do so, such as when it's next to a redirector paired with a redirection user or the opponent's active Pokemon are non- aren't threatening; a boosted Mega Kangaskhan applies tremendous pressure, (AC) as it can easily blow holes in opposing teams with its extremely powerful attacks. Don't use Power-Up Punch too soon, though, as setting up too early, such as when the opponent still has a healthy counter to Mega Kangaskhan in the back, means Mega Kangaskhan will just waste a turn doing a weak attack when it's forced out the next turn or so. Mega Kangaskhan should use Sucker Punch when it's threatened by a faster foe in order to get the first hit and possiblty possibly avoid unnecessary damage; this is especially true when it has Attack boosts, where in which case Sucker Punch becomes notably powerful.

Some speed control support such as Tailwind and Thunder Wave works wonders for Mega Kangaskhan, as these let it outspeed, attack, and nab KOes KOs on foes it can't safely beat otherwise, such as Keldeo and Choice Scarf Landorus-T. It's also a good idea to pair Mega Kangaskhan with a redirector redirection user, such as Amoonguss and or Togekiss, in order to get safe turns to set up with Power-Up Punch and / or attack. It's a good idea to take out foes with Intimidate in order to make Mega Kangaskhan's job easier, as these Pokemon can easily come in and soften Mega Kangaskhan's blows to manageable levels. Don't let Mega Kangaskhan get burned, (AC) as this greatly will weaken its blows, though Power-Up Punch can remedy this somewhat (RSC) however, and a burned Mega Kangaskhan can still be useful if it can shuffle Fake Out.

Team Options
========

Being an offensive Pokemon, Mega Kangaskhan appreciates teammates that can remove or match up well against its own checks and counters. Pokemon that can take on Ghost-types such as Aegislash and Gengar serve well; Hydreigon can take out both with its Dark Pulse, and Talonflame can hit both hard with its high-powered STAB moves. Both Hydreigon and Talonflame also fare well against opposing Steel-types, (AC) sans except Heatran in Talonflame's case. Teammates that can beat Fighting-types such as Keldeo and Terrakion make for good picks; Latios can outspeed and KO them with its Psyshock, and Aegislash can easily take any of their moves and strike back with a STAB move of choice. Pokemon that match up well against Choice Scarf Landorus-T and Mega Diancie are also good; bulky Water-types such as Rotom-W and Suicune can strike back with a STAB move, your own Landorus-T can weakene their blows with Intimidate and KO the latter with Earthquake, and Deoxys-A outspeeds both and KOes them with Psycho Boost.

Teammates that can provide speed control support are handy to have, as they can help Mega Kangaskhan get KOs safely by letting it outspeed a wider range of foes. Tailwind from the likes of Talonflame, Latios, and Togekiss can be helpful, with the latter also having access to Follow Me and Encore, which can lock defending foes to Protect. Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set Trick Room in semi-Trick Room builds. It's important to note that Mega Kangaskhan can help the mentioned supporters by nabbing opportunities with Fake Out. Redirection helps Mega Kangaskhan greatly by giving it safe opportunities to set up with Power-Up Punch; Amoonguss can redirect moves with Rage Powder and Spore put foes to sleep with Spore, and Togekiss has Follow Me and also boasts additional support in Tailwind. Partners that can take advantage of the free turns Mega Kangaskhan can get also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and glass cannon Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Having Bisharp as a partner also works well as, aside from being able to take out problematic Ghost-types, Defiant takes advantage of any incoming Intimidate users.

[SET]
name: All-out Attacker
move 1: Double-Edge (add hyphen) / Return
move 2: Low Kick / Seismic Toss
move 3: Sucker Punch
move 4: Fake Out
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge (add hyphen) is a ridiculously powerful STAB move that lets Mega Kangaskhan KO or at least deal significant damage to foes, though at the cost of recoil. Return is a usable alternative if Double-Edge's (add hyphen) recoil is unappealing, though it's weaker and contrasts with the set's goal, which is to nab swift KOes KOs and deal fatal damage. Low Kick hits opposing Mega Kangaskhan, Kyurem-B, and Steel-types such as Bisharp and Heatran for the quick KO. Seismic Toss can also be used, dealing consistent 200 HP damage thanks to Parental Bond, enough to 2HKO a good portion of the metagame, and letting Mega Kangaskhan deal constant damage regardless of type match-ups matchups and opposing Attack control in burns and Intimidate. Sucker Punch lets Mega Kangaskhan circumvent its middling Speed due to it being a priority move; it also hits Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out flinches an opponent the first turn Mega Kangaskhan enters the field, letting it lets Mega Kangaskhan grab momentum and lets a partner freely set up or take out foes without much resistance; it also hits for decent damage and is useful for stopping an opponent from setting up field conditions such as Tailwind and Trick Room.

