BH Mega Kangaskhan [DONE]

Electrolyte

Wouldn't Wanna Know
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus


Lotsa cred to MAMP for writing the semi-official analysis a year ago
Major changes since then (tl;dr for QC members):
- Replacing Illusion with Misty Surge
- Removing Psychic Surge mentions
- Night Shade is a staple, it shouldn't be a slash
- Beefing up some explanations



[OVERVIEW]

As the lone legal user of Parental Bond, Mega Kangaskhan finds itself in a potent position as unique wallbreaker that breaks down and 2HKOes almost the entire metagame, making it a huge threat to stall and balance teams. Also, its decent bulk, respectable Speed tier, and ability to wallbreak without fear of common status and Knock Off let it switch in easily on many common walls and pose an immediate threat. However, Mega Kangaskhan still struggles from being one-dimensional, as the two-turn combination of Nature's Madness + Night Shade or Seismic Toss is slow and relatively easy to play around with the right preparation, less efficient than the quick KOs of dedicated wallbreakers, ineffective against the multitude of slow, bulky pivots in the metagame (especially those with Regenerator), and reliant on correct prediction against Normal- and Ghost-types. On top of that, because Parental Bond is restricted to Mega Kangaskhan, Kangaskhan must start out in its normal forme and cannot run any item besides Kangaskhanite if it wants to take advantage of the ability. Additionally, Mega Kangaskhan's poor defensive typing, only decent bulk, and lack of any immediately threatening offensive presence leave it vulnerable to being picked off by faster, stronger enemies such as Mega Mewtwo Y, Mega Rayquaza, and Mega Mewtwo X, all of which outspeed and threaten to OHKO, making Mega Kangaskhan relatively useless against offensive teams. In addition, Mega Kangaskhan suffers a bit from four-moveslot syndrome, as it is usually restricted to only one coverage move after Nature's Madness, Night Shade, and recovery, limiting its ability to confront more niche walls like Shedinja. Finally, its reliance on its ability makes it vulnerable to the plethora of ability-suppressing moves in the metagame, and it is a sitting duck should its ability be neutralized by any of them.

[SET]
name: Wallbreaker
move 1: Nature's Madness
move 2: Night Shade
move 3: Strength Sap / Shore Up
move 4: Extreme Speed / Seismic Toss
item: Kangaskhanite
ability: Misty Surge
nature: Jolly
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

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

Nature's Madness and Night Shade in conjunction with Parental Bond after Mega Evolution is what enables Mega Kangaskhan to 2HKO virtually the entire metagame. Nature's Madness brings opposing Pokemon down to at most only 25% of their maximum HP, leaving them within range to be KOed by Night Shade. Night Shade is the best constant-damage move, as it hits Giratina and other Ghost-types, which are generally a bigger threat than the Normal-types that Seismic Toss hits. The third slot should be used as recovery so Mega Kangaskhan can heal off chip damage and weaker attacks. Strength Sap is the best option, as it takes advantage of the high average Attack stat of Pokemon in Balanced Hackmons to recover massive amounts of damage instantly while lowering the foe's Attack stat and making it even more difficult for them to take Mega Kangaskhan down. Shore Up can also be used as recovery, as it is slightly more reliable, healing a consistent half of Mega Kangaskhan's maximum health. The last slot is typically used for coverage. Extreme Speed is a fantastic STAB move that lets Mega Kangaskhan hit faster threats that switch into Nature's Madness or even Night Shade as well as finish off Normal-types. Mega Kangaskhan can also run Seismic Toss so it can KO Normal-types immune to Night Shade, but this is generally not necessary, as Extreme Speed takes out both Regigigas and Arceus, the only relevant Normal-types Mega Kangaskhan has to deal with, after Nature's Madness. Alternatively, Anchor Shot can trap opposing Pokemon and reliably take them down, while Sunsteel Strike can be used to hit Shedinja and Mega Audino for decent damage, and Taunt can be used to shut down Prankster recovery and generally passive Pokemon.

Set Details
========

Kangaskhanite enables Mega Kangaskhan to take advantage of Parental Bond. With Parental Bond, Nature's Madness reduces the target's HP to only 25%, while Night Shade and Seismic Toss deal 200 HP of damage, letting Mega Kangaskhan 2HKO the entire metagame, barring foes with passive recovery. Misty Surge is the best ability to use before Mega Evolution, protecting Mega Kangaskhan from being statused (in particular, with sleep) and weakening Dragon-type attacks that it might have to face. It also prevents opposing Toxic Orbs from activating, letting Mega Kangaskhan break down Poison Heal users such as Giratina and Xerneas. Intimidate can also be used to weaken opposing physical attacks and create more safe opportunities for Kangaskhan to come in and Mega Evolve. A Jolly nature is used to maximize Mega Kangaskhan's Speed so it can beat up to maximum investment base 99 Speed Pokemon such as Yveltal and Xerneas. If no physical attacks are used, a Timid nature with 0 Attack EVs is preferred to minimize confusion damage and reduce opposing Strength Sap healing from typical users such as Giratina.

Usage Tips
========

This set is best used as a liberal check to most common metagame walls, especially before it Mega Evolves, and can still take advantage of Misty Surge to prevent itself from being crippled by status they tend to carry. Early-game, Kangaskhan can serve as an immediate offensive threat whose Misty Terrain can prevent opposing Toxic Orb Poison Heal users from activating their abilities. This is also the ideal time to take advantage of Mega Kangaskhan's wallbreaking ability, as it can be used to easily bring down opposing walls within KO range of partner sweepers. Use Nature's Madness only if Night Shade and Seismic Toss don't 2HKO, as they have far more PP, won't miss, and generally 2HKO most of the metagame anyway. Use recovery moves when there is a free opportunity to—that is, on a predicted switch or against more passive Pokemon that can't deal much damage. Avoid recklessly Mega Evolving unless you plan on staying in, as Kangaskhan can be switched in and out to support its teammates with Misty Terrain. Once Misty Terrain has ended, be wary of status effects, as sleep shuts Kangaskhan down, burn reduces the power of Extreme Speed, poison reduces its longevity, and paralysis makes it easier to pick off. Be wary of slow pivots, as Mega Kangaskhan struggles to confront offensive Pokemon that they can pivot to, especially if they pivot out the turn Mega Kangaskhan switches in. Mega Kangaskhan also generally has difficulty wearing them down anyway, especially if they have Regenerator. If Strength Sap and Extreme Speed are used, Mega Kangaskhan can even check Imposter Chansey, as it cannot be KOed by its own Nature's Madness and Night Shade, and it does not have to fear Extreme Speed once the opposing Imposter user's Attack is lowered. Alternatively, if Anchor Shot is used, this set can even trap Imposter users to PP stall them to death while healing off attacks.

