[BH] Mega Kangaskhan QC [3/3] GP [1/1]

MAMP

MAMP!


Overview


Mega Kangaskhan is one of the most threatening wallbreakers in the metagame, as Mega Evolving with Kangaskhanite gives Kangaskhan access to Parental Bond, an ability that is otherwise banned, meaning that Mega Kangaskhan is the only Pokemon that can legally use it. Mega Kangaskhan can take advantage of Parental Bond with Nature's Madness, which takes off 75% of the foe's current HP. Night Shade and Seismic Toss always do 200 HP of damage with Parental Bond, and when combined with Nature's Madness, they allow Mega Kangaskhan to 2HKO practically any Pokemon. Mega Kangaskhan can run Illusion before Mega Evolving to lure in checks to other Pokemon on your team; this has the additional advantage of preventing Imposter users from transforming into Mega Kangaskhan as long as the Illusion remains intact. Mega Kangaskhan is unfettered by burns, doesn't mind Knock Off, and has respectable bulk, making it easy to switch in against many common defensive Pokemon. Due to this, Mega Kangaskhan is an extremely effective stallbreaker, easily able to tear most defensive teams to shreds. Unlike with many other wallbreakers, Imposter Chansey cannot safely switch in as it loses 75% of its current HP to Nature's Madness.

However, even though Mega Kangaskhan can take some hits, a middling Speed tier and poor defensive typing make it somewhat lacking against offensive teams. While Mega Kangaskhan can 2HKO almost everything, it cannot OHKO foes like other wallbreakers do, meaning that it generally needs to take a hit before knocking something out. Mega Kangaskhan is a fairly predictable and straightforward Pokemon and its reliance on Parental Bond to break walls leaves it quite vulnerable to Core Enforcer, but when it comes to pure wallbreaking ability, Mega Kangaskhan has practically no equal.

Wallbreaker
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Nature's Madness
- Night Shade / Seismic Toss
- Shore Up / Strength Sap
- Extreme Speed / Night Shade / Seismic Toss

Set Comments

Moves

Nature's Madness is Mega Kangaskhan's primary tool for wallbreaking, as in combination with Parental Bond it chips off 75% of the foe's current HP when it hits. Night Shade and Seismic Toss do 200 HP of damage, which allows Mega Kangaskhan to finish off Pokemon weakened by Nature's Madness. Night Shade doesn't hit Normal-types and Seismic Toss doesn't hit Ghost-types — which one you use will depend on the needs of the rest of your team. Typically, Night Shade is preferred to hit Poison Heal Giratina, but giving up Seismic Toss makes it possible for Imposter users to come in and stall your PP. Mega Kangaskhan can run both, but this requires it to give up Extreme Speed. Shore Up keeps Mega Kangaskhan healthy throughout the match, which is important against defensive teams. A viable alternative is Strength Sap, which often heals by more and lowers the foe's Attack stat, but can be taken advantage of by Pokemon with Magic Bounce; Mega Kangaskhan can generally afford this as most common Magic Bouncers struggle to switch into it. STAB Extreme Speed is quite powerful when boosted by Parental Bond and allows Mega Kangaskhan to pick off weakened foes. This gives Mega Kangaskhan much more utility against offensive teams.

Set Details

Kangaskhanite lets Kangaskhan Mega Evolve to get Parental Bond. Illusion disguises Mega Kangaskhan as another Pokemon on your team, which allows you to lure in your opponent's checks to that Pokemon and chunk them with Nature's Madness. It also blocks Imposter as long the Illusion isn't broken. A Jolly nature lets Mega Kangaskhan outspeed everything up to positive-natured Xerneas and Yveltal, but if you forgo Extreme Speed, a Timid nature can be used instead to reduce damage from Foul Play and confusion.

Usage Tips

It is good to disguise Mega Kangaskhan as a Pokemon that takes the same damage from entry hazards and doesn't give itself away with an ability like Mold Breaker or Poison Heal so that the opponent cannot see through the Illusion. On a similar note, if the Pokemon that you are disguising Mega Kangaskhan as takes damage the surprise factor will be lost, so try to keep it healthy.