Set Details
========

Scrappy lets Mega Kangaskhan hit Ghost-types before Mega Evolving, allowing it to use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus can be used in order to ignore flinches, letting Mega Kangaskhan surprise and delay foes for a turn without the need to consider opposing Fake Out. Full Attack and Speed EV investment puts Mega Kangaskhan's offensive capabilities to the highest level, and an Adamant nature lets it nab swift OHKOs, such as with Low Kick on opposing Mega Kangaskhan. One can also run a Jolly nature in order to outrun other neutral-natured (add hyphen) base 100s and tie with positive-natured ones, though Mega Kangaskhan will hit noticeably weaker softer (or "be noticeably weaker", or "hit for noticeably less damage", or w/e, but "to hit weak" doesn't work, either "be weak" or "hit soft") as a result. An alternate spread of 144 HP / 252 Atk / 4 Def / 108 Spe with an Adamant nature can be used to have for considerable bulk and the same high attacking power while still outrunning most of the same threats the main spread does allows Mega Kangaskhan to, getting the jump on the base 70+ Speed range. (remove one period)

Usage Tips
========

Mega Kangaskhan's goal is, basically, to wreak as much havoc to the opposing team as possible with its very powerful attacks, leaving teammates to clean up later. Leading Mega Kangaskhan can be a good idea to punch holes early, while also being able with the option to use Fake Out to wrest for momentum and position turn one and, at the same time, Mega Evolve. On a related note, Fake Out can also be useful for attempts to grab momentum by mid- or late-game. Watch out, though, as while using Fake Out when you can may be tempting, there are times when simply using an attack such as Double-Edge (add hyphen) or Low Kick is the better play overall. Mega Kangaskhan can also take advantage of Scrappy by not Mega Evolving at once, using Fake Out against Ghost-types such as Chandelure and Jellicent to stop them from setting up Trick Room.

Mega Kangaskhan should run-and-gun to do as much damage as it can, taking out or at least weakening the checks and counters of its teammates in order to set up a win condition (out of curiosity, did you read the standards announcement on this one a while back? :0 cool to see it used in its proper sense, that's all lol) with one of them later on; for example, using Mega Kangaskhan's Low Kick to take out Heatran can let a Talonflame be free to pick off foes later on. As Low Kick is generally less seen on Mega Kangaskhan compared to Power-Up Punch, it can be useful for catching opponents off guard and nab a surprise KO. When running Seismic Toss, Mega Kangaskhan can deal consistent damage regardless of the opponents typing or any factors to its Attack, letting it face off against any threat and still do nifty damage with ease. Against a faster foe, use Sucker Punch in order to put some damage in and move first, possibly saving Mega Kangaskhan from an unnecessary damage if it nabs the KO.

Using speed control support such as Tailwind and Thunder Wave can greatly help with Mega Kangaskhan's job, letting it beat down and KO faster threats such as Keldeo and Choice Scarf Landorus-T safely. Take out foes with Intimidate as soon as possible in order to help Mega Kangaskan perform its job smoother, as those Pokemon can easily come in and weaken Mega Kangaskhan's blows. In addition, don't let Mega Kangaskhan get burned, (AC) as this will significantly weaken its attacks, turning it into a non-threat for opponents to take advantage of; however, a burned Mega Kangaskhan can still be useful if it can shuffle Fake Out.

