Ubers Kangaskhan [QC: 3/3] [GP: 2/2]

kangaskhan-thumbnail2.gif%3Fd%3Da1

Overview
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Kangaskhan was blessed with a Mega Evolution this generation that has one of the best abilities in the game: Parental Bond. In fact, Parental Bond was so strong that it was the reason Kangaskhanite got banished to Ubers! Thanks to Parental Bond, Mega Kangaskhan effectively has a base 213 Attack stat. Its solid bulk allows it to take some hits, and it is also decently fast after Mega Evolving, reaching base 100 Speed; this allows it to outspeed the crowded base 90 to base 99 Speed tier. Mega Kangaskhan has access to priority in Sucker Punch and STAB Fake Out, which in conjunction with Parental Bond makes it a great revenge killer. Another large plus of Mega Kangaskhan is its ability to break Focus Sashes and Substitutes, thanks to Parental Bond.

However, Kangaskhan is very prone to being burned, which cripples it a lot. It also has to compete for a Mega slot with the likes of Mega Blaziken, Mega Gengar, and Mega Mewtwo, all phenomenal Pokemon. Faster offensive Pokemon such as Mega Blaziken and Mega Mewtwo X also spell doom for Kangaskhan. Its coverage is great, but it suffers from a severe case of four-moveslot syndrome. Its lack of resistances also brings no defensive synergy to a team and makes it a bit difficult for Kangaskhan to switch in often. Overall, Mega Kangaskhan has a few flaws, but it's still a great choice for any Ubers team!

Wrath Of Khan
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name: Wrath Of Khan
move 1: Return
move 2: Fake Out
move 3: Sucker Punch
move 4: Earthquake / Crunch
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
========
Fake Out allows Kangaskhan to revenge kill weakened foes and gives it a free turn to Mega Evolve so it can boost its base Speed to 100. Return is a mandatory STAB move and hits a large portion of the metagame very hard. Sucker Punch used in conjunction with Fake Out can pick off many weakened foes and lets Kangaskhan serve as a revenge killer. Earthquake is a viable option to hit Ferrothorn and avoid Iron Barbs damage while also hitting many other Steel-types such as Klefki, Heatran, and Mega Scizor. Crunch is also a good option as it is more reliable than Sucker Punch and hits Giratina, but it is very redundant with Sucker Punch. Power-Up Punch is usable, as it destroys defensively oriented teams, but Kangaskhan prefers coverage options instead. Finally, Low Kick is a great coverage move that usually strikes for 120 Base Power thanks to most Pokemon in the metagame being heavy.

Set Details
========
The EV spread is simple, maximizing Kangaskhan's power and Speed. 4 Defense EVs ensure that Genesect does not receive an Attack boost from Download. Jolly is the nature of choice for Mega Kangaskhan to outspeed any Pokemon in the base 90 to base 99 Speed tier while also Speed tying with other base 100 Speed Pokemon such as Palkia. Jolly also lets Kangaskhan outspeed and hit Xerneas before it uses Geomancy. Scrappy is the ability of choice before Mega Evolving, as Kangaskhan can then hit Ghost-types on a predicted switch. An Adamant nature increases Kangaskhan's damage output significantly, but it really needs to outspeed everything below base 100 Speed.

Usage Tips
========
Fake Out gives Kangaskhan space to Mega Evolve while also acting as great chip damage to ease OHKOs with Return. This set is supposed to punch holes and act as a revenge killer with Fake Out, while also having the natural bulk to take some hits if necessary. Be wary when using Sucker Punch as it is a bit of a shaky move; for example, Mega Kangaskhan could try to Sucker Punch a Mega Mewtwo Y only to be hit by a Will-O-Wisp, so always scout beforehand if a Pokemon has any surprise status moves. Mega Kangaskhan does not like switching into many attacks because of its lack of resistances, so double switching is advised. Fake Out can potentially give an opponent a free switch with proper prediction, so don't hesitate to use Return if you think they will switch. Never keep Kangaskhan in on anything that could potentially carry Will-O-Wisp, as this will cripple it. Scout for Rocky Helmet Pokemon such as Yveltal; Kangaskhan takes double Rocky Helmet damage because of Parental Bond. Also be wary of Rough Skin and Iron Barbs.

Team Options
========
Yveltal is a great partner as it can handle Lugia and Ghost-types that trouble Mega Kangaskhan. Landorus-T and Groudon beat most Steel-types for Mega Kangaskhan if it lacks Crunch, and Landorus-T in particular can handle Fighting-types that Kangaskhan is weak to. Specially defensive Kyogre can beat most support Arceus, making it a good partner, and it can also absorb burns for Kangaskhan. Deoxys-A and Kangaskhan form a neat core that can be hard to handle with their insane offensive prowess. Cleric support is necessary; some Pokemon that provide cleric support are Xerneas and Sylveon, both of which handle Fighting-types quite nicely as well. Finally, offensive Kyogre and Shaymin-S both beat Arceus-Rock, a Pokemon that can cause issues for Mega Kangaskhan.