Team Options
========

Pokemon with passive recovery, mainly Poison Heal Giratina and Regigigas, or Prankster make great partners to shut down Imposter users. For example, offensive Poison Heal users like Xerneas have great offensive synergy with Mega Kangaskhan as well, as they can reliably put opposing Pokemon to sleep, granting Mega Kangaskhan an easy switch in while it counters bulkier checks and counters in return. Alternatively, Prankster Ghost-types can easily switch into Nature's Madness and recover without fear of being picked off by Extreme Speed. Shedinja can also fulfill this function if Mega Kangaskhan does not use Sunsteel Strike, but its vulnerability to entry hazard damage makes it unreliable. Mega Kangaskhan also appreciate counters to Shedinja itself, as Shedinja is one of the only walls that it cannot break down. Mold Breaker Pokemon such as Mega Gengar as well as surprise Mold Breaker moves work well for this, and Ghost-types such as Giratina also serve as good defensive teammates for this reason. Powerful, fast sweepers like -ate users, Mega Mewtwo Y, and Mega Gengar enjoy having walls weakened and can help check offensive Pokemon that threaten Mega Kangaskhan. Slow pivots work well to shield Mega Kangaskhan from attacks and bring it in safely, and they can neutralize annoying abilities such as Poison Heal and Regenerator to help Mega Kangaskhan wallbreak. Toxic Spikes support, though a niche option that is relatively rare, can also be useful, as it lets Mega Kangaskhan wallbreak more easily without needing to waste two turns to KO opposing Pokemon.

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

On the wallbreaker set, Mega Kangaskhan can also use Magic Guard as an ability to prevent entry hazard damage, but Misty Surge is generally more useful, as it provides lasting benefits. Pursuit along with Mold Breaker before Mega Evolution can be used to trap Shedinja before Mega Evolving and nail foes that try to flee after Nature's Madness, but it has very limited use and is rarely seen. Unfortunately, Pursuit also doesn't otherwise deal much damage to Ghost- and Normal-types that give Mega Kangaskhan the most problems, so it doesn't really have the space to fit in. Besides the wallbreaker set, Mega Kangaskhan has few viable options to use that aren't simply outclassed by other sets on other Pokemon.

Checks and Counters
========

**Shedinja**: Sturdy Shedinja takes no damage from any of the attacks that Mega Kangaskhan uses bar Sunsteel Strike, which is relatively rare.

**Passive Healing**: Because Mega Kangaskhan cannot OHKO opposing Pokemon with Nature's Madness or Night Shade, Pokemon with extraordinary healing capabilities can usually shrug off its attacks and counterattack. For example, Poison Heal users, particularly Regigigas for its immunity to Night Shade and Giratina for its massive HP stat, can use Poison Heal to prevent the 2HKO from Nature's Madness + Night Shade / Seismic Toss. Regenerator Pokemon can heal off damage while pivoting out and bringing in an offensive threat to KO Mega Kangaskhan.

**Ability Suppression**: Mega Kangaskhan relies on Parental Bond to break down walls, so any move that suppresses abilities, such as Worry Seed, Entrainment, or slow Core Enforcer, can neuter it. This is especially effective because Mega Kangaskhan cannot OHKO its targets, giving them ample time to suppress its ability.

**Powerful Offense**: Mega Kangaskhan is slow for an attacker and only decently bulky and will fall to any even neutral powerful attack. Thus, Pokemon such as Mega Mewtwo Y and Mega Rayquaza can easily defeat it before it can attack. Triage Mega Rayquaza, in particular, can heal off damage taken without fear of being KOed in the process.

**Prankster**: Prankster Pokemon such as Registeel and Giratina move before Mega Kangaskhan, easily shut it down by removing Parental Bond with Entrainment, and can recover from its attacks, even if they switch into Nature's Madness, as their moves receive priority. They can even bring it down with them with using Destiny Bond. However, they have to be careful of being picked off by Extreme Speed when at low health.

**Setup Sweepers**: Mega Kangaskhan is complete setup bait for any faster Pokemon that won't fall to Nature's Madness + Extreme Speed. Though they will find it difficult to switch in, setup sweepers resistant or immune to Extreme Speed such as Mega Gengar, Mega Tyranitar, Necrozma-DM, and Dazzling users can easily set up and OHKO Mega Kangaskhan if they get a free switch in.


[CREDITS]
- Written by: [[Electrolyte, 148071]]
- Quality checked by: [[GL Volkner, 330455], [Funbot28, 255984], [Gurpreet Patel (Sent you a Friend Request), 233142]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Kris, 241023]]
 
Last edited:

Ren

fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
as a note, i definitely feel like this should be specified to have to start in nonmega form somewhere on the set, or if possible it should be in the importable. idk how uploading works but if this should be addressed somewhere on the analysis i'm gonna tag @martha just to be safe

[OVERVIEW]
* As the lone legal user of Parental Bond, Mega Kangaskhan finds itself in a unique position as a potent wallbreaker that can break down a large majority of the metagame.
* With Parental Bond, Nature's Madness deals 75% of the opponent's HP in damage, while Night Shade and Seismic Toss deal 200 HP of damage. This lets Mega Kangaskhan 2HKO almost any opponent it meets. which opponents don't get 2hkoed? (i'm p sure all of them do, after leftovers/ph it's a different story though)
* Because burns and stat drops do not really hinder its ability to wallbreak, Mega Kangaskhan can switch in fairly easily to a lot of common metagame walls and pose an immediate threat.
* Also, its respectable bulk allows it to shrug off attacks from walls and bulky tanks, and its decent Speed tier allows it to outspeed every Pokemon it is typically meant to beat.
* However, Mega Kangaskhan is fairly one-dimensional, and because of its reliance on Nature's Madness, it usually takes at least two turns to KO opponents, making it relatively easy to play around with the right preparation. This makes it less efficient than dedicated wallbreakers that can often land KOs more quickly, and makes it difficult for Mega Kangaskhan to deal with the multitude of slow, bulky pivots in the metagame, especially those with Regenerator.
* Also, its poor defensive typing and only decent bulk leave it vulnerable to being picked off by faster, stronger opponents, especially since it usually cannot threaten an immediate KO back.
* Finally, its reliance on its ability makes it vulnerable to the plethora of ability-suppressing moves in the metagame, and it is a sitting duck should its ability be neutralized by any of them.
mention how mkang is also hard to improof, as you either beat sturdinja and don't improof w/ it or you don't beat it and improof w/ it, both of which are meh
mention how this mon is generally guaranteed to break stall if played well, but cannot put in much work vs offensive teams (maybe add this to the second bullet)


[SET]
name: Wallbreaker
move 1: Nature's Madness
move 2: Night Shade
move 3: Strength Sap / Shore Up
move 4: Extreme Speed / Seismic Toss
item: Kangaskhanite
ability: Misty Surge prob good to slash intim
nature: Jolly
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Nature's Madness and Night Shade in conjunction with Parental Bond after Mega Evolution is what enables Mega Kangaskhan to 2HKO virtually the entire metagame. Nature's Madness brings even full health Pokemon down to only 25% of their max HP minor nitpick but i wouldnt say "even" full health pokemon, just full health pokemon, leaving them within range to be KOed by the 200 HP of damage from Night Shade. just say by night shade
* Night Shade is the best set-damage move as it hits Giratina and other Ghost-types, which are generally a greater threat than the Normal-types that Seismic Toss hits.
* The third slot should be used as recovery so Mega Kangaskhan can heal off chip damage and weaker attacks.
* Strength Sap is the best option for recovery, as it lets Mega Kangaskhan take advantage of the high average Attack stat of Pokemon in the metagame to recovery massive amounts of damage instantly, all while lowering the opponent's Attack stat and making it even more difficult for the opponent to take Mega Kangaskhan down.
* Shore Up can also be used as recovery as it is slightly more reliable, healing a consistent 50% of damage
* The last slot is typically used for coverage. Extreme Speed is a fantastic STAB move that lets Mega Kangaskhan snipe faster threats that switch in on Nature's Madness or even Night Shade, as well as finish off Normal-types.
* Mega Kangaskhan can also run Seismic Toss so it can KO Normal-types immune to Night Shade. mention why it wouldnt do this (what it loses out on)
anchor shot bullet
sunsteel should be up here