Team Options
========

Since Because Mega Kangaskhan is an attacker, it appreciates teammates that can deal with its checks and counters. Teammates that can beat Ghost-types such as Aegislash and Gengar are good picks; both Hydreigon and Talonflame can OHKO them with their own STAB moves while also being able to fare well against Steel-types, (AC) sans except (sans=without) Heatran in Talonflame's case. Pokemon that can take out Fighting-type foes such as Keldeo and Terrakion also serve well as teammates; Latios can KO them with Psyshock, and Aegislash can take their attacks and hit back with a STAB move of choice. Teammates that match up well against Choice Scarf Landorus-T and Mega Diancie also work; bulky Water-types such as Rotom-W and Suicune can take them out with their STAB moves, your own Landorus-T can weaken their blows with Intimidate, and Deoxys-A can outspeed them and KO them with Psycho Boost.

Teammates that can provide speed control support are great to have, as they can help Mega Kangaskhan outspeed and safely KO a wider range of threats. Tailwind setters such as Talonflame, Latios, and Togekiss make for good teammates are good options, with the latter also boasting access to support moves Follow Me and Encore, which can lock defending foes to Protect. Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set Trick Room for semi-Trick Room builds. Teammates that can clean up foes after Mega Kangaskhan's weakened them work great; spread move users such as Landorus-T, Heatran, and Terrakion are good choices, and Talonflame can pick off weakened foes with its Gale Wings Brave Bird. Mega Kangaskhan can be a good teammate for Pokemon that want certain threats removed or weakened; for example, Pokemon that dislike the presence of opposing Heatran, Mega Kangaskhan, and Kyurem-B appreciate Mega Kangaskhan's ability to KO them with Low Kick. Partners that can make use of the free turns Mega Kangaskhan can nab with Fake Out also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and glass cannon Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Bisharp can be a good partner, (AC) as, aside from being able to take out Ghost-types, Defiant it can take advantage of opposing Intimidate with Defiant.

[STRATEGY COMMENTS]
Other Options
=============

Outside of the listed movesets above, there's not much else that Mega Kangaskhan needs, though there are other moves that can let Mega Kangaskhan fare better against in certain match-ups and thrive in certain builds. Crunch is an option to let Mega Kangaskhan hit Ghost-types reliably. Facade can let Mega Kangaskhan still be useful even when afflicted with status by letting it take advantage of burns and paralysis with a very powerful attack. Ice Punch can be used to hit Landorus-T, an annoying foe to Mega Kangaskhan, for the swift KO. Hammer Arm, along with a spread maximizing HP and Attack and a Brave nature, can be useful if Mega Kangaskhan is being used in Trick Room, letting it go "faster" under the field condition due to the move by lowering Mega Kangaskhan's its Speed.

Checks and Counters
===================

**Typing Advantage**: Faster Fighting-types, such as Keldeo, Terrakion, and a +1 Blaziken, outrun Mega Kangaskhan and OHKO it with their respective Fighting-type moves, and Choice Scarf Landorus-T can simply take out Mega Kangskhan Kangaskhan with Superpower with a bit of chip damage. Mega Kangaskhan has notable difficulty against Ghost-types because its way of hitting them, Sucker Punch, can be played around; Aegislash, Jellicent, and Gengar can easily set up against it, with the latter two also being able to simply burn Mega Kangaskhan. If Gengar is a in its Mega forme, it can just trap Mega Kangaskhan and burn it, essentially turning it into a 2v1 two-on-one situation against Mega Kangaskhan's side. Ghost-types have to be wary of attacking, however, as Sucker Punch damages them significantly. Mega Diancie resists Mega Kangaskhan's STAB moves and can simply hit with Diamond Storm.

**Intimidate and Burns**: Intimidate and burns softens lower Mega Kangaskhan's dominant power to manageable levels, limiting its effectiveness. Landorus-T, Scrafty, and Gyarados can weaken Mega Kangaskhan with Intimidate, with the former two also having Fighting-type moves in tow to significantly hurt it. (Mega) Gengar and Rotom-W can burn Mega Kangaskhan with Will-O-Wisp, while it can't hit back at the former.

**Utility Moves**: Encore from the likes of Whimsicott and Politoed can lock Mega Kangaskhan into Fake Out, essentially turning it into a liability on the field. Since Because Mega Kangaskhan relies purely on single-target contact moves, redirection puts a damper on its effectiveness by not letting it hit what it wants to; Follow Me Jirachi can redirect and stomach any hit, and a redirector redirection user sporting a Rocky Helmet or with Flame Body diverting Mega Kangaskhan's attacks can prove fatal, as explained in the Miscellaneous tag.