Other Options
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Fire Punch is a notable coverage move to nail Skarmory, Ferrothorn, and Scizor. Drain Punch gives a method of reliable healing, but it is outclassed by other coverage moves for the most part. An alternative spread of 252 HP / 252 Atk / 4 Spe gives Mega Kangaskhan a lot more bulk, but the loss in Speed is very unappealing. Toxic is an option to hit support Arceus and other walls that stand in Mega Kangaskhan's way. Body Slam approximately has a 50% chance to paralyze the opponent, which can come in handy, although it is often too weak to be of use. Facade is a cool move, as it takes advantage of burns, but it is fairly weak if Mega Kangaskhan is not burned. Double-Edge is insanely powerful, but it has an expense of very heavy recoil, and Mega Kangaskhan is worn down too quickly when using it. Power-Up Punch can turn Kangaskhan into a massive threat, but it has a hard time setting up and it is too slow to take advantage of these boosts. However, with Sticky Web support, a set that utilizes Power-Up Punch can absolutely steamroll teams. Low Kick is a great coverage move and often has 120 Base Power thanks to the heavy Pokemon that reside in the tier. Finally, a Wish set consisting of Wish / Toxic / Protect / Seismic Toss can be used, as thanks to Parental Bond Seismic Toss hits for 200 damage every time, enabling it to 2HKO a large portion of the metagame, but this set is easily beaten by Mega Gengar.

Checks & Counters
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**Ghost-types**: Ghost-types are immune to Mega Kangaskhan's STAB move and can cripple it with Will-O-Wisp. Such Pokemon include Giratina and Sableye, and these Pokemon do not take much damage from any of Mega Kangaskhan's moves bar Crunch.

**Will-O-Wisp**: Will-O-Wisp is Mega Kangaskhan's worst nightmare, as it cuts its Attack in half and renders it useless.

**Physical Walls**: Arceus-Rock, Lugia, Dialga, support Arceus, and physically defensive Yveltal are a few walls that cause problems for Mega Kangaskhan. Arceus-Rock and Dialga are very physically bulky and resist nearly everything Mega Kangaskhan throws at them, but both of them fear Earthquake. Lugia can either Toxic stall it or Whirlwind it away, and is only beaten by Power-Up Punch + Crunch. Support Arceus outspeeds Mega Kangaskhan and can cripple it with a burn, but cannot directly switch into Mega Kangaskhan. Physically defensive Yveltal commonly carries Rocky Helmet, which causes Mega Kangaskhan to lose 25% of its health every time it attacks. Finally, Steel-types such as Mega Scizor, Ferrothorn, Skarmory, and Bronzong wall any sets lacking Crunch or Fire Punch.

**Fighting-types**: Mega Lucario, Mega Mewtwo X, and Terrakion can all dispose of Mega Kangaskhan with their STAB moves, though none can switch directly into it. Mega Blaziken can use Protect to avoid Fake Out and will outspeed after the Protect thanks to Speed Boost.

**Residual Damage**: Sandstorm, Toxic, Will-O-Wisp, and entry hazards cut down Kangaskhan's health fast, and it lacks Leftovers to mitigate this.

Overview
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Pros:
  • Base Attack stat equivalent to 213, thanks to Parental Bond.
  • One of the best abilities in the game.
  • Solid bulk.
  • Base 100 Speed outspeeds the crowded 90-99 tier.
  • Mega Evolution makes it viable in Ubers.
  • Priority in Sucker Punch, albeit a little bit unreliable, also has Fake Out for first turn priority.
  • Amazing revenge killer thanks to Parental Bond Sucker Punch and STAB Parental Bond Fake Out.
  • Ability to hit through Sashes and Substitutes thanks to its ability, Parental Bond.