Set Details
========
* Kangaskhanite is crucial to this set as it enables Mega Kangaskhan to take advantage of Parental Bond.
* Misty Surge is the best ability to use before Mega Evolution, as Misty Surge protects Mega Kangaskhan from being statused and weakens Dragon-type attacks that it might have to face. It also prevents opposing Toxic Orbs from activating, letting Mega Kangaskhan break down Poison Heal users. examples, also mention how it dodges sleep
* A Jolly nature is used to maximize Mega Kangaskhan's Speed. mention what it needs the speed to beat. if you can't find good examples then just run like impish or smth
* If no physical attacks are used, Timid with minimized Attack is preferable to minimize confusion damage and reduce opposing Strength Sap healing. ditto here

Usage Tips
========
* This set is best used as a liberal check to most common metagame walls, especially before it Mega Evolves and can still take advantage of Misty Surge to prevent itself from being crippled by status from the bulky Pokemon it is meant to break down.
* Early-game, it can serve as an immediate offensive threat whose Misty Terrain can prevent opposing Toxic Orb Poison Heal users from activating their abilities. This is also the ideal time to take advantage of its wallbreaking ability, as it can be used to easily bring down opposing walls within KO range of partner sweepers.
* Use Nature's Madness only if Night Shade and Seismic Toss don't 2HKO, as they have far more PP, won't miss, and generally 2HKO most of the metagame anyway.
* Be wary of slow pivots, as Mega Kangaskhan struggles to confront offensive Pokemon that they can pivot to, especially if they pivot out the turn Mega Kangaskhan switches in. Mega Kangaskhan also generally has difficulty wearing them down, especially those with Regenerator.
* If Strength Sap and Extreme Speed are used, Mega Kangaskhan can even check Imposter Chansey, as it cannot be KOd by Nature's Madness and Night Shade, and does not have to fear Extreme Speed once the opposing Imposter user's Attack is lowered.
talk abt burns neutering espeed
talk abt avoiding toxic
maybe talk about not recklessly mega evolving for more surge turns, but not exactly needed


Team Options
========
* Checks to Imposter, especially passive recovery Pokemon (mainly Poison Heal), or Prankster to shut it down specify which pokemon use these
* Mega Kangaskhan also appreciate counters to Shedinja, as it is one of the only walls that Mega Kangaskhan cannot break down. Mold Breaker Pokemon such as Mega Gengar or surprise Mold Breaker moves work well for this, and Ghost-types such as Giratina also serve as good defensive teammates for this reason.
* Powerful, fast sweepers like -ates, Mega Mewtwo Y, and Mega Gengar enjoy having walls weakened and in return they can deal w/ the offensive pokemon that threaten kang
* Slow pivots to bring Mega Kangaskhan in safely, as it fears more offensive builds. Especially pivots that can neutralize annoying abilities such as Poison Heal or Regenerator.

[STRATEGY COMMENTS]
Other Options
========
* On the wallbreaker set, Mega Kangaskhan can also use Magic Guard as an ability to prevent entry hazard damage, but Misty Surge is generally more useful as it provides lasting benefits.
* Grassy Surge can also be used, but it also heals grounded opponents, making certain walls more difficult to take down. this really shouldnt be on here imo
* Various other coverage moves can be used to target specific opponents. this is really really broad - specify what coverage can be used to hit what pokemon, or imo just don't say it at all since i dont think kang really needs coverage tbh
* Sunsteel Strike can also be used as coverage to hit Shedinja and certain Fairy-types like Mega Audino. worth a moves mention
* Taunt shuts down Prankster users and bulky walls that try to recover against Nature's Madness. mention what to run it over, mention what you lose by not running it

Checks and Counters
========
**Shedinja**: Sturdy Shedinja takes no damage from any of the attacks that Mega Kangaskhan uses, unless it choices to use Sunsteel Strike, which is relatively rare.

**Passive Healing**: Because Mega Kangaskhan can only 2HKO full health Pokemon this reads weirdly bc it can 2hko non full hp mons too, Pokemon with extraordinary healing capabilities can usually shrug off its attacks and counterattack. For example, Poison Heal users, particularly Regigigas for its immunity to Night Shade, can use Poison Heal to prevent the 2HKO from Nature's Madness + Night Shade say stoss here. Regenerator Pokemon can heal off damage by pivoting out and bringing in an offensive threat to KO Mega Kangaskhan.

**Ability Suppression**: Mega Kangaskhan relies on Parental Bond to break down walls, so any move that suppresses abilities, such as Worry Seed, Entrainment, or slow Core Enforcer, can neuter it. This is especially so because Mega Kangaskhan struggles to OHKO opponents, giving them ample time to suppress its ability.

**Powerful Offense**: Mega Kangaskhan is slow for an attacker and only decently bulky, and will fall to any even neutral powerful attack. Thus, Pokemon such as Mega Mewtwo Y and Mega Rayquaza can easily defeat it first. Triage Mega Rayquaza, in particular, can heal off damage taken without fear of being KOed in the process.

prank bullet


[CREDITS]
- Written by: [[Electrolyte, 148071]]
- Quality checked by: []
- Grammar checked by: []
good job qc 1/3, not much to fix here
 

Electrolyte

Wouldn't Wanna Know
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Done, thanks!

I mentioned that it should start off as regular Kangaskhan in the overview - it's a good point to note that it can't use other items.
 

Funbot28

Banned deucer.