**Miscellaneous**: Since Because Mega Kangaskhan doesn't often run Protect, double targeting it to chip health off can be a good idea to take it down; this can backfire against variants running that do run Protect, however. Pokemon with Rocky Helmet and / or the abilities ability Rough Skin or Iron Barbs can heavily damage Mega Kangaskhan with contact via residual damage alone; Ferrothorn can simply switch in on any of Mega Kangaskhan and chip off about one-fourth its HP thanks to Iron Barbs, and up to ("over half," isn't it? 2* (1/8+1/6) = 7/12) half if also wearing a Rocky Helmet. Rocky Helmet Amoonguss can redirect Mega Kangaskhan's attacks while also dealing noticeable damage. Pokemon with Flame Body have a chance to burn Mega Kangaskhan if it makes contact; Volcarona can redirect and force Mega Kangaskhan to attack it Mega Kangaskhan's attacks with Rage Powder while taking advantage of its ability.

also try not to copypaste sections T_T i know you're saying the same thing twice anyways, but it comes off unprofessional and careless :[
it's definitely appreciated that you've tried to change them up a little, but if you do write them up from scratch and just let the words combine themselves from scratch once again in your mind, i guarantee that they will come out sufficiently different, and it'll look so much better on-site :]
 
Last edited:

Idyll

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Implemented :)! I'll try to do what you said next time x_x

Oh and I never knew about that standards announcement oops !_!
 

Empress

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[OVERVIEW]

With solid bulk for an attacker, along with just enough Speed, a high Attack stat backed up by Parental Bond, and an offensive typing resisted by few relevant threats, Mega Kangaskhan is a Pokemon that defines Doubles OU. Boasting a Normal typing and attacks strong enough to the 2HKO majority of the metagame, Mega Kangaskhan is a dangerous threat to face, as there are few switch-ins to its attacks. Mega Kangaskhan's dominating power is partly thanks to its ability, (subjective) Parental Bond, which effectively gives Mega Kangaskhan's attacks a 50% power boost and lets it hit twice, (AC) letting Mega Kangaskhan breaking and hitting through through Focus Sash and Substitute. Sporting access to a setup move in the form of Power-Up Punch, which, thanks to Parental Bond, is effectively a Swords Dance that deals damage due to Parental Bond, Mega Kangaskhan is a very dangerous threat, as it can also boost its already high power to astronomical levels; the ability to function both as a dangerous setup sweeper and as a powerful wallbreaker from the get-go defines Mega Kangaskhan's effectiveness and role as a pick for teams.
(?) Mega Kangaskhan also has access to Fake Out and Sucker Punch; the former lets it buy a turn for a partner or get momentum while also hitting for decent damage, and the latter lets it circumvent its middling Speed and hit faster threats with priority. Sporting high power and the relatively rare Normal typing, which creates few, if any, synergy issues (if at all), Mega Kangaskhan makes for a solid beatstick (idk what this means; try a more common word that means the same thing) pick for any kind of team that has room for a Mega Evolution.

However, as Mega Kangaskhan's Speed is only above average, it's still left outrun outsped and beaten by numerous faster threats, such as Mega Diancie, Mega Metagross, and Keldeo. Mega Kangaskhan's Normal typing also leaves it with few safe switch-in opportunities due to not having any resistances or immunities save for the Ghost-type. The immunity is not even that useful, as Mega Kangaskhan's standard sets lack a way to hit opposing Ghost-types, such as Aegislash and (Mega?) Gengar, save for the unreliable Sucker Punch.