Cons:
  • Very prone to being burned.
  • Mega Blaziken and Mega Mewtwo X are huge offensive threats, while Mega Gengar beats Wish sets.
  • Competes for a Mega Spot, with Gengar, Mewtwo, Scizor, and Blaziken all being phenomenal as well.
  • Fails to beat certain Pokemon if lacking the proper move.
  • Lack of any resistances make it hard for it to come in very often, while also bringing no Defensive synergy.
Wrath Of Khan
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name: Wrath Of Khan
move 1: Return
move 2: Fake Out
move 3: Sucker Punch
move 4: Earthquake / Crunch
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
========

  • Fake Out allows you to revenge kill weakened foes and gives you a turn to Mega Evolve and gain a new Speed tier.
  • Return is the mandatory STAB nailing a large portion of the tier.
  • Sucker Punch, in conjunction with Fake Out, gives Kangaskhan the ability to pick off weakened threats and serves as a kind of revenge killer.
  • Earthquake hits Ferrothorn without taking Iron Barbs damage, while also hitting the many Steel-types in Ubers such as Klefki, Heatran, and Mega Scizor.
  • Crunch beats Giratina that are weakened and is safer than Sucker Punch, while it is redundant with Sucker Punch however.
  • Power-Up Punch can be used, as it destroys defensively-oriented teams.
  • Low Kick is a cool coverage move that hits hard thanks to Ubers being a heavy metagame.

Set Details
========
  • EVs maximize power and Speed.
  • 4 Def ensures Genesect does not get an Attack boost from Download.
  • Jolly allows you to outspeed base 90-99 Base Speed Pokemon while also Speed tieing with other base 100s such as Palkia and other Mega Kangaskhan. It also allows you to outspeed Xerneas before Geomancy.
  • Scrappy allows you to hit Ghost-types on the predicted switch before you Mega Evolve.

Usage Tips
========

  • Fake Out gives Kangaskhan space to Mega Evolve, while also adding chip damage to form OHKOes with Return.
  • This Mega Kangaskhan is a revenge killer that also punches holes, it also has the natural bulk to take some hits if necessary.
  • Be careful with using Sucker Punch, for example, you could be trying to kill Mega Mewtwo Y with Sucker Punch, but it could turn out to be Stalltwo Y and Will-O-Wisp you.
  • Mega Kangaskhan hates switching into things, so double switching is advised.
  • Fake Out can give the opponent a free switch if they predict correctly, so it is sometimes better to just Return if you think they will switch.
  • Never keep Kangaskhan in on any Pokemon with Will-O-Wisp
  • Scout for any Pokemon carrying Rocky Helmet before you send Kangaskhan out, as Kangaskhan will take double the Rocky Helmet damage, the same goes for Rough Skin and Iron Barb Pokemon as well.
Team Options
========

  • Yveltal can handle Lugia, along with Ghost-types, that give Khan trouble.
  • Landorus-T and Groudon can beat most Steel-types for Mega Kangaskhan lacking Earthquake.
  • Specially Defensive Kyogre for Support Arceus.
  • Deoxys + Kangaskhan form a pretty cool core.
  • Cleric support, such as from Physically Defensive Xerneas who also beats MMX.
  • Kyogre and Shaymin-Sky both work well, as they can muscle through Rock Arceus.

Other Options
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  • Adamant nature makes Knagaskhan much more powerful, but it sucks to miss outspeeding base 90s.
  • Fire Punch for Skarmory / Ferrothorn / Scizor
  • Drain Punch gives you reliable recovery.
  • 252 HP / 252 Atk / 4 Spe gives you a lot more bulk, but the loss of Speed is very unappealing.
  • Toxic slams support Arceus.
  • Body Slam does have a nice ~50% chance to paralyze, but it is often too weak too be of use.
  • Double-Edge is insanely powerful, but it also comes with very heavy recoil.
  • Lastly, Facade is an option, as it takes advantage of Burn, but if it isn't burned, then it is often too weak to be used.
  • Power-Up Punch set can be very deadly, but it is often too hard to set up and Mega Kangaskhan is too slow.
  • However, with Sticky Web support, Power-Up Punch can steamroll teams.
  • Power-Up Punch is really good with Gothitelle as well, as Gothitelle deals with common counters to Mega Kangaskhan, giving Kangaskhan an easy set up, and therefore an easy sweep.
  • Low Kick is usually 120 Base Power and gets cool coverage.

Checks & Counters
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  • Giratina and Sableye both can Will-O-Wisp Kangaskhan and take nothing from any of Kangaskhan's moves bar Crunch.
  • Arceus-Rock walls any set lacking Earthquake.
  • Lugia if Kangaskhan does not run Power-up Punch + Crunch.
  • Skarmory can faze it and is resistant to Return, and immune to Earthquake
  • Dialga walls any Kangaskhan lacking Earthquake.
  • Support Arceus formes are good checks, as they can outspeed and burn Kangakshan and stall it out.
  • Mega Scizor / Ferrothorn / Skarmory / Bronzong if you lack Crunch.
  • Physically Defensive Yvetlal is a full stop, but it has trouble with Wish sets because it fears Toxic
  • Mega Lucario, Mega Mewtwo X, and Terrakion can all pick off Kangaskhan with their STAB Fighting-type moves.
  • Mega Gengar plays mind games with Destiny Bond and can avoid Sucker Punch if played correctly.
  • Mega Kangaskhan really hates chip damage such as Sandstorm, Toxic, and Entry Hazards.