Lotsa cred to MAMP for writing the semi-official analysis a year ago
Major changes since then (tl;dr for QC members):
- Replacing Illusion with Misty Surge
- Removing Psychic Surge mentions
- Night Shade is a staple, it shouldn't be a slash
- Beefing up some explanations


[OVERVIEW]
* As the lone legal user of Parental Bond, Mega Kangaskhan finds itself in a unique position as a potent wallbreaker that can break down a large majority of the metagame.
* With Parental Bond, Nature's Madness reduce the opponent's HP to only 25%, while Night Shade and Seismic Toss deal 200 HP of damage. This lets Mega Kangaskhan 2HKO the entire metagame, bar opponents with passive recovery. This makes Mega Kangaskhan a huge threat to stall and bulkier teams when played well.
* Because burns and stat drops do not really hinder its ability to wallbreak, Mega Kangaskhan can switch in fairly easily to a lot of common metagame walls and pose an immediate threat. Also does not get affected by Koff which can def be a help at times to sponge.
* Also, its respectable bulk allows it to shrug off attacks from walls and bulky tanks, and its decent Speed tier allows it to outspeed every Pokemon it is typically meant to beat.
* However, Mega Kangaskhan is fairly one-dimensional, and because of its reliance on Nature's Madness, it usually takes at least two turns to KO opponents, making it relatively easy to play around with the right preparation. This makes it less efficient than dedicated wallbreakers that can often land KOs more quickly, and makes it difficult for Mega Kangaskhan to deal with the multitude of slow, bulky pivots in the metagame, especially those with Regenerator. Also the mention the mindgames with Night Shade / Stoss which can be diff to play around with Normals and Ghosts on the opposing team.
* On top of that, because Parental Bond is restricted to Mega Evolved Mega Kangaskhan, Kangaskhan must start out in its normal forme, and cannot run any item except Kangaskhanite if it wants to take advantage of the ability.
* Also, its poor defensive typing and only decent bulk leave it vulnerable to being picked off by faster, stronger opponents, especially since it usually cannot threaten an immediate KO back. This makes it relatively useless against offensive teams. You can be a bit more specific here and mention threats such as MMX, Mega Ray and MMY which all outspeed and threaten to OHKO.
* In addition, it struggles to beat both Imposter and Shedinja at once, and must often forego defeating one in order to defeat the other, or at times not be able to defeat either at all. Also mention how it can be hard to improof in general, often relying on specific teammates in order to check itself.
* Finally, its reliance on its ability makes it vulnerable to the plethora of ability-suppressing moves in the metagame, and it is a sitting duck should its ability be neutralized by any of them.

[SET]
name: Wallbreaker
move 1: Nature's Madness
move 2: Night Shade
move 3: Strength Sap / Shore Up
move 4: Extreme Speed / Seismic Toss
item: Kangaskhanite
ability: Misty Surge
nature: Jolly
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

[SET COMMENTS]
Moves
========
* Nature's Madness and Night Shade in conjunction with Parental Bond after Mega Evolution is what enables Mega Kangaskhan to 2HKO virtually the entire metagame. Nature's Madness brings Pokemon down to at most only 25% of their max HP, leaving them within range to be KOed by Night Shade.
* Night Shade is the best set-damage move as it hits Giratina and other Ghost-types, which are generally a greater threat than the Normal-types that Seismic Toss hits.
* The third slot should be used as recovery so Mega Kangaskhan can heal off chip damage and weaker attacks.
* Strength Sap is the best option for recovery, as it lets Mega Kangaskhan take advantage of the high average Attack stat of Pokemon in the metagame to recovery massive amounts of damage instantly, all while lowering the opponent's Attack stat and making it even more difficult for the opponent to take Mega Kangaskhan down.
* Shore Up can also be used as recovery as it is slightly more reliable, healing a consistent 50% of damage
* The last slot is typically used for coverage. Extreme Speed is a fantastic STAB move that lets Mega Kangaskhan snipe faster threats that switch in on Nature's Madness or even Night Shade, as well as finish off Normal-types.
* Mega Kangaskhan can also run Seismic Toss so it can KO Normal-types immune to Night Shade. However, this is generally not necessary as Extreme Speed takes out both Regigigas and Arceus after Nature's Madness, and they are the only relevant Normal-types Mega Kangaskhan has to deal with.
* Anchor Shot can also be used to trap opponents and reliably take them down, while Sunsteel Strike can also be used to hit Shedinja and Mega Audino for decent damage.
* Mention of Taunt to shut down Prankster Recovery and general passive mons is also nice

Set Details
========
* Kangaskhanite is crucial to this set as it enables Mega Kangaskhan to take advantage of Parental Bond.
* Misty Surge is the best ability to use before Mega Evolution, as Misty Surge protects Mega Kangaskhan from being statused, in particular with sleep, and weakens Dragon-type attacks that it might have to face. It also prevents opposing Toxic Orbs from activating, letting Mega Kangaskhan break down Poison Heal users such as Giratina and Xerneas.
* You can also mention Intimidate here as it does offer it some capabilities in pulling a mega off vs certain attackers more reliably compared to Msurge.
* A Jolly nature is used to maximize Mega Kangaskhan's Speed so it can beat maximum speed base 90 Pokemon such as Primal Groudon and even maximum speed base 99 Pokemon such as Yveltal and Xerneas.
* If no physical attacks are used, Timid with minimized Attack is preferable to minimize confusion damage and reduce opposing Strength Sap healing from typical users such as Giratina.

Usage Tips
========
* This set is best used as a liberal check to most common metagame walls, especially before it Mega Evolves and can still take advantage of Misty Surge to prevent itself from being crippled by status from the bulky Pokemon it is meant to break down.
* Early-game, it can serve as an immediate offensive threat whose Misty Terrain can prevent opposing Toxic Orb Poison Heal users from activating their abilities. This is also the ideal time to take advantage of its wallbreaking ability, as it can be used to easily bring down opposing walls within KO range of partner sweepers.
* Use Nature's Madness only if Night Shade and Seismic Toss don't 2HKO, as they have far more PP, won't miss, and generally 2HKO most of the metagame anyway.
* Avoid recklessly Mega Evolving unless you plan on staying in and trying to KO things, as Kangaskhan can be switched in and out to support its teammates with Misty Terrain.
* Once Misty Terrain has ended, be wary of status effects, as sleep shuts you down, burn reduces the power of Extreme Speed, poison reduces your longevity, and paralysis makes you easier to pick off.
* Be wary of slow pivots, as Mega Kangaskhan struggles to confront offensive Pokemon that they can pivot to, especially if they pivot out the turn Mega Kangaskhan switches in. Mega Kangaskhan also generally has difficulty wearing them down, especially those with Regenerator.
* If Strength Sap and Extreme Speed are used, Mega Kangaskhan can even check Imposter Chansey, as it cannot be KOd by Nature's Madness and Night Shade, and does not have to fear Extreme Speed once the opposing Imposter user's Attack is lowered. Mention that this set can also work with Anchor Shot, trapping imposter and pp stalling it.
* A Point on when Kang should recover its HP (ie: when it forces a switchout) may be useful


Team Options
========
* Checks to Imposter, especially passive recovery Pokemon (mainly Poison Heal Giratina and Regigigas), or Prankster to shut it down. For example, Prankster Steel-types with Spore can easily shut Mega Kangaskhan down and heal off damage to avoid being KOed. You can also mention Shed as improof even if its not the most reliable.
* Mega Kangaskhan also appreciate counters to Shedinja, as it is one of the only walls that Mega Kangaskhan cannot break down. Mold Breaker Pokemon such as Mega Gengar or surprise Mold Breaker moves work well for this, and Ghost-types such as Giratina also serve as good defensive teammates for this reason.
* Powerful, fast sweepers like -ates, Mega Mewtwo Y, and Mega Gengar enjoy having walls weakened, and can help check offensive opponents that threaten Mega Kangaskhan.
* Slow pivots to bring Mega Kangaskhan in safely, as it fears more offensive builds. Especially pivots that can neutralize annoying abilities such as Poison Heal or Regenerator.
* Tspikes support is also p cool (even tho its hella niche), enabling Kang to wallbreak a bit easier without smtimes needing to waste 2 turns to KO a foe.

