Pokémon Kangaskhan

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SubDisable with Life Orb isn't a thing. You either run SubDisable with Lefties or SubSplit with Life Orb. Otherwise you're using an inferior moveset just to have a better chance against Mega Kangaskhan. Besides, if Mega Kangaskhan is packing Crunch and you bring in Gengar you risk flatout dying. Also what you say about Gengar surviving the second hit from Crunch after his sub breaks isn't accurate.

252 Def / 252+ Speed Fist Plate Terrakion "isn't a thing" either, but as long as this thing is in OU, we'll have to look at ridiculous sets to try and stop it. Life Orb Sub/Disable and hope that the Khan doesn't have sucker-punch.

-3 btw is 40% power. If you want to see 1/2 the power of the attack, you actually need to redo that calculation at -4. So Gengar does in fact survive the weaker hit of Crunch and hits him with Disable. The real problem is that he still loses to the Sucker Punch. I guess Sub / Disable / Torment / Focus Blast would work, lol.

Right now, I'd say "Impish Whirlwind Skarmory + pray-to-god you find an opening to kill Kang with 2 different Pokemon while not letting it get to +2" is the only strategy I've found to work (and obviously, it's a losing one) for switching into Kangaskhan.

"Sac-something-every-time-and-always-keep-faster-fighting-type-alive" is another losing strategy that is the only other real alternative.

My strategy has been "Sac a Ghost" -> bring in someone who can win vs +0 Kanga. Specs Modest Hydreigon for example survives +0 Power-up Punch and +0 Return and (mostly) OHKOs with Draco Meteor. Yes, Specs Modest. You need the extra damage to threaten the KO. This strategy is beaten by scrappy PuP however, because +1 Khan is more than enough to wipe out teams.

An early Sticky Web has also worked out well, since my Modest Specs Hydreigon OHKOs with Draco Meteor. But if the opponent gets Khan out before the Sticky Web, I'm in trouble.

Of course, opponents can bring in a fairy to wall Hydreigon, and they can bring in a ghost to hold-back the inevitable Terrakion Close Combat.
 
(Sableye [...] pretty niche, let's be honest)


I guess if you count countering every non-fire non-guts physical attacker when used properly as 'niche'. I think you weren't around the last few pages, Sableye is the opposite of niche he outright walls Kangaskhan 99% of the time and buts a full stop on nearly every physical attacker including boosting megas like Pinsir, Lucario, Garchomp. Whether you wish to believe it or not Sableye is a huge threat to Khan and an asset on any team even when they are not using Khan, not using him is just ignorance at this point.
 
Dont want to turn in this into sableye discussion but you are clearly overestimating its ability to counter 'every non fire type/guts physical attacker' because he literally cannot switch into any non immunities (ghost and normal type is not a common). And even +2 burnt physical sweepers could still manage to power through sableyes measly bulk.

Why ghost and normal? Sableye is immune to fighting, psychic and normal.
Regarding your claim about +2 burned physical sweeper breaking through Sableye:

+2 252+ Atk Adaptability burned Mega Lucario Bullet Punch vs. 252 HP / 252+ Def Sableye: 90-107 (29.6 - 35.1%) -- 17.7% chance to 3HKO
+2 252+ Atk burned Mega Lucario Earthquake vs. 252 HP / 252+ Def Sableye: 112-132 (36.8 - 43.4%) -- guaranteed 3HKO

The only physical sweeper Sableye should be worried about is Fire type, Mawile and Azumarill.
 
On the viability of Sableye:
252 Atk Choice Band Garchomp Outrage vs. 252 HP / 252+ Def Sableye: 255-300 (83.8 - 98.6%) -- guaranteed 2HKO

OHKO chance with Outrage + Stealth Rocks.

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+2 252 SpA Adaptability Mega Lucario Flash Cannon vs. 252 HP / 0 SpD Sableye: 522-616 (171.7 - 202.6%) -- guaranteed OHKO

Lucario has a Special Set, remember that. Its very dangerous to make assumptions about Lucario, which is why I suggest Mega-Khangaskhan should have the tools to OHKO it before it mega-evolves. (aka: Earthquake. Power-up Punch is not enough)
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+2 252 Atk Aerilate burned Mega Pinsir Return vs. 252 HP / 252+ Def Sableye: 213-252 (70 - 82.8%) -- guaranteed 2HKO

Pinsir is going to kill Sableye through the burn.
 