Mega Kangaskhan's ability to force switches and weaken walls makes it very effective at buttering up defensive cores to enable a late-game sweep — for this reason it is often better to send it out early on in the game. Night Shade and Seismic Toss both have very high PP and so can be used to stall Pokemon like Prankster Registeel and Poison Heal Zygarde-C out of PP on their recovery moves. While it may be tempting to click Nature's Madness all the time, always keep in mind that it has limited PP and a chance to miss, and many common Pokemon such as Registeel and Aegislash are 2HKOed by Seismic Toss or Night Shade anyway.

Team Options

It is important to have a plan in case Imposter Chansey transforms into Mega Kangaskhan. If you forgo either Night Shade or Seismic Toss, a Ghost or Normal-type with a reliable recovery move can be used depending on which you are going without, or a Poison Heal Pokemon with high HP and a Protect variant. Sturdy Shedinja can generally handle an Imposter user transformed into Mega Kangaskhan as well. The best Pokemon to disguise Mega Kangaskhan as is a powerful offensive threat with limited and specific defensive checks — Mega Gengar and Pixilate Mega Diancie are good choices. Additionally, offense breakers like Poison Heal Regigigas can make up for Mega Kangaskhan's deficiencies against that playstyle. Mega Kangaskhan struggles to switch in against more offensive teams and so appreciates being brought in safely by Pokemon with slow pivoting moves like Parting Shot and U-turn. Mega Kangaskhan also appreciates Sticky Web and paralysis support to outspeed faster offensive threats like Mega Mewtwo Y and Mega Gengar, and Stealth Rock support means that Mega Kangaskhan doesn't need to worry about Sturdy Shedinja. Stealth Rock also allows it to use Seismic Toss and Night Shade to 2HKO Pokemon with base 100 HP like Primal Kyogre.

Strategy Comments

Other Options

Mega Kangaskhan can run other abilities before Mega Evolving, such as Speed Boost to alleviate its medium Speed tier or Misty Surge to give it an immunity to status and remove Psychic Terrain, allowing it to hit Pokemon like Psychic Surge Mega Mewtwo Y with Extreme Speed. Mega Kangaskhan highly values its moveslots and so often struggles to fit alternative options. However, there are a few moves that serve a niche function that can be valuable for some teams. Sunsteel Strike knocks out Sturdy Shedinja and allows variants of Mega Kangaskhan without Seismic Toss to beat Mega Audino. Anchor Shot is a good option on sets without Seismic Toss to allow Mega Kangaskhan to beat Mega Audino and trap Imposter users to stall them out of PP. Mega Kangaskhan can run Taunt to prevent Prankster Pokemon from healing or using Destiny Bond and to stop Poison Heal Pokemon from stalling out Nature's Madness by spamming recovery moves. Pursuit is a used to catch Regenerator Pokemon such as Solgaleo attempting to play around Mega Kangaskhan by switching in on Nature's Madness and then switching out on the follow-up move.

Mega Kangaskhan can used as a setup sweeper, running Simple to set up Shift Gear boosts before Mega Evolving to get the power boost from Parental Bond. However, this set does not have the same immediate wallbreaking power of the Nature's Madness set and often struggles against Imposter.

Checks and Counters

Sturdy Shedinja: Mega Kangaskhan cannot hurt Shedinja unless it runs coverage for it specifically, like Sunsteel Strike.

Normal or Ghost-types: Variants of Mega Kangaskhan without either Night Shade or Seismic Toss may be walled by Normal- or Ghost-type Pokemon, depending on which one they are lacking.

Fast Offensive Pokemon: Various fast offensive threats such as Mega Mewtwo X and Mega Diancie outspeed Mega Kangaskhan and threaten it out.

Core Enforcer: If Mega Kangaskhan is hit by Core Enforcer from a Pokemon like Giratina or Zygarde-C, it loses Parental Bond, which severely limits its wallbreaking ability.

Regenerator: Pokemon with Regenerator like Solgaleo or Primal Kyogre can annoy Mega Kangaskhan by switching into Nature's Madness and then pivoting out to get momentum and heal back up.
 
Last edited:

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