[STRATEGY COMMENTS]
Other Options
========
* On the wallbreaker set, Mega Kangaskhan can also use Magic Guard as an ability to prevent entry hazard damage, but Misty Surge is generally more useful as it provides lasting benefits.
* Taunt shuts down Prankster users and bulky walls that try to recover against Nature's Madness. However, the wallbreaker set suffers from 4MSS, and will sorely miss any move that is substituted out. Move to moves
* Mention Sunsteel and Pursuit even tho they are rarely seen.


Checks and Counters
========
**Shedinja**: Sturdy Shedinja takes no damage from any of the attacks that Mega Kangaskhan uses, unless it choices to use Sunsteel Strike, which is relatively rare.

**Passive Healing**: Because Mega Kangaskhan cannot OHKO opponents with Nature's Madness or Night Shade, Pokemon with extraordinary healing capabilities can usually shrug off its attacks and counterattack. For example, Poison Heal users, particularly Regigigas for its immunity to Night Shade and Giratina for its massive HP stat, can use Poison Heal to prevent the 2HKO from Nature's Madness + Night Shade / Seismic Toss. Regenerator Pokemon can heal off damage by pivoting out and bringing in an offensive threat to KO Mega Kangaskhan.

**Ability Suppression**: Mega Kangaskhan relies on Parental Bond to break down walls, so any move that suppresses abilities, such as Worry Seed, Entrainment, or slow Core Enforcer, can neuter it. This is especially so because Mega Kangaskhan struggles to OHKO opponents, giving them ample time to suppress its ability.

**Powerful Offense**: Mega Kangaskhan is slow for an attacker and only decently bulky, and will fall to any even neutral powerful attack. Thus, Pokemon such as Mega Mewtwo Y and Mega Rayquaza can easily defeat it first. Triage Mega Rayquaza, in particular, can heal off damage taken without fear of being KOed in the process.

**Prankster**: Prankster Pokemon such as Registeel can outspeed Mega Kangaskhan and easily shut it down with Spore, or recover from its attacks even if they switch into Nature's Madness as their moves receive priority. However, they have to be careful of being picked off by Extreme Speed when at low health.


[CREDITS]
- Written by: [[Electrolyte, 148071]]
- Quality checked by: [[GL Volkner, 330455 ], [], []]
- Grammar checked by: []
Great work, write it up!
QC 2/3
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In addition, it struggles to beat both Imposter and Shedinja at once, and must forego defeating one in order to defeat the other, or at times not be able to defeat either at all.
i think you're kind of overstating how weak kanga is to imposter. the nature of how it works means that not only does imposter take 75% on the switch if you predict it, but also even if it comes in on a sack, you can choose to stay in and do that 75% if you so desire without risking the ohko in return.

that being said this point in general is kinda weird. imo change it to say that kanga can't run all the moves it wants to because you need madness/night shade/coverage, and recovery is almost always the best last slot. basically it has pretty bad 4mss.

With Parental Bond, Nature's Madness reduces the opponent's HP to only 25%, while Night Shade and Seismic Toss deal 200 HP of damage. This lets Mega Kangaskhan 2HKO the entire metagame, bar opponents with passive recovery, and makes Mega Kangaskhan a huge threat to stall and bulkier teams when played well.
the first sentence and a half should be in moves under set details, change this to say basically "thanks to parental bond, kanga can 2hko the entire metagame so it threatens stall/balance".

the overview in general is a bit long, i won't ask you to cut it down for qc but if you can then i'd recommend it

For example, Prankster Steel-types with Spore can easily shut Mega Kangaskhan down and heal off damage to avoid being KOed.
change this, prankster spore steels are mostly bad plus imposter is doing 75 when he wakes up which puts you in a 50/50 between spore and recover vs. switch and night shade.
Shedinja can also do this, but it must be wary of Sunsteel Strike and entry hazard damage, so it is unreliable.
shed must be wary of sunsteel strike from your own kanga ?_? change this to say " but only if kanga isn't running sunsteel"

Passive recovery Pokemon (mainly Poison Heal Giratina and Regigigas) and Prankster users make great partners to shut down Imposter users.
also make sure to state that offensive ph users (xern in particular) actually have great offensive synergy with kanga. if you can consistently lovely kiss a mon on the switch, this is absolutely huge for kanga because he switches in for free, and even if you can't he pressures xern counters like mg ho oh.

[STRATEGY COMMENTS]
Other Options
for pursuit just say kanga has a really hard time fitting it on the set because it doesn't kill normal types or ghosts so you have to forgo recovery which is wack. also, make sure to run mold breaker pre mega if you're pursuit, so you can trap shed then mega and go to town.

**Prankster**: Prankster Pokemon such as Registeel move before Mega Kangaskhan and easily shut it down with Spore, and can recover from its attacks even if they switch into Nature's Madness as their moves receive priority. However, they have to be careful of being picked off by Extreme Speed when at low health.
again, prankster spore is pretty much irrelevant at higher levels (although not completely unviable imo). mention dbond and entrainment as ways they can shut down kanga

add setup sweepers in checks/counters. while they obviously can't switch in they can actually make kanga a liability to have because it's complete setup bait for anything that doesn't die to madness+espeed. mega gengar is the most prominent example but there's also stuff like dazzling smash, white herb unburden ttar, and drummer necro.

3/3
 

Lumari

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

As the lone legal user of Parental Bond, Mega Kangaskhan finds itself in a potent position as unique wallbreaker that breaks down and 2HKOes almost the entire metagame, making it a huge threat to stall and balanced teams. Also, its decent bulk, respectable Speed tier, and ability to wallbreak with impunity to without fear of common status and Knock Off let it switch in easily to on many common walls and pose an immediate threat. However, Mega Kangaskhan still struggles from being one-dimensional, as the two-turn combination of Nature's Madness + Night Shade or Seismic Toss is slow and relatively easy to play around with the right preparation, less efficient than the quick KOs of dedicated wallbreakers, ineffective against the multitude of slow, bulky pivots in the metagame (especially those with Regenerator), and reliant on correct prediction against Normal- and Ghost-types. On top of that, because Parental Bond is restricted to Mega Kangaskhan, Kangaskhan must start out in its normal forme and cannot run any item besides Kangaskhanite if it wants to take advantage of the ability. Also, its poor defensive typing, only decent bulk, and lack of any immediately threatening offensive presence leave it vulnerable to being picked off by faster, stronger opponents enemies such as Mega Mewtwo Y, Mega Rayquaza, and Mega Mewtwo X, all of which outspeed and threaten to OHKO, making it relatively useless against offensive teams. In addition, it suffers a bit from four-moveslot syndrome, as it is usually restricted to only one coverage move after Nature's Madness, Night Shade, and recovery, limiting its ability to confront more niche walls like Shedinja. Finally, its reliance on its ability makes it vulnerable to the plethora of ability-suppressing moves in the metagame, and it is a sitting duck should its ability be neutralized by any of them.