Power-Up Punch
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name: Power-Up Punch
move 1: Power-Up Punch
move 2: Return
move 3: Sucker Punch
move 4: Earthquake / Fire Punch / Crunch
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant / Jolly

Moves
========

  • Power-Up Punch acts as a pseudo Swords Dance that causes damage and is as powerful as Brick Break.
  • Return is devastating, being able to 2HKO Lugia 99.6% of the time with SR and Leftovers at +2.
  • Sucker Punch mitigates Speed issues that Mega Kangaskhan has, and allows it to pick off weakened foes, along with Mega Mewtwo Y and other various Psychic- and Ghost-types.
  • Earthquake can be used to nail Steel-types and also allows you to beat Arceus-Rock, while Fire Punch allows you to break through Ferrothorn, Skarmory, and Scizor.
  • Crunch does a ton too Giratina, but it is very redundant alongside Sucker Punch.

Set Details
========

  • EVs maximize power and Speed.
  • Adamant gives Kangaskhan much more power, however it leaves it outspeed by positive natured base 90s such as Kyogre and Ho-Oh, along with base 95s such as Rayquaza and Kyurem-W.
  • Scrappy allows you to hit Giratina on the switch with Power-Up Punch, then do 70.8 - 83.9% with Crunch afterwards.

Usage Tips
========

  • Kangaskhan should never stay in on anything with Will-O-Wisp, ever.
  • Kangaskhan should wait to Mega Evolve when the opponent has a Giratina, as you can smack them with Power-Up Punch and proceed to pick them off with Crunch.
  • Kangaskhan

Team Options
========

  • Heal Bell support is great, because if you do get caught with a burn, you'll want to get it away if you can, a nice user of this is Sylveon, who covers Kangaskhan's weakness to Fighting-types.
  • Defensive Xerneas is great, as it performs like Sylveon, however Xerneas cannot pass Wishes to keep Kangaskhan healthy.
  • Ghost-types, such as Giratina and Arceus-Ghost are great to sponge Fighting-type attacks aimed at Kangaskhan.
  • A great offensive partner is Extreme Killer Arceus, as it appreciates the removal of Skarmory, Ferrothorn, and Forretress, while Arceus picks off Blaziken and can revenge kill a weakened Xerneas.
  • Kangaskhan needs SR support as it secures a lot of OHKOes, for example, it secures the OHKO on Groudon, Giratina, and it also secures the 2HKO on Lugia.
  • Kangaskhan appreciates Baton Pass support from Blaziken, but it is not necessary, as it is already powerful enough, but the extra Speed and Power is always nice.
WishPass
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name: WishPass
move 1: Wish
move 2: Protect
move 3: Seismic Toss
move 4: Toxic
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 252 HP / 4 Def / 252 SpD
ivs: 0 Atk
nature: Calm

Moves
========

  • Wish will pass 207 HP, which heals a large portion of the metagame.
  • Protect ensures it can safely recieve its own Wish while also adding an extra turn of Toxic stall.
  • Seismic Toss hits for 200 damage on every opponent bar Ghost-types, making it a 2HKO on most of the metagame.
  • Toxic cripples bulky Pokemon such as Lugia and support Arceus by putting their lifespan on a timer.
Set Details
========

  • Maximum Special bulk to soak up 0 SpA Judgments from Arceus forms not holding a Fist Plate and to handle Calm Mind Arceus along with Palkia.
  • Calm > Careful because you're not using any attacking moves affected by nature, while Calm reduces Foul Play / Confusion damage.
Usage Tips
========

  • This set is great to lure out Support Arceus and cripple it with Toxic
  • Cleric support is essential as the chip damage from Will-o-Wisp and Toxic sucks.
  • Use this Kangaskhan to chip away at support Pokemon
  • Be wary of switching into Physically Offensive Pokemon such as MMX, Mega Lucario, and Mega Blaziken.
  • Wish is great to keep teammates healthy.

Team Options
========
  • Arceus-Ground and Groudon both can remove Steel-types immune to Toxic.
  • Fighting-types such as Mega Lucario and M-Mewtwo-X are great to remove Blissey who can Aromatherapy to remove Toxic and doesn't mind Seismic Toss, while stalliing it out in return with Toxic
  • Sylveon and Clefable are really good Cleric partners, as is Physically Defensive Xerneas.
  • Pokemon who appreciate the removal / slow-removal of walls appreciate the aid that Mega Kangaskhan provides.
  • Defog support is needed as Mega Kangaskhan is hit by all entry hazards, such Defog partners include Support Arceus forms. Rock Arceus in particular is great as it beats Ho-oh.
  • Pursuit support is needed to beat Mega Gengar, Tyranitar is a nice Pursuit user, as is Scizor.
 