[SET]
name: Power-Up Punch
move 1: Return
move 2: Power-Up Punch
move 3: Sucker Punch
move 4: Fake Out / Protect
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Mega Kangaskhan's most powerful STAB move without any drawbacks. Power-Up Punch boosts Mega Kangaskhan's Attack to higher levels, letting it muscle its way past bulkier targets and OHKO a good portion of the metagame; it's also a decent coverage move against some Steel-types such as Bisharp and Heatran. Sucker Punch lets Mega Kangaskhan get around its average Speed; it also lets Mega Kangaskhan hit Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out lets Mega Kangaskhan snag momentum, letting a partner free to set up for free or deal with foes without much pressure; it also deals decent damage and is useful for stopping an opponent foe from setting up field conditions such as Tailwind and Trick Room. Alternatively, Protect can be used to shield Mega Kangaskhan from attacks in order to buy time to position itself in order to keep its boosts; Protect also lets Mega Kangaskhan stall out field conditions and defend itself while a partner deals with an opposing threat.

Set Details
========

Scrappy allows Mega Kangaskhan to hit Ghost-types before Mega Evolving, letting it use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus is an option in order to ignore prevent flinches, letting Kangaskhan surprise opponents and delay foes for a turn without regard for opposing Fake Out users (subjective). The EV investment maximizes Mega Kangaskhan's offensive potential, and an Adamant nature boosts its power to higher levels. Alternatively, a Jolly nature can be used in order to outrun other neutral-natured base 100s Speed Pokemon and Speed tie with positive-natured ones, though Mega Kangaskhan will be slightly weaker.

Usage Tips
========

Mega Kangaskhan should apply as much pressure to the opponent's team as it can with its raw damage output and setup possibilities ability to set up (I think this is what you mean; not entirely sure though) with Power-Up Punch. Leading with Mega Kangaskhan can be a good idea in order to grab momentum quickly by using Fake Out while Mega Evolving, providing it with some firepower while at the same time simultaneously (subjective) giving it a free turn to set up and get into a favorable position early. On a similar note, using Mega Kangaskhan's Fake Out to get into a good position mid- or late-game can be a good play. Be careful, though, as while Fake Out always seems like the play to make when Mega Kangaskhan first enters the field at any given time, this is not the case; it really depends on in-battle circumstances, and there are times when Return or Power-Up Punch is the better move. Mega Kangaskhan can also utilize Scrappy pre- before Mega Evolution Evolving to make Ghost-types such as Chandelure and Jellicent flinch, stopping them from setting up Trick Room.

Mega Kangaskhan should only use Power-Up Punch when there's a good opening opportunity to do so, such as when it's paired with a redirection user or the opponent's active Pokemon aren't threatening; a boosted Mega Kangaskhan applies tremendous pressure, as it can easily blow holes in opposing teams with its extremely powerful attacks. Don't use Power-Up Punch too soon, though, as setting up too early, such as when the opponent still has a healthy counter to Mega Kangaskhan in the back, means that Mega Kangaskhan will just waste a turn doing using a weak attack when it's forced out in the next few turns or so. Mega Kangaskhan should use Sucker Punch when it's threatened by a faster foe in order to get the first hit and possibly avoid unnecessary damage; this is especially true when it has Attack boosts, in which case Sucker Punch becomes notably particularly powerful.

Some speed control support such as Tailwind and Thunder Wave works wonders for Mega Kangaskhan, as these this lets it outspeed, attack, and nab KOs on foes it can't safely beat otherwise, such as Keldeo and Choice Scarf Landorus-T. It's also a good idea to pair Mega Kangaskhan with a redirection user, such as Amoonguss or Togekiss, in order to get safe turns to set up with Power-Up Punch or attack. It's a good idea to take out foes with Intimidate in order to make Mega Kangaskhan's job easier, as these Pokemon can easily come in and soften Mega Kangaskhan's blows to manageable levels. Don't let Mega Kangaskhan get burned, as this greatly will weaken its blows power, though Power-Up Punch can remedy this somewhat and a burned Mega Kangaskhan can still be useful if it can shuffle (what?) Fake Out.

Team Options
========

Being an offensive Pokemon, Mega Kangaskhan appreciates teammates that can remove or match up well against its own checks and counters. Pokemon that can take on Ghost-types such as Aegislash and Gengar serve well; Hydreigon can take out both with its Dark Pulse, and Talonflame can hit both hard with its high-powered STAB moves. Both Hydreigon and Talonflame also fare well against opposing Steel-types, except Heatran in Talonflame's case. Teammates that can beat Fighting-types such as Keldeo and Terrakion make for good picks; Latios can outspeed and KO them with its Psyshock, and Aegislash can easily take any of their moves and strike back with a its STAB moves of choice. Pokemon that match up well against Choice Scarf Landorus-T and Mega Diancie are also good; bulky Water-types such as Rotom-W and Suicune can strike back with a STAB move, your own Landorus-T can weakene their blows with Intimidate and KO the latter with Earthquake, and Deoxys-A outspeeds both and KOes both of them with Psycho Boost.