[SET]
name: Wallbreaker
move 1: Nature's Madness
move 2: Night Shade
move 3: Strength Sap / Shore Up
move 4: Extreme Speed / Seismic Toss
item: Kangaskhanite
ability: Misty Surge
nature: Jolly
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

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

Nature's Madness and Night Shade in conjunction with Parental Bond after Mega Evolution is what enables Mega Kangaskhan to 2HKO virtually the entire metagame. Nature's Madness brings opponents opposing Pokemon down to at most only 25% of their maximum HP, leaving them within range to be KOed by Night Shade. Night Shade is the best constant-damage move, (AC) as it hits Giratina and other Ghost-types, which are generally a bigger threat than the Normal-types that Seismic Toss hits. The third slot should be used as recovery so Mega Kangaskhan can heal off chip damage and weaker attacks. Strength Sap is the best option for recovery, as it takes advantage of the high average Attack stat of Pokemon in Balanced Hackmons to recover massive amounts of damage instantly, all while lowering the opponent's target's Attack stat and making it even more difficult for them to take Mega Kangaskhan down. Shore Up can also be used as recovery, (AC) as it is slightly more reliable, healing a consistent half of maximum health. The last slot is typically used for coverage. Extreme Speed is a fantastic STAB move that lets Mega Kangaskhan hit faster threats that switch into Nature's Madness or even Night Shade (RC) as well as finish off Normal-types. Mega Kangaskhan can also run Seismic Toss so it can KO Normal-types immune to Night Shade, but this is generally not necessary, (AC) as Extreme Speed takes out both Regigigas and Arceus, the only relevant Normal-types Mega Kangaskhan has to deal with, after Nature's Madness. Alternatively, Anchor Shot can also be used in the last slot to trap opponents opposing Pokemon and reliably take them down, while Sunsteel Strike can be used to hit Shedinja and Mega Audino for decent damage, and Taunt can be used to shut down Prankster recovery and generally passive Pokemon.

Set Details
========

Kangaskhanite is crucial to this set as it enables Mega Kangaskhan to take advantage of Parental Bond. With Parental Bond, Nature's Madness reduces the opponent's target's HP to only 25%, while Night Shade and Seismic Toss deal 200 HP of damage, letting Mega Kangaskhan 2HKO the entire metagame, bar opponents foes with passive recovery. Misty Surge is the best ability to use before Mega Evolution, as Misty Surge protects protecting Mega Kangaskhan from being statused (in particular, with sleep) and weakens weakening Dragon-type attacks that it might have to face. It also prevents opposing Toxic Orbs from activating, letting Mega Kangaskhan break down Poison Heal users such as Giratina and Xerneas. Intimidate can also be used to weaken opposing physical attacks and create more safe opportunities for Mega Kangaskhan to come in and Mega Evolve. A Jolly nature is used to maximize Mega Kangaskhan's Speed so it can beat up to maximum Speed base 99 Pokemon such as Yveltal and Xerneas. If no physical attacks are used, a Timid nature with minimized Attack is preferred to minimize confusion damage and reduce opposing Strength Sap healing from typical users such as Giratina.

Usage Tips
========

This set is best used as a liberal check to most common metagame walls, especially before it Mega Evolves and can still take advantage of Misty Surge to prevent itself from being crippled by status they tend to carry. Early-game, it can serve as an immediate offensive threat whose Misty Terrain can prevent opposing Toxic Orb Poison Heal users from activating their abilities. This is also the ideal time to take advantage of its wallbreaking ability, as it can be used to easily bring down opposing walls within KO range of partner sweepers. Use Nature's Madness only if Night Shade and Seismic Toss don't 2HKO, as they have far more PP, won't miss, and generally 2HKO most of the metagame anyway. Use recovery moves when there is a free opportunity to—that is, on a precited when a switch is predicted, or against more passive Pokemon that can't deal much damage. Avoid recklessly Mega Evolving unless you plan on staying in, as Kangaskhan can be switched in and out to support its teammates with Misty Terrain. Once Misty Terrain has ended, be wary of status effects, as sleep shuts you Kangaskhan down, burn reduces the power of Extreme Speed, poison reduces your its longevity, and paralysis makes you it easier to pick off. Be wary of slow pivots, as Mega Kangaskhan struggles to confront offensive Pokemon that they can pivot to, especially if they pivot out the turn Mega Kangaskhan switches in. Mega Kangaskhan also generally has difficulty wearing them down anyway, especially if they have Regenerator. If Strength Sap and Extreme Speed are used, Mega Kangaskhan can even check Imposter Chansey, as it cannot be KOed by its own Nature's Madness and Night Shade (RC) and does not have to fear Extreme Speed once the opposing Imposter user's Attack is lowered. Alternatively, if Anchor Shot is used, this set can even trap Imposter users to PP stall them to death while healing off attacks.

Team Options
========

Pokemon with passive recovery, (AC) Pokemon (mainly Poison Heal Giratina and Regigigas, (comma) and or Prankster users make great partners to shut down Imposter users. For example, offensive Poison Heal users like Xerneas additionally have great offensive synergy with Mega Kangaskhan as well, as they can reliably put opponents opposingPokemon to sleep, granting it an easy switch in while it counters bulkier checks and counters in return. Alternatively, Prankster Ghost-types can easily switch into Nature's Madness and recover without fear of being picked off by Extreme Speed. Shedinja can also fulfill this function if Mega Kangaskhan does not use Sunsteel Strike, but it must be wary of its vulnerability to entry hazard damage (RC) so it is makes it unreliable. Mega Kangaskhan also appreciate counters to Shedinja itself, as Shedinja is one of the only walls that it cannot break down. Mold Breaker Pokemon such as Mega Gengar or surprise Mold Breaker moves work well for this, and Ghost-types such as Giratina also serve as good defensive teammates for this reason. Powerful, fast sweepers like -ate users, Mega Mewtwo Y, and Mega Gengar enjoy having walls weakened (RC) and can help check offensive opponents Pokemon that threaten Mega Kangaskhan. Slow pivots work well to shield Mega Kangaskhan from offensive attacks and bring it in safely (RC) and can neutralize annoying abilities such as Poison Heal or and Regenerator to help Mega Kangaskhan wallbreak. Toxic Spikes support, though a niche option that is relatively rare, can also be useful, (AC) as it lets Mega Kangaskhan wallbreak more easily without needing to waste two turns to KO opponents opposing Pokemon.

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

On the wallbreaker set, Mega Kangaskhan can also use Magic Guard as an ability to prevent entry hazard damage, but Misty Surge is generally more useful, (AC) as it provides lasting benefits. Pursuit along with Mold Breaker before Mega Evolution can be used to trap Shedinja before Mega Evolving and nail opponents foes that try to flee after Nature's Madness, but it has very limited use and is rarely seen. Unfortunately, it Pursuit also doesn't otherwise deal much damage to Ghost- and Normal-types that give Mega Kangaskhan the most problems, so it doesn't really have the space to fit in. Besides the wallbreaker set, Mega Kangaskhan has few viable options to use that aren't simply outclassed by other sets on other Pokemon.

Checks and Counters
========
**Shedinja**: Sturdy Shedinja takes no damage from any of the attacks that Mega Kangaskhan uses bar Sunsteel Strike, which is relatively rare.