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ARceus, support formes, are strong checks in general. They jsut outspeed it, burn it, then stall it out and finish it off with judgement.
 
name: Power-Up Punch
move 1: Power-Up Punch
move 2: Return
move 3: Sucker Punch
move 4: Earthquake / Fire Punch / Knock Off
ability: Early Bird (Parental Bond)

- Replace Knock Off with Crunch (due to illegality)
- You'd want to change that to Scrappy (Parental Bond) for the ability, since you can get a +1 boost with PuP on a Giratina-A/O and do a crapload to them with +1 Crunch
 
There are several significant problems here (thinking Kang gets Knock Off indicates to me you haven't used it much tbqh...), so let's go over them.

-Fake Out needs to be on here. It's excellent on Khan as it helps it revenge things and gives it space to Mega Evolve:

Offensive
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name: Offensive
move 1: Return
move 2: Fake Out
move 3: Sucker Punch
move 4: Earthquake / Crunch
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant / Jolly

Crunch is much more useful than OO, it 2HKOes Arceus-Ghost on the switch through WoW if you manage to get at least one Def drop (30%ish chance to get at least one I estimate) and is useful for Giratina formes (who totally wall you without Crunch) and Lugia. It also hits Bronzong which is nice. Fire Punch is probably better for OO since Skarm/Ferro are uncommon and weather can gimp its power which is annoying.

PuP can be its own set - Fake Out is better vs offense and is more suited to revenging things while punching holes while PuP is meant to break stall. They play differently enough imo.

-Scrappy is better on both sets as you can have a niche in being able to Fake Out Mega Gengar before MEvoing + getting a +1 through PuP on Giratina switches. Early Bird is not really worth considering at all.

-Obviously remove all mentions of Knock Off since Kang doesn't learn it.

-Remove Ice Punch, Thunder Punch, and Thunder from OO, they suck balls on Khan and serve no purpose.

-Things like SR/Para/Web support should be put under Team Options and not Usage Tips. Usage Tips should be more about how the set plays i.e. use Fake Out to give spaces to Mega Evolve, be careful about switching Khan directly in on things, don't stay in on WoW, etc.

-Put Toxic in OO for harassing support Arceus. Also put Body Slam and Double-Edge in OO - Body Slam is weaker but has ~50% paralyze chance (factoring ability) and Double Edge is much stronger than Return but inflicts recoil damage.

-This isn't OU - Khan has a much more expansive list of checks:

  • Any Support Arceus with Will-O-Wisp (esp Rock)
  • Skarmory
  • Mega Scizor/Ferrothorn/Skarm/Zong (without Crunch)
  • Dialga (no EQ)
  • Scarf Zekrom/Xerneas/Darkrai (revenges, can take Sucker Punch)
  • Lugia (without PuP + Crunch)
  • Giratina formes
  • Groudon/Lando-T/Mega Aggron (one time checks)
  • Phys Def Yveltal (Foul Play + Rocky Helmet does a lot)
  • Terrakion, M2X, Mega Lucario
  • Mega Gengar (it can play around Sucker Punch with Destiny Bond)
  • Sableye (mention last since it is rare)

-Overview overhypes Khan too much - it has a lot more checks than Sableye, it's really vulnerable to burns, and its lack of resistances make switching it in difficult. It's coverage isn't outstanding so remove that (it's decent but outstanding is pushing it), and stress its cons a bit more, namely what I mentioned enough and the large competition it faces for the Mega spot (since M2 forms, Blaze, Scizor, and Gengar are all also great Megas with good offensive/supporting capabilities).

That's all for now.
 
Fake Out is Kanga's main niche in Ubers, you are too slow and burn prone to pull off a boosting set without immense support = pup to oo. Fake Out+Sucker Punch allows for some "lazy" teambuilds where you can semi check a lot of fast and frail set ups sweepers+chipping off good damage on Ekiller/Xerneas. Jolly is afaik the preferred nature for Kanga, at least that's what I've been running the most. It has notable advantages in outspeeding Timid Specs Ogre, Ebelt Xerneas, Standard Yveltal among things.

  • Sticky Web support is very helpful, as Mega Kangaskhan is not the fastest, but there isn't really any good user in Ubers.

Yes there is.

I'll get back to this sometime.
 