Teammates that can provide speed control support are handy to have, as they can help Mega Kangaskhan get KOs safely by letting it outspeed a wider range of foes. Tailwind from the likes of Talonflame, Latios, and Togekiss can be helpful, with the latter also having access to Follow Me and Encore, which can lock defending foes into Protect. (Encore can do that but Follow Me can't.) Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set up Trick Room in semi-Trick Room builds. It's important to note that Mega Kangaskhan can help these mentioned supporters by nabbing opportunities with Fake Out. Redirection helps Mega Kangaskhan greatly by giving it safe opportunities to set up with Power-Up Punch; Amoonguss can redirect moves with Rage Powder and put foes to sleep with Spore, and Togekiss has Follow Me and boasts additional support in Tailwind. Partners that can take advantage of the free turns Mega Kangaskhan can get provide also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and glass cannon Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Having Bisharp as a partner also works well as because, aside from in addition to being able to take out problematic Ghost-types, Defiant it takes advantage of any incoming Intimidate users thanks to Defiant.

[SET]
name: All-out All-Out Attacker
move 1: Double-Edge / Return
move 2: Low Kick / Seismic Toss
move 3: Sucker Punch
move 4: Fake Out
item: Kangaskhanite
ability: Scrappy / Inner Focus
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge lets Mega Kangaskhan KO or at least deal significant damage to foes, though it comes at the cost of recoil. Return is a usable alternative if Double-Edge's recoil is unappealing, though it's weaker and contrasts with the set's goal, which is to nab land swift KOs and deal fatal damage (redundant). Low Kick hits opposing Mega Kangaskhan, Kyurem-B, and Steel-types such as Bisharp and Heatran for the quick KO heavy damage. Seismic Toss can also be used, always dealing consistent 200 HP damage thanks to Parental Bond, which enough to 2HKO a good portion of the metagame, and letting Mega Kangaskhan deal constant consistent damage regardless of type matchups and opposing Attack control in burns and Intimidate. Sucker Punch lets Mega Kangaskhan circumvent its middling Speed; it also hits Ghost-types such as Aegislash and Gengar, albeit unreliably. Fake Out lets Mega Kangaskhan grab momentum and lets a partner freely set up or take out foes without much resistance trouble (subjective); it also hits for decent damage and is useful for stopping an opponent foe from setting up field conditions such as Tailwind and Trick Room.

Set Details
========

Scrappy lets Mega Kangaskhan hit Ghost-types before Mega Evolving, allowing it to use Fake Out on and stop setup from the likes of Jellicent and Chandelure. Inner Focus can be used in order to ignore prevent flinches, letting Mega Kangaskhan surprise and delay foes for a turn without the need to consider opposing Fake Out users (subjective). Full Attack and Speed EV investment puts Mega Kangaskhan's offensive capabilities to the highest level, and an Adamant nature lets it nab attain swift OHKOs, such as with Low Kick on opposing Mega Kangaskhan. One can also run a A Jolly nature can also be run in order to outrun other neutral-natured base 100s Speed Pokemon and tie with positive-natured ones, though Mega Kangaskhan will hit for noticeably less damage as a result. An alternate EV spread of 144 HP / 252 Atk / 4 Def / 108 Spe with an Adamant nature can be used for considerable considerably more bulk and the same high attacking power while still outrunning most of the same threats that the main spread allows Mega Kangaskhan to, getting the jump on the base 70+ Speed range.