**Passive Healing**: Because Mega Kangaskhan cannot OHKO opponents opposing Pokemon with Nature's Madness or Night Shade, Pokemon with extraordinary healing capabilities can usually shrug off its attacks and counterattack. For example, Poison Heal users, particularly Regigigas for its immunity to Night Shade and Giratina for its massive HP stat, can use Poison Heal to prevent the 2HKO from Nature's Madness + Night Shade / Seismic Toss. Regenerator Pokemon can heal off damage while pivoting out and bringing in an offensive threat to KO Mega Kangaskhan.

**Ability Suppression**: Mega Kangaskhan relies on Parental Bond to break down walls, so any move that suppresses abilities, such as Worry Seed, Entrainment, or slow Core Enforcer, can neuter it. This is especially so as effective because Mega Kangaskhan cannot OHKO opponents its targets, giving them ample time to suppress its ability.

**Powerful Offense**: Mega Kangaskhan is slow for an attacker and only decently bulky (RC) and will fall to any even neutral powerful attack. Thus, Pokemon such as Mega Mewtwo Y and Mega Rayquaza can easily defeat it before it can attack. Triage Mega Rayquaza, in particular, can heal off damage taken without fear of being KOed in the process.

**Prankster**: Prankster Pokemon such as Registeel and Giratina move before Mega Kangaskhan, (AC) and easily shut it down by removing Parental Bond with Entrainment, and can recover from its attacks even if they switch into Nature's Madness, (AC) as their moves receive priority. They can even bring it down with them with using Destiny Bond. However, they have to be careful of being picked off by Extreme Speed when at low health.

**Setup Sweepers**: Mega Kangaskhan is complete setup bait for any faster Pokemon that won't die fall to Nature's Madness + Extreme Speed. Though they will find it difficult to switch in, setup sweepers resistant or immune to Extreme Speed such as Mega Gengar, Mega Tyranitar, Necrozma-DM, and Dazzling users can easily set up and OHKO Mega Kangaskhan if they get a free switch in.


[CREDITS]
- Written by: [[Electrolyte, 148071]]
- Quality checked by: [[GL Volkner, 330455 ], [Funbot28, 255984], [Gurpreet Patel (Sent you a Friend Request), 233142]]
- Grammar checked by: []
 

dhelmise

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[6:37 PM]Electrolyte:
kris im begging you



[6:37 PM]Electrolyte:
please give me second check



[6:37 PM]Electrolyte:
tdp already did it so it'll be easy

I have a WIP Saved locally
 
Last edited:

dhelmise

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[OVERVIEW]

As the lone legal user of Parental Bond, Mega Kangaskhan finds itself in a potent position as unique wallbreaker that breaks down and 2HKOes almost the entire metagame, making it a huge threat to stall and balanced balance teams. Also, its decent bulk, respectable Speed tier, and ability to wallbreak without fear of common status and Knock Off let it switch in easily on many common walls and pose an immediate threat. However, Mega Kangaskhan still struggles from being one-dimensional, as the two-turn combination of Nature's Madness + Night Shade or Seismic Toss is slow and relatively easy to play around with the right preparation, less efficient than the quick KOs of dedicated wallbreakers, ineffective against the multitude of slow, bulky pivots in the metagame (especially those with Regenerator), and reliant on correct prediction against Normal- and Ghost-types. On top of that, because Parental Bond is restricted to Mega Kangaskhan, Kangaskhan must start out in its normal forme and cannot run any item besides Kangaskhanite if it wants to take advantage of the ability, (period -> comma; "Also" is already a kind of bad way to start a sentence off and you already did it once in this paragraph. If you want this to remain as two sentences, replace "Also" with "Additionally" and replace the "its" after the comma with "Mega Kangaskhan's" for clarity) Also, (RC) and its poor defensive typing, only decent bulk, and lack of any immediately threatening offensive presence leave it vulnerable to being picked off by faster, stronger enemies such as Mega Mewtwo Y, Mega Rayquaza, and Mega Mewtwo X, all of which outspeed and threaten to OHKO, making it (is this "it" Mega Kangaskhan or regular Kangaskhan?) relatively useless against offensive teams. In addition, it Mega Kangaskhan suffers a bit from four-moveslot syndrome, as it is usually restricted to only one coverage move after Nature's Madness, Night Shade, and recovery, limiting its ability to confront more niche walls like Shedinja. Finally, its reliance on its ability makes it vulnerable to the plethora of ability-suppressing moves in the metagame, and it is a sitting duck should its ability be neutralized by any of them.

[SET]
name: Wallbreaker
move 1: Nature's Madness
move 2: Night Shade
move 3: Strength Sap / Shore Up
move 4: Extreme Speed / Seismic Toss
item: Kangaskhanite
ability: Misty Surge
nature: Jolly
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe

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

Nature's Madness and Night Shade in conjunction with Parental Bond after Mega Evolution is what enables Mega Kangaskhan to 2HKO virtually the entire metagame. Nature's Madness brings opposing Pokemon down to at most only 25% of their maximum HP, leaving them within range to be KOed by Night Shade. Night Shade is the best constant-damage move, as it hits Giratina and other Ghost-types, which are generally a bigger threat than the Normal-types that Seismic Toss hits. The third slot should be used as recovery so Mega Kangaskhan can heal off chip damage and weaker attacks. Strength Sap is the best option, as it takes advantage of the high average Attack stat of Pokemon in Balanced Hackmons to recover massive amounts of damage instantly, (RC) all while (this "while" isn't comparing or contrasting anything, so the comma isn't necessary) lowering the opponent's foe's Attack stat and making it even more difficult for them to take Mega Kangaskhan down. Shore Up can also be used as recovery, as it is slightly more reliable, healing a consistent half of Mega Kangaskhan's maximum health. The last slot is typically used for coverage. Extreme Speed is a fantastic STAB move that lets Mega Kangaskhan hit faster threats that switch into Nature's Madness or even Night Shade as well as finish off Normal-types. Mega Kangaskhan can also run Seismic Toss so it can KO Normal-types immune to Night Shade, but this is generally not necessary, (AC) as Extreme Speed takes out both Regigigas and Arceus, the only relevant Normal-types Mega Kangaskhan has to deal with, after Nature's Madness. Alternatively, Anchor Shot can trap opposing Pokemon and reliably take them down, while Sunsteel Strike can be used to hit Shedinja and Mega Audino for decent damage, and Taunt can be used to shut down Prankster recovery and generally passive Pokemon.

Set Details
========

Kangaskhanite enables Mega Kangaskhan to take advantage of Parental Bond. With Parental Bond, Nature's Madness reduces the target's HP to only 25%, while Night Shade and Seismic Toss deal 200 HP of damage, letting Mega Kangaskhan 2HKO the entire metagame, barring foes with passive recovery. Misty Surge is the best ability to use before Mega Evolution, protecting Mega Kangaskhan from being statused (in particular, with sleep) and weakening Dragon-type attacks that it might have to face. It also prevents opposing Toxic Orbs from activating, letting Mega Kangaskhan break down Poison Heal users such as Giratina and Xerneas. Intimidate can also be used to weaken opposing physical attacks and create more safe opportunities for Mega Kangaskhan (If it hasn't Mega Evolved yet, how is it already Mega) to come in and Mega Evolve. A Jolly nature is used to maximize Mega Kangaskhan's Speed so it can beat up to maximum investment base 99 Speed base 99 Pokemon such as Yveltal and Xerneas. If no physical attacks are used, a Timid nature with minimized 0 Attack EVs (because you say "minimize" 5 words later) is preferred to minimize confusion damage and reduce opposing Strength Sap healing from typical users such as Giratina.