Kangaskhan can run an effective Wish passing set, due to its 105/100/100 bulk and a very neat fact that because of Parental Bond, Seismic Toss hits for 200 damage instead of 100. I believe this was the set that I've seen run around the higher ranks of the ladder.

WishPass
########
name: WishPass
move 1: Wish
move 2: Protect
move 3: Seismic Toss
move 4: Toxic
ability: Scrappy (Parental Bond)
item: Kangaskhanite
evs: 252 HP/252 Def/4 SpD
nature: Bold

Wish+Protect is simple, as it lets MegaKang pass 207 HP Wishes to its teammates or itself if needed. Seismic Toss wears down most physical attackers quickly due to Parental Bond's mechanics. Toxic is just to catch walls on the switch and proceed to cripple them for the rest of the match. The main problems I've found with this set is that a lot of Fighting coverage moves have been going around, letting Kangaskhan get caught in the crossfire, and it usually is prone to getting Toxic'd despite its ok Speed tier, as Lugia and the support Arceus forms naturally outspeed it and cripple it as they wish. I don't know if this an effectve set to put on the analysis, as Seismic Toss is mentioned in OO, but it's just my two cents.
 
Added your changes
Agent Gibbs
Ash Borer
shrang
Unowninator
-
Fireburn
Thanks a ton for all your input, I will add that set in right now. And I merely added Knock Off because I recalled it was on Serebii, I have actually been running the main set in the OP, but with Fire Punch, Knock Off seemed great enough for the first set so. But, I have some questions:

  • Mega Scizor/Ferrothorn/Skarm/Zong (without Crunch)
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 252+ Def Mega Scizor: 306-360 (88.9 - 104.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 312-372 (88.6 - 105.6%) -- 75% chance to OHKO after Stealth Rock
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 232+ Def Skarmory: 153-180 (45.8 - 53.8%) -- 92.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 0 Def Bronzong: 234-276 (69.2 - 81.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

How are these Checks/Counters? I get that you will lose ~25-50% for attacking Ferrothorn, but the others are all taken down by Fire Punch, shall I just put them and say: if lacking Fire Punch?

  • Groudon/Lando-T/Mega Aggron (one time checks)
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 252+ Def Groudon: 303-357 (75 - 88.3%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 252+ Def Landorus-T: 307-364 (80.3 - 95.2%) -- 50% chance to OHKO after Stealth Rock
+2 252+ Atk Parental Bond Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Filter Mega Aggron: 249-294 (72.3 - 85.4%) -- guaranteed 2HKO after Stealth Rock
How are these Checks/Counters as wells?

Along with Physically Defensive Yveltal:
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 248 HP / 252+ Def Yveltal: 397-469 (87.2 - 103%) -- guaranteed OHKO after Stealth Rock
Sure, you get the Rocky Helmet damage but still.

And Dialga:
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Dialga: 228-268 (56.4 - 66.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Earhtquake does OHKO, but Return is on all sets and this makes it not a Check/Counter.

And Mega Mewtwo X is a check, but look:
+2 252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 0 HP / 0 Def Mega Mewtwo X: 280-330 (79.3 - 93.4%) -- 81.3% chance to OHKO after Stealth Rock and 1 layer of Spikes

Power-Up Punch can muscle through a lot of those checks/counters. Other than the ones I have listed, I agree really, but these few ones aren't the best in my opinion, it is all dependant on the set and the moves you choose.

canman98
That set is in OO, I don't think it deserves its own set really, but I'll wait for more input.
 
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I need a little help with teammates for the offensive set, I've been running the other set and don't have the most experience with this set honestly.
 
Added your changes
Agent Gibbs
Ash Borer
shrang
Unowninator
-
Fireburn
Thanks a ton for all your input, I will add that set in right now. But, I have some questions:

  • Mega Scizor/Ferrothorn/Skarm/Zong (without Crunch)
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 252+ Def Mega Scizor: 306-360 (88.9 - 104.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 312-372 (88.6 - 105.6%) -- 75% chance to OHKO after Stealth Rock
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 232+ Def Skarmory: 153-180 (45.8 - 53.8%) -- 92.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Parental Bond Mega Kangaskhan Fire Punch vs. 252 HP / 0 Def Bronzong: 234-276 (69.2 - 81.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

How are these Checks/Counters? I get that you will lose ~25-50% for attacking Ferrothorn, but the others are all taken down by Fire Punch, shall I just put them and say: if lacking Fire Punch?

  • Groudon/Lando-T/Mega Aggron (one time checks)
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 252+ Def Groudon: 303-357 (75 - 88.3%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 252+ Def Landorus-T: 307-364 (80.3 - 95.2%) -- 50% chance to OHKO after Stealth Rock
+2 252+ Atk Parental Bond Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Filter Mega Aggron: 249-294 (72.3 - 85.4%) -- guaranteed 2HKO after Stealth Rock
How are these Checks/Counters as wells?