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irrelevant
irrelevant calcs
Once again, what is this, the Sableye discussion? Let's at least try to stay on topic.

Great to hear Haunter, and I'll apologize that I might have also inadvertently instigated a fluster of tiering-related posts. In defense, I'll say that the intention is to try to discuss strategies to defeat Kangaskhan, but ultimately there are none-- not really. No strategies to beat it that don't highlight just how ridiculous, unreasonable, and ultimately ineffective said strategies are.

The thing about Kangaskan is that there are lots of Pokemon with typing or stats that are useful against it-- but ultimately most pokemon are too frail, too weak, or too slow to come out on top. If every Pokemon in the metagame had BST like Kyurem-B it'd be a different story, but alas after spreading a mere 510 EVs around, very few Pokemon can achieve a combination of bulk/speed/power able to take Kang on one on one, and almost nothing can switch into it.

Right now, I'd say "Impish Whirlwind Skarmory + pray-to-god you find an opening to kill Kang with 2 different Pokemon while not letting it get to +2" is the only strategy I've found to work (and obviously, it's a losing one) for switching into Kangaskhan.

"Sac-something-every-time-and-always-keep-faster-fighting-type-alive" is another losing strategy that is the only other real alternative.

(Right now, I'm using BOTH-- Max invest Skarm + Lucario. Originally I had Genesect as a revenge scarf user and Lando-I as a pass target, but now I have Luke as a pass target and Lando-I as a scarf user-- which sucks a lot harder against the majority of enemies, but it's better than getting 6-0'd by sucker punch every time despite having a team full of Pokemon that could be considered "bulky")

You get frustrated posts because simply put, an effective strategy that "defeats" Kangaskhan does not exist-- the only thing you can do is figure out how to lose more slowly, and hopefully put off losing long enough to find an opportunity to win the whole battle before it comes down to a question of whether your team has something that isn't OHKO'd by +2 Sucker Punch.
Good post, Chou. I'm surprised that the all the frustration suddenly exploded on the last page with all the ban-talk posts. Kinda funny how that works.

It's most obvious just how overpowering Megakahn is when you look at what can beat it. You mention you keep Impish Skarm and Lucario, and those are definitely two of the best checks. On my most surprisingly successful pre-bank team (currently 24-2 and it doesn't even use Kanga), I run both Rocky Helmet Skarmory w/ Whirlwind and Sableye; AKA: One of the best checks and the only true "counter".

Beyond Sableye, Eviolite Dusclops can "counter" Megakahn, although it's a useless mon in general and will be clinging to life after 2 Crunches before it can land the WoW. Cofagrigus' Mummy should allow it to do the same. Spiritomb can take absolutely anything assuming it's at full HP (even a Scrappy PuP + Mega EQ) and Burn Kangaskahn as well. Any other Ghost suffers a likely 2HKO from MegaKahn's Crunch, but it's often better to sacrifice a Ghost than to risk facing a +2 Mega Kangaskahn.

Not to mention, any decent Mega Kangaskahn player will wait until these Ghosts are weakened before attempting a sweep, and can easily switch out to a WoW-absorbing counter if faced with one. These Ghost-types aren't really counters. What then?

Obviously, Rocky Helmet Ferro/Chomp/Skarm/Druddigon work well at stopping it. In fact, just about anything with Rocky Helmet can wear Kanga down into KO range... although I think the fact that you see Rocky Helmet everywhere (including random things like Rocky Helmet Mandibuzz, Slowbro, and Arcanine) is a sure sign that Mega Kangaskahn is ridiculously overcentralizing. The whole reason I abandoned my Mega Kangaskahn teams is because I got tired of abusing this thing's incredible power, and I'm focusing on making the most of other Mega-based teams.
 