Usage Tips
========

Mega Kangaskhan's goal is, basically essentially, to wreak as much havoc to the opposing team as possible with its very powerful attacks, leaving allowing teammates to clean up later. Leading with Mega Kangaskhan can be a good idea to punch holes early, with the option to use Fake Out to Mega Evolve and wrest for momentum and position (?) on the first turn one and, at the same time, Mega Evolve. On a related note, Fake Out can also be useful for to attempts to grab momentum by mid- or late-game. Watch out, though, as while using Fake Out whenever possible you can may be tempting, there are times when simply using an attack such as Double-Edge or Low Kick is the better play overall. Mega Kangaskhan can also take advantage of Scrappy by not Mega Evolving at once immediately, using Fake Out against Ghost-types such as Chandelure and Jellicent to stop them from setting up Trick Room.

Mega Kangaskhan should run-and-gun hit-and-run (subjective) to do as much damage as it can, taking out or at least weakening the checks and counters of its teammates in order to set up create a win condition with one of them later on; for example, using Mega Kangaskhan's Low Kick to take out Heatran can let a your Talonflame be free to pick off foes later on. As Low Kick is generally less seen on Mega Kangaskhan compared to Power-Up Punch, it can be useful for catching opponents off guard and nab landing a surprise KO. When running Seismic Toss, Mega Kangaskhan can deal consistent damage regardless of the opponents foe's typing or any factors to its Attack, letting it face off against any threat and still do nifty deal solid damage with ease. Against a faster foe, use Sucker Punch in order to put some damage in and move first, possibly saving Mega Kangaskhan from an unnecessary damage if it nabs attains the KO.

Using speed control support such as Tailwind and Thunder Wave can greatly help with Mega Kangaskhan's job, letting it beat down and KO faster threats such as Keldeo and Choice Scarf Landorus-T safely. Take out foes with Intimidate as soon as possible in order to help Mega Kangaskan perform its job smoother more smoothly, as those Pokemon can easily come in and weaken Mega Kangaskhan's blows. In addition, don't let Mega Kangaskhan get burned, as this will significantly weaken its attacks, turning it into a non-threat for opponents foes to take advantage of; however, a burned Mega Kangaskhan can still be useful if it can shuffle (??) Fake Out.

Team Options
========

Because Mega Kangaskhan is an attacker, it appreciates teammates that can deal with its checks and counters. Teammates that can beat Ghost-types such as Aegislash and Gengar are good picks; both Hydreigon and Talonflame can OHKO them with their own STAB moves while also being able to fare well against Steel-types, except for Heatran in Talonflame's case. Pokemon that can take out Fighting-type foes such as Keldeo and Terrakion also serve well as teammates; Latios can KO them with Psyshock, and Aegislash can take their attacks and hit back with a its STAB moves of choice. Teammates that match up well against Choice Scarf Landorus-T and Mega Diancie also work; bulky Water-types such as Rotom-W and Suicune can take them out with their STAB moves, your own Landorus-T can weaken their blows with Intimidate, and Deoxys-A can outspeed them and KO them with Psycho Boost.

Teammates that can provide speed control support are great to have, as they can help Mega Kangaskhan outspeed and safely KO a wider range of threats. Tailwind setters such as Talonflame, Latios, and Togekiss are good options, with the latter also boasting great support moves in Follow Me and Encore, which can lock defending foes into Protect. (Again, Encore does this but Follow Me doesn't.) Thunder Wave support from Pokemon such as Thundurus is also useful, and Cresselia can set upTrick Room for semi-Trick Room builds. Teammates that can clean up foes after Mega Kangaskhan's has weakened them work great well; spread move users such as Landorus-T, Heatran, and Terrakion are good choices, and Talonflame can pick off weakened foes with its Gale Wings Brave Bird. Mega Kangaskhan can be a good teammate for Pokemon that want certain threats removed or weakened; for example, Pokemon that dislike the presence of opposing Heatran, Mega Kangaskhan, and Kyurem-B appreciate Mega Kangaskhan's ability to KO them with Low Kick. Partners that can make use of the free turns Mega Kangaskhan can nab create with Fake Out also work well; Substitute users such as Heatran, Kyurem-B, and Aegislash, Belly Drum Azumarill, and glass cannon Deoxys-A all appreciate the opportunities to set up (or in Deoxys-A's case, attack) brought by Fake Out. Bisharp can be a good partner, as, aside from in addition to being able to take out Ghost-types, it can take advantage of opposing Intimidate users with Defiant.