Along with Physically Defensive Yveltal:
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 248 HP / 252+ Def Yveltal: 397-469 (87.2 - 103%) -- guaranteed OHKO after Stealth Rock
Sure, you get the Rocky Helmet damage but still.

And Dialga:
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Dialga: 228-268 (56.4 - 66.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Earhtquake does OHKO, but Return is on all sets and this makes it not a Check/Counter.

And Mega Mewtwo X is a check, but look:
+2 252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 0 HP / 0 Def Mega Mewtwo X: 280-330 (79.3 - 93.4%) -- 81.3% chance to OHKO after Stealth Rock and 1 layer of Spikes

Power-Up Punch can muscle through a lot of those checks/counters. Other than the ones I have listed, I agree really, but these few ones aren't the best in my opinion, it is all dependant on the set and the moves you choose.

canman98
That set is in OO, I don't think it deserves its own set really, but I'll wait for more input.

Fire Punch isn't really common on MKhan so Ferro, Scizor, and friends still deserve to be mentioned, they do obviously lose to Fire Punch though so ya do mention that.

Groudon/Lando-T/Mega Aggron are one-time checks as I said - they can come in on Khan once to Intimidate/phaze it which might be all that is needed to stop it or RK it later.

PhysDef Yveltal is more of a soft-check yes but it can still beat non-PuP variants as long as it doesn't directly come in on Return, and even so Khan doesn't like Rocky Helmet.

M2X can Bulk Up on your SP and then KO you while tanking it easily with the +1 Def boost, potentially healing off damage it does take with Drain Punch.

The thing with PuP Khan though is that it's not THAT great. It's certainly not bad but as Hack pointed out Khan's main niche in Ubers is being able to RK offensive mons with Fake Out + Sucker Punch and serve as a one-time check to a lot of things while also being able to punch holes with a strong Return. Khan's lack of resistances make setting it up difficult despite its decent bulk, and sweeping with the boost is still a challenge since it can revenged by anything that can dodge Sucker Punch and has holes in its coverage no matter what coverage move you pick - no EQ leaves you walled by Dialga, no Fire Punch leaves you walled by Mega Scizor, Ferro, and friends, no Crunch leaves you walled by Lugia and even more screwed against Ghosts. It's a decent stallbreaker but it's easily shut down by burns and due to its lack of resistances it has trouble getting in and then finding time to use PuP - which btw is really weak so most Ubers things can stay in on you to eat the PuP and destroy your life.

Anyways I think I agree with Hack, PuP is probably better suited to OO. It's not bad but it's main purpose is to break stall which Khan isn't ideal at. There are many other Megas who can handle stall better (GENGAR, Mewtwo formes, Blaziken) if that is something you need.

As for Fake Out teammates Ho-Oh/Yveltal are cool, former gives Wisp-immune and takes advantage of Steels whereas latter takes advantage of Lugia/Ghosts. Teammates for Rockceus are also advised.
 
Seconding canman's suggestion for wishpass kanga. It has a viable use over other variants of kanga due to being able to beat kangas conventional checks (mostly supportceus with WoW lol) while being able to provide solid team support via wish and being able to inflict decent damage thanks to 200dam seismic toss. Not to mention that 105/100/100 bulk is solid all around since it allows it take a hit when invested. Has a whole diff set of checks as opposed to standard kanga but eh.
 
Fire Punch isn't really common on MKhan so Ferro, Scizor, and friends still deserve to be mentioned, they do obviously lose to Fire Punch though so ya do mention that.

Groudon/Lando-T/Mega Aggron are one-time checks as I said - they can come in on Khan once to Intimidate/phaze it which might be all that is needed to stop it or RK it later.

PhysDef Yveltal is more of a soft-check yes but it can still beat non-PuP variants as long as it doesn't directly come in on Return, and even so Khan doesn't like Rocky Helmet.

M2X can Bulk Up on your SP and then KO you while tanking it easily with the +1 Def boost, potentially healing off damage it does take with Drain Punch.

The thing with PuP Khan though is that it's not THAT great. It's certainly not bad but as Hack pointed out Khan's main niche in Ubers is being able to RK offensive mons with Fake Out + Sucker Punch and serve as a one-time check to a lot of things while also being able to punch holes with a strong Return. Khan's lack of resistances make setting it up difficult despite its decent bulk, and sweeping with the boost is still a challenge since it can revenged by anything that can dodge Sucker Punch and has holes in its coverage no matter what coverage move you pick - no EQ leaves you walled by Dialga, no Fire Punch leaves you walled by Mega Scizor, Ferro, and friends, no Crunch leaves you walled by Lugia and even more screwed against Ghosts. It's a decent stallbreaker but it's easily shut down by burns and due to its lack of resistances it has trouble getting in and then finding time to use PuP - which btw is really weak so most Ubers things can stay in on you to eat the PuP and destroy your life.