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By the way-- just to clear any delusions--

Sableye is NOT a "winning" strategy against Kangaskahn. Sableye is just one more "lose less quickly" strategy. Sableye takes huge damage if it switches into EQ, Crunch, or Fire Punch (if the enemy you know... predicts... incredibly easy when there are so few potential answers).

Even after getting Sableye in, when I see you switch in Sableye, I KNOW you HAVE to W-o-W (which can miss 15% of the time), so I'll gladly accept your offer to allow me a free Flash Fire Boosted Fire Blast from my Heatran that is everywhere because of Talonflame. Alternatively I'll just bring in my Talonflame (also a poke that is everywhere) to get that free set up and destroy your team's Kangaskhan defenses.

Sableye is not a maybe-win-maybe-lose strategy against Kang. Like everything else, it's a "I'm going to lose, but how do I lose less badly enough that I don't lose the whole match" strategy.
 
Adamant Scarf Landorus-T with Superpower and some HP investment is an ok check to Mega Kanga and one of the best revenge killers to it. Superpower always OHKOes after SR.
 
I personally dislike sableye as a check. It's far two frail. The other ghosts work just find, and honestly, most of the time you can switch into a fighting or normal type move.
Sableye is not a maybe-win-maybe-lose strategy against Kang. Like everything else, it's a "I'm going to lose, but how do I lose less badly enough that I don't lose the whole match" strategy.
Couldn't agree more.
 
Hello guys, I've been a long time lurker here and I've been watching this thread and I haven't seen Mandibuzz mentioned as a counter or check what would be the calcs between these two with Mandibuzz using Foul Play?
252+ Atk Parental Bond Kangaskhan Return vs. 248 HP / 252+ Def Mandibuzz: 186-220 (43.97 - 52%) -- guaranteed 3HKO
+2 252+ Atk Parental Bond Kangaskhan Return vs. 248 HP / 252+ Def Mandibuzz: 372-438 (87.94 - 103.54%) -- 25% chance to OHKO

Mandibuzz Foul Play vs. 4 HP / 0 Def Kangaskhan: 199-235 (56.53 - 66.76%) -- guaranteed 2HKO
Mandibuzz Foul Play vs. +2 4 HP / 0 Def Kangaskhan: 399-469 (113.35 - 133.23%) -- guaranteed OHKO

Mandibuzz makes a decent check, but she cannot switch in safely on either Return or Power-Up Punch, which would result in Mandibuzz getting KOed before she can KO or even touch Mega-Kanga back, but she can stop unboosted Kanga well, threatening to OHKO if the big mama attempts to boost. This usually involves saccing one of your own Pokemon however, which is one of the main problems when it comes to handling Mega-Kanga as this applies with dozens of Mega-Kanga responses (Gliscor, Hippowdon, Rotom-W...).
 
252+ Atk Parental Bond Kangaskhan Return vs. 248 HP / 252+ Def Mandibuzz: 186-220 (43.97 - 52%) -- guaranteed 3HKO
+2 252+ Atk Parental Bond Kangaskhan Return vs. 248 HP / 252+ Def Mandibuzz: 372-438 (87.94 - 103.54%) -- 25% chance to OHKO

Mandibuzz Foul Play vs. 4 HP / 0 Def Kangaskhan: 199-235 (56.53 - 66.76%) -- guaranteed 2HKO
Mandibuzz Foul Play vs. +2 4 HP / 0 Def Kangaskhan: 399-469 (113.35 - 133.23%) -- guaranteed OHKO

Mandibuzz makes a decent check, but she cannot switch in safely on either Return or Power-Up Punch, which would result in Mandibuzz getting KOed before she can KO or even touch Mega-Kanga back, but she can stop unboosted Kanga well, threatening to OHKO if the big mama attempts to boost. This usually involves saccing one of your own Pokemon however, which is one of the main problems when it comes to handling Mega-Kanga as this applies with dozens of Mega-Kanga responses (Gliscor, Hippowdon, Rotom-W...).

And the problem with Saccing a mon to Mega-kang is: you need to sac a mon that isn't going to give her a PuP boost while dying. Sometimes easier said than done.
 