[STRATEGY COMMENTS]
Other Options
=============

Outside of the listed movesets above, there's not much else that Mega Kangaskhan needs, though there are other moves that can let Mega Kangaskhan fare better in certain match-ups and thrive in certain builds. Crunch is an option to let Mega Kangaskhan hit Ghost-types reliably. Facade can let Mega Kangaskhan still be useful even when afflicted with a status ailment. Ice Punch can be used to hit Landorus-T, an annoying foe to Mega Kangaskhan, for the swift (OH?)KO. Hammer Arm, along with an EV spread maximizing HP and Attack and a Brave nature, can be useful if Mega Kangaskhan is being used in on a Trick Room team, letting it go "faster" under the field condition by lowering its Speed.

Checks and Counters
===================

**Typing Advantage**: Faster Fighting-types, such as Keldeo, Terrakion, and a +1 Blaziken, outrun outspeed Mega Kangaskhan and OHKO it with their respective Fighting-type moves, and Choice Scarf Landorus-T can simply take out Mega Kangaskhan with Superpower with after a bit of chip damage. Mega Kangaskhan has notable difficulty against Ghost-types because its way of hitting them, Sucker Punch, can be played around; Aegislash, Jellicent, and Gengar can easily set up against it, with the latter two also being able to simply burn Mega Kangaskhan. If Gengar is in its has Mega forme Evolved, it can just trap Mega Kangaskhan and burn it, essentially turning it into two-on-one situation against Mega Kangaskhan's side. Ghost-types have to be wary of attacking, however, as Sucker Punch damages them significantly. Mega Diancie resists Mega Kangaskhan's STAB moves and can simply hit it hard with Diamond Storm.

**Intimidate and Burns**: Intimidate and burns lower Mega Kangaskhan's dominant power to manageable levels, limiting its effectiveness. Landorus-T, Scrafty, and Gyarados can weaken Mega Kangaskhan with Intimidate, with the former two also having Fighting-type moves in tow to significantly hurt damage it. (Mega) Gengar and Rotom-W can burn Mega Kangaskhan with Will-O-Wisp, while and it can't hit back at the former.

**Utility Moves**: Encore from the likes of Whimsicott and Politoed can lock Mega Kangaskhan into Fake Out, essentially turning it into a liability on the field. Because Mega Kangaskhan relies purely on single-target contact moves, redirection puts a damper on its effectiveness by not letting it hit what it wants to; Follow Me Jirachi can redirect and stomach absorb any hit, and a redirection user sporting a Rocky Helmet or Flame Body diverting Mega Kangaskhan's attacks can prove fatal.

**Miscellaneous**: Because Mega Kangaskhan doesn't often run Protect, double targeting it to chip away at its health off can be a good idea to take it down; this can backfire against variants that do run Protect, however. Pokemon with Rocky Helmet, (AC) or the ability Rough Skin, (AC) or Iron Barbs can heavily damage Mega Kangaskhan via with residual damage alone; Ferrothorn can simply switch in on any of Mega Kangaskhan's attacks and chip off about one-fourth one-quarter of its HP thanks to with Iron Barbs, (RC)—and over one-half if also wearing a using Rocky Helmet. Rocky Helmet Amoonguss can redirect Mega Kangaskhan's attacks while also dealing noticeable damage. Pokemon with Flame Body have a chance to burn Mega Kangaskhan if it makes contact; Volcarona can redirect Mega Kangaskhan's attacks with Rage Powder while taking advantage of its ability.

Great analysis! Very detailed; most of these changes are pretty subjective and technical, so implement them as you see fit.
GP 2/2
 
Last edited:

Idyll

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Implemented this, though I do have a few concerns, Snobalt :
  • On the parts with Encore, does "great support moves in Follow Me and Encore, the latter of which can lock foes into Protect." work?
  • When I say "shuffle Fake Out," I mean "using Fake Out again" which is helpful to gain momentum. Hopefully what I put there works.
  • The Dutch Plumberjack renamed the second set to "All-out Attacker", while you renamed it again to "All-Out Attacker" What's more proper? I just wanna make sure about this so I'm leaning on the cautious side x_x
 
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