Anyways I think I agree with Hack, PuP is probably better suited to OO. It's not bad but it's main purpose is to break stall which Khan isn't ideal at. There are many other Megas who can handle stall better (GENGAR, Mewtwo formes, Blaziken) if that is something you need.

As for Fake Out teammates Ho-Oh/Yveltal are cool, former gives Wisp-immune and takes advantage of Steels whereas latter takes advantage of Lugia/Ghosts. Teammates for Rockceus are also advised.

Ok, adding them in.

Also, I have this for PuP:
252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0- Def Abomasnow: 378-445 (98.4 - 115.8%) -- 87.5% chance to OHKO
+2 252+ Atk Parental Bond burned Mega Kangaskhan Return vs. 252 HP / 0- Def Abomasnow: 375-442 (97.6 - 115.1%) -- 87.5% chance to OHKO
Even when burned, after a PuP, Burn is neglected, you're no longer in need of Aromatherapy or Heal Bell, it is just slightly less powerful after burn, but enough to make a difference.
+2 252+ Atk Parental Bond burned Mega Kangaskhan Crunch vs. 252 HP / 0 Def Giratina: 238-282 (47.2 - 55.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Haruno
Alright, I will add it to the OP when I get the chance to type it all up.
 
This thing is a mess, can you fix it up based on the suggestions and clean up redundant/contradictory bits.
 
Just one thing, Jolly is usually the preferred nature for it, it really likes the +ve nature Base 100 Speed Stat :], so for that reason, I think Jolly needs to be slashed over Adamant (idk if Adamant deserves a slash on the main set however)
 
Adamant is not viable at all. Like Hack said, this thing is revenge killer and it's incredibly stupid to be slower than positive 90's as a revenge killer... Jolly should be the only nature that it runs.

Also, seconding the addition of wishpass kanga, although it does require cleric support to ensure that it doesn't get toxiced and die, but it's an incredible mon for stallbreaking due to extreme pressure of toxic and 200 damage every turn.
 
Not really above average bulk, it has solid bulk but it's pretty average by Ubers standards actually. Remove the mention of PuP in the overview since the set is in OO. Speed is honestly not a problem for Kanga with the exception of Wisp Arceus since 100 is outspeeds the tankier part of the meta while Fake Out and Sucker scares the faster, fragiler half. Don't even bother comparing to what it was in OU. Overall, vulnerability to fast Wisp (ie Arceus), eating up mega slot, and lack of resistences to abuse are the biggest flaws that Mega Kangaskhan has.

Scrappy also helps with Gengar, much more significant than Giratina. (so it slightly eases prediction)

Don't mention Mega Gengar here, it makes no sense. Fake Out also gives Mega Kangaskhan just enough chip damage to chain into Return for "OHKOs" on a majority of the things it outspeeds.

Explain in usage tips how mega Kanga hits hard. With it's natural bulk it's good at making trades as well meaning it can win a lot of fights one-on-one. Fake Out is often crucial for getting key KOs in as well, which gives your opponent an opportunity to switch out. Mention this so that the player knows to consider outright Returning as well.

With Earthquake, Mega Kanga doesn't really care that much about Steel-types so remove the Ho-Oh mention (especially since Ho-Oh is going to force you to run more support with it). If you want to mention things that beat Steel-types, talk more about Landorus-T and Groudon. Also mention Gothitelle as a teammate. It's very effective at removing the most annoying and common obstacle to Mega Kanga: support Arceus. It also helps with very defensive team archetypes which Kangaskhan can struggle with. (can only brute force its way through so much)

Add the Defensive set.

Organize your checks from most effective and common at the top with the least effective / most generally niche at the bottom.
 
Defensive set wants max spdef not max phys def. Helps out with things like CM Arceus. Also, it's not about being a wall as much as just being able to trade with tons. It's hard to KO this thing quickly so it gets annoying with the Toxic and the 200 damage spreading. Mega Gengar really sucks for it, though.
 
Defensive set wants max spdef not max phys def. Helps out with things like CM Arceus. Also, it's not about being a wall as much as just being able to trade with tons. It's hard to KO this thing quickly so it gets annoying with the Toxic and the 200 damage spreading. Mega Gengar really sucks for it, though.

Fixed the SpD / Def
 
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