Adamant Scarf Landorus-T with Superpower and some HP investment is an ok check to Mega Kanga and one of the best revenge killers to it. Superpower always OHKOes after SR.
252+ Atk Landorus-T Superpower vs. 0 HP / 4 Def Mega Kangaskhan: 310-366 (88.3 - 104.2%) -- 25% chance to OHKO

+1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Landorus-T: 436-514 (114.1 - 134.5%) -- guaranteed OHKO


Not even a check. It's kinda sad when something with max investment 145 base attack and super effective 120 BP move still can't reliably KO an uninvested Mega Kangaskahn. Not to mention, as you said, it must be Scarf to outspeed the Return (which is an easy KO at +1 even to max HP Lando-T), and Lando must be Adamant to even have a small chance to KO.


I personally dislike sableye as a check. It's far two frail. The other ghosts work just find, and honestly, most of the time you can switch into a fighting or normal type move.
Uh... no. Sableye is the only Ghost that can outspeed with WoW so frailty isn't an issue. I've done all the calcs on a previous post, and Sableye is by far the best check. There are only a few that I mentioned that can survive 2 Crunches/EQs.

About Mandibuzz, I did those calcs already too. It's not even a decent check, it can't switch into Return OR PuP. The only way it can get in safely is if your Ghost-type is still in good health, and the opponent mispredicts and goes for the Crunch. I'd hardly call that a winning strategy.

tl;dr: Can't counter it, can't safely sacrifice non-Ghosts to it, can't wall it with the bulkiest walls available, can't OHKO it with 252+ Lando-T Superpower. It's either Ghost-type sacrifices or Rocky Helmet suicide.
 
There's always imposter ditto. Might be the best revenge killer there is for khan

Can Mega-Kanga OHKO Mega-Kanga? You'd need a scarf to guarantee the outspeed, I think, so you'd be running either PoP or an unboosted Return. Would it work? If not, with Ditto's HP, you are gone.
 
Can Mega-Kanga OHKO Mega-Kanga? You'd need a scarf to guarantee the outspeed, I think, so you'd be running either PoP or an unboosted Return. Would it work? If not, with Ditto's HP, you are gone.
That's a good question to ask, here's the calc:

252+ Atk Parental Bond Mega Kangaskhan Return vs. 0 HP / 4 Def Mega Kangaskhan: 267-315 (76 - 89.7%)

So if MegaKahn is healthy, Ditto needs it to have a boost to get the KO. However, if Megakahn is at +2, it creates a risky situation: +2 MegaKahn has a 56.3% chance to OHKO your Imposter Ditto with Sucker Punch. As Scarf Ditto, you have to use Return and risk the damage roll because your own Sucker Punch won't OHKO... so Ditto works, but only if Kanga's taken prior damage (or as a risky last resort).
 
That's a good question to ask, here's the calc:

252+ Atk Parental Bond Mega Kangaskhan Return vs. 0 HP / 4 Def Mega Kangaskhan: 267-315 (76 - 89.7%)

So if MegaKahn is healthy, Ditto needs it to have a boost to get the KO. However, if Megakahn is at +2, it creates a risky situation: +2 MegaKahn has a 56.3% chance to OHKO your Imposter Ditto with Sucker Punch. As Scarf Ditto, you have to use Return and risk the damage roll because your own Sucker Punch won't OHKO... so Ditto works, but only if Kanga's taken prior damage (or as a risky last resort).

Apologies for a second calculation request, but what can Mega-Kanga do back? If we assume that it is healthy, should it even bother with the Sucker Punch, or just know that it can survive anything that it can throw at itself and use a PuP or Return to wipe out Ditto, due to the lower HP?

If PuP OHKOs Ditto-Mega-Kanga, I think that would be a suicidal check, as you'd be giving a free boost to an already dangerous Pokémon, even if you do wear it down a ton. Sucker Punch would take out any future Priority threats save Extreme Speed users.
 