Usage Tips
========

This set is best used as a liberal check to most common metagame walls, especially before it Mega Evolves, (AC) (this does not need the subject referred to again after "and" because the addition of the comma makes the "especially before it Mega Evolves" non-restrictive, so this can also read as "...This set is best used as a liberal check to most common metagame walls [...] and can...") and can still take advantage of Misty Surge to prevent itself from being crippled by status they tend to carry. Early-game, it Kangaskhan can serve as an immediate offensive threat whose Misty Terrain can prevent opposing Toxic Orb Poison Heal users from activating their abilities. This is also the ideal time to take advantage of its Mega Kangaskhan's wallbreaking ability, as it can be used to easily bring down opposing walls within KO range of partner sweepers. Use Nature's Madness only if Night Shade and Seismic Toss don't 2HKO, as they have far more PP, won't miss, and generally 2HKO most of the metagame anyway. Use recovery moves when there is a free opportunity to—that is, on a predicted switch or against more passive Pokemon that can't deal much damage. Avoid recklessly Mega Evolving unless you plan on staying in, as Kangaskhan can be switched in and out to support its teammates with Misty Terrain. Once Misty Terrain has ended, be wary of status effects, as sleep shuts Kangaskhan down, burn reduces the power of Extreme Speed, poison reduces its longevity, and paralysis makes it easier to pick off. Be wary of slow pivots, as Mega Kangaskhan struggles to confront offensive Pokemon that they can pivot to, especially if they pivot out the turn Mega Kangaskhan switches in. Mega Kangaskhan also generally has difficulty wearing them down anyway, especially if they have Regenerator. If Strength Sap and Extreme Speed are used, Mega Kangaskhan can even check Imposter Chansey, as it cannot be KOed by its own Nature's Madness and Night Shade, (AC) and it does not have to fear Extreme Speed once the opposing Imposter user's Attack is lowered. Alternatively, if Anchor Shot is used, this set can even trap Imposter users to PP stall them to death while healing off attacks.

Team Options
========

Pokemon with passive recovery, mainly Poison Heal Giratina and Regigigas, or Prankster make great partners to shut down Imposter users. For example, offensive Poison Heal users like Xerneas additionally have great offensive synergy with Mega Kangaskhan as well, as they can reliably put opposing Pokemon to sleep, granting it Mega Kangaskhan an easy switch in while it counters bulkier checks and counters in return. Alternatively, Prankster Ghost-types can easily switch into Nature's Madness and recover without fear of being picked off by Extreme Speed. Shedinja can also fulfill this function if Mega Kangaskhan does not use Sunsteel Strike, but its vulnerability to entry hazard damage makes it unreliable. Mega Kangaskhan also appreciates counters to Shedinja itself, as Shedinja is one of the only walls that it cannot break down. Mold Breaker Pokemon such as Mega Gengar or as well as surprise Mold Breaker moves work well for this, and Ghost-types such as Giratina also serve as good defensive teammates for this reason. Powerful, fast sweepers like -ate users, Mega Mewtwo Y, and Mega Gengar enjoy having walls weakened and can help check offensive Pokemon that threaten Mega Kangaskhan. Slow pivots work well to shield Mega Kangaskhan from attacks and bring it in safely, (AC) and they can neutralize annoying abilities such as Poison Heal and Regenerator to help Mega Kangaskhan wallbreak. Toxic Spikes support, though a niche option that is relatively rare, can also be useful, as it lets Mega Kangaskhan wallbreak more easily without needing to waste two turns to KO opposing Pokemon.

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

On the wallbreaker set, Mega Kangaskhan can also use Magic Guard as an ability to prevent entry hazard damage, but Misty Surge is generally more useful, as it provides lasting benefits. Pursuit along with Mold Breaker before Mega Evolution can be used to trap Shedinja before Mega Evolving and nail foes that try to flee after Nature's Madness, but it has very limited use and is rarely seen. Unfortunately, Pursuit also doesn't otherwise deal much damage to Ghost- and Normal-types that give Mega Kangaskhan the most problems, so it doesn't really have the space to fit in. Besides the wallbreaker set, Mega Kangaskhan has few viable options to use that aren't simply outclassed by other sets on other Pokemon.

Checks and Counters
========
(add blank line)
**Shedinja**: Sturdy Shedinja takes no damage from any of the attacks that Mega Kangaskhan uses bar Sunsteel Strike, which is relatively rare.

**Passive Healing**: Because Mega Kangaskhan cannot OHKO opposing Pokemon with Nature's Madness or Night Shade, Pokemon with extraordinary healing capabilities can usually shrug off its attacks and counterattack. For example, Poison Heal users, particularly Regigigas for its immunity to Night Shade and Giratina for its massive HP stat, can use Poison Heal to prevent the 2HKO from Nature's Madness + Night Shade / Seismic Toss. Regenerator Pokemon can heal off damage while pivoting out and bringing in an offensive threat to KO Mega Kangaskhan.

**Ability Suppression**: Mega Kangaskhan relies on Parental Bond to break down walls, so any move that suppresses abilities, such as Worry Seed, Entrainment, or slow Core Enforcer, can neuter it. This is especially effective because Mega Kangaskhan cannot OHKO its targets, giving them ample time to suppress its ability.

**Powerful Offense**: Mega Kangaskhan is slow for an attacker and only decently bulky and will fall to any even neutral powerful attack. Thus, Pokemon such as Mega Mewtwo Y and Mega Rayquaza can easily defeat it before it can attack. Triage Mega Rayquaza, in particular, can heal off damage taken without fear of being KOed in the process.

**Prankster**: Prankster Pokemon such as Registeel and Giratina move before Mega Kangaskhan, easily shut it down by removing Parental Bond with Entrainment, and can recover from its attacks, (AC) even if they switch into Nature's Madness, as their moves receive priority. They can even bring it down with them with using Destiny Bond. However, they have to be careful of being picked off by Extreme Speed when at low health.

**Setup Sweepers**: Mega Kangaskhan is complete setup bait for any faster Pokemon that won't fall to Nature's Madness + Extreme Speed. Though they will find it difficult to switch in, setup sweepers resistant or immune to Extreme Speed such as Mega Gengar, Mega Tyranitar, Necrozma-DM, and Dazzling users can easily set up and OHKO Mega Kangaskhan if they get a free switch in.


[CREDITS]
- Written by: [[Electrolyte, 148071]]
- Quality checked by: [[GL Volkner, 330455], [Funbot28, 255984], [Gurpreet Patel (Sent you a Friend Request), 233142]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Kris, 241023]]
GP 2/2
 

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