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That's a good question to ask, here's the calc:

252+ Atk Parental Bond Mega Kangaskhan Return vs. 0 HP / 4 Def Mega Kangaskhan: 267-315 (76 - 89.7%)

So if MegaKahn is healthy, Ditto needs it to have a boost to get the KO. However, if Megakahn is at +2, it creates a risky situation: +2 MegaKahn has a 56.3% chance to OHKO your Imposter Ditto with Sucker Punch. As Scarf Ditto, you have to use Return and risk the damage roll because your own Sucker Punch won't OHKO... so Ditto works, but only if Kanga's taken prior damage (or as a risky last resort).
Wow, so even Imposter Scarf Ditto isn't a foolproof way to kill Mega Kang. No matter what you do, something is going to die to this thing. Honestly, the best answer to Mega Kang may be just to have your own and get it on the field first. Every single "answer" to this thing is so centralizing and restrictive.
 
Apologies for a second calculation request, but what can Mega-Kanga do back? If we assume that it is healthy, should it even bother with the Sucker Punch, or just know that it can survive anything that it can throw at itself and use a PuP or Return to wipe out Ditto, due to the lower HP?

If PuP OHKOs Ditto-Mega-Kanga, I think that would be a suicidal check, as you'd be giving a free boost to an already dangerous Pokémon, even if you do wear it down a ton.

Everytime I send in ditto on +2 mega-kanga, they always switch out (from my experience). I always go for the sucker punch because at the very least I force the switch, and in the best case he sucker punches (which iirc fails if used after something).
 
Apologies for a second calculation request, but what can Mega-Kanga do back? If we assume that it is healthy, should it even bother with the Sucker Punch, or just know that it can survive anything that it can throw at itself and use a PuP or Return to wipe out Ditto, due to the lower HP?

If PuP OHKOs Ditto-Mega-Kanga, I think that would be a suicidal check, as you'd be giving a free boost to an already dangerous Pokémon, even if you do wear it down a ton.
Apologies, I didn't realize how bulky Mega Kangaskhan was. Ditto probably isn't a great choice to revenge kill. Mega Lucario is your best bet. For ditto to revenge kill mega khan. You have to
1.) Pray your opponent is stupid and keeps boosting up to +4
2.) He sends out Khan on scizor or rotom-wash, or something that can take a hit and volt-turn to ditto.
3.) Win a damage roll that is slightly in his favor
4.) He sends out khan on and is slower so you can get some damage on him first.

Not bad, but not "the best revenge killer"
 
Everytime I send in ditto on +2 mega-kanga, they always switch out (from my experience). I always go for the sucker punch because at the very least I force the switch, and in the best case he sucker punches (which iirc fails if used after something).

Yes, but how things are used are rarely indicative of the best way to use them effectively. Switching out raw loses you momentum, and leaves the rest of your team facing a faster Mega-Kanga. I'm asking, if it's a healthy Mega-Kanga versus a Ditto, what are the calculations for Return and Power-Up-Punch, at both +0 and +2, to see what the Kanga user's best option would be.
 
Yes, but how things are used are rarely indicative of the best way to use them effectively. Switching out raw loses you momentum, and leaves the rest of your team facing a faster Mega-Kanga. I'm asking, if it's a healthy Mega-Kanga versus a Ditto, what are the calculations for Return and Power-Up-Punch, at both +0 and +2, to see what the Kanga user's best option would be.

Hmm... I'd honestly always switch out, because whatever move is used can now (hopefully) be worked around.

Prankster Sableye will-o-wisp is risky to switch in (can switch in on return/pup) and can force a much less dangerous situation with will-o-wisp.
I personally run the support kanga set to throw people off and it doesn't care for burn. Also makes ditto situations easier to handle.

IIRC physically defensive mandibuzz survives a PuP and +2 return assuming no prior damage and has a chance to ohko with foul play. Not entirely sure though.
 
Apologies for a second calculation request, but what can Mega-Kanga do back? If we assume that it is healthy, should it even bother with the Sucker Punch, or just know that it can survive anything that it can throw at itself and use a PuP or Return to wipe out Ditto, due to the lower HP?

If PuP OHKOs Ditto-Mega-Kanga, I think that would be a suicidal check, as you'd be giving a free boost to an already dangerous Pokémon, even if you do wear it down a ton. Sucker Punch would take out any future Priority threats save Extreme Speed users.
Not a problem. As already shown Ditto deals 76-89.7% to Megakahn if it doesn't have a boost when Ditto switches in. If it is healthy enough to take the hit, PuP isn't a KO (64% max). However, it can then follow up with a +2 Sucker Punch while Ditto is locked into Return, which will guarantee the KO on Ditto. This will leave Megakahn greatly weakened, but it will win the matchup and be sitting at +2.

Everytime I send in ditto on +2 mega-kanga, they always switch out (from my experience). I always go for the sucker punch because at the very least I force the switch, and in the best case he sucker punches (which iirc fails if used after something).
The trouble there is if you go for the Sucker Punch, it can't KO a healthy MegaKahn even at +2 (79.4 - 93.4%) and a Choice-locked Sucker Punch is just about the worst. thing. evar. If they switch out, you've given them a completely free setup turn which will cost you dearly.
 
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The trouble there is if you go for the Sucker Punch, it can't KO a healthy MegaKahn even at +2 (79.4 - 93.4%) and a Choice-locked Sucker Punch is just about the worst. thing. evar. If they switch out, you've given them a completely free setup turn which will cost you dearly.
Very true, but at the same time I'd prefer giving up a turn than having a +2 kanga at whatever health on the other side of the field. Going for return is high-risk high-reward; but if the ditto user goes for return it has that 30% chance of being OHKO'd by sucker punch. I would prefer a 20% +2 kanga on the other side of the field over a potential 100% +2 kanga.
 
Very true, but at the same time I'd prefer giving up a turn than having a +2 kanga at whatever health on the other side of the field. Going for return is high-risk high-reward; but if the ditto user goes for return it has that 30% chance of being OHKO'd by sucker punch. I would prefer a 20% +2 kanga on the other side of the field over a potential 100% +2 kanga.
If you have something that can reliably chip off the last 10-20% of Megakahn's HP (like Mega Pinsir, for example) and understand the risk, then I certainly can't argue with that.

Essentially, Ditto vs Mega Kangaskahn boils down to chipping 20-24% off Megakahn's health before sending in Ditto. If you can do that, Ditto can reliably KO either unboosted Kanga with Return, or boosted Kanga with Sucker Punch. Keeping SR+Spikes up is your best bet, and punishes it for switching out. One good Rocky Helmet switch-in will also do the trick!
 
Here's a quick list of revenge killers I've used:

252+ Atk Sharp Beak Talonflame Brave Bird vs. 4 HP / 0 Def Mega Kangaskhan: 189-223 (53.6 - 63.3%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 Def Mega Kangaskhan: 235-277 (66.7 - 78.6%) -- guaranteed 2HKO

252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Gengar: 355-418 (136 - 160.1%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 252 Def Jellicent: 232-274 (57.4 - 67.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Aegislash-Shield: 83-98 (25.6 - 30.2%) -- 0.5% chance to 4HKO after Leftovers recovery

-- I like Talonflame the most, BB hits so much for neutral. Getting Khan down to 75% is often possible with Rocky Helmet sacrifices. Talonflame only needs 164 Speed EVs to outrun the Suckerpunch with Brave Bird... the rest can go into HP. BB is a safe choice, and takes out most of Khan's partners (IE: Gengar, who tends to switch into fighting-types, or Status Absorbers who switch into WoW). The BB hurts pretty much everyone, and the others can be handled with U-Turn or Flare Blitz.

Since Brave Bird outspeeds the Sucker Punch, Talonflame only takes recoil damage. If Khan is at 67%, you can afford to let him get to +6. Talonflame will outspeed his Sucker-punch and KO regardless of his boosts. So its "Checkmate" with Brave Bird is as early as 67%.

Aegislash can't switch into a Flare Blitz, but I don't think Talonflame can afford to let Khan sucker-punch it.

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Terrakion is always a solid revenge killer as well.

+2 252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 4 HP / 0 Def Terrakion: 139-163 (42.9 - 50.3%) -- 1.6% chance to 2HKO
+6 252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 4 HP / 0 Def Terrakion: 277-327 (85.4 - 100.9%) -- 6.3% chance to OHKO

252 Atk Choice Band Terrakion Stone Edge vs. 4 HP / 0 Def Mega Kangaskhan: 244-288 (69.3 - 81.8%) -- guaranteed 2HKO

252 Atk Choice Band Terrakion Stone Edge vs. 0 HP / 0 Def Gengar: 369-435 (141.3 - 166.6%) -- guaranteed OHKO
252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 252+ Def Jellicent: 220-259 (54.4 - 64.1%) -- guaranteed 2HKO
252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 0 Def Aegislash-Shield: 85-101 (26.2 - 31.1%) -- guaranteed 4HKO

Close Combat obviously OHKOs, but Stone Edge is the better choice when the opponent has Ghosts ready to switch in. "Checkmate" with CB Stone Edge occurs at 70%. Aegislash is the ideal partner for Khan if Terrakion is a concern. With a healthy Terrakion, you can still afford to play other checks riskier and let Khan get up to +6. Basically, you don't necessarily have to sacrifice a Ghost to Khan if you have a healthy Terrakion at bay.

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Mienshao, despite fragile defenses, survives the +2 Sucker Punch.

+2 252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 4 HP / 0 Def Mienshao: 192-226 (70.5 - 83%) -- guaranteed 2HKO
+4 252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 4 HP / 0 Def Mienshao: 288-339 (105.8 - 124.6%) -- guaranteed OHKO

252 Atk Life Orb Mienshao High Jump Kick vs. 4 HP / 0 Def Mega Kangaskhan: 538-634 (152.8 - 180.1%) -- guaranteed OHKO

252 Atk Life Orb Mienshao Knock Off (97.5 BP) vs. 4 HP / 0 Def Mega Kangaskhan: 134-159 (38 - 45.1%) -- guaranteed 3HKO
252 Atk Life Orb Mienshao Knock Off (97.5 BP) vs. 252 HP / 252+ Def Jellicent: 242-286 (59.9 - 70.7%) -- guaranteed 2HKO
252 Atk Life Orb Mienshao Knock Off (97.5 BP) vs. 0 HP / 0 Def Gengar: 406-478 (155.5 - 183.1%) -- guaranteed OHKO
252 Atk Life Orb Mienshao Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 190-224 (58.6 - 69.1%) -- guaranteed 2HKO

Meinshao's niche beyond the typically superior Terrakion is U-Turn / Baton Pass + Regenerator, and Knock Off. Knock Off hits Aegislash hard, and can cripple all other ghost switch-ins.

It isn't until 40% for Knock Off to become a "checkmate" against Mega Khan (and unlike Talonflame / Terrakion, you do not win if Khan gets to +4). But with Regenerator, you can afford to be Reckless. Sub / Baton Pass switch scouting isn't entirely safe however if the Khan decides to use Return. At 40% life left, Knock Off becomes the best move for Mienshao to punish the bulky Ghost switch-ins, although you can use it earlier if you predict the Ghost Switch-in. Meinshao survives the +2 SuckerPunch and outspeeds everything else. Its easy to keep Meinshao healthy even with Life Orb / Substitute because of regenerator.

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I'd say all of the above `mon are superior to Ditto if you're choosing them as Mega-Khan specific revenge killers. Talonflame / Meinshao can keep momentum if you predict the switchout thanks to U-Turn (or the more conservative Regenerator Sub/Baton Pass in the case of Mienshao). Terrakion's CB Stone Edge tears teams apart, as does the Priority Brave Bird CB from Talonflame.
 
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Knock Off doesn't work on MegaKhan afaik, since you need to actually remove the item to trigger the increased power. So you're still stuck with just HJK for Mienshao.

Talonflame is probably the best answer to MK right now, though it's still not that difficult to wear down between SR and recoil. Roost exists, but with a CB you can't Roost up and BB Kangaskhan...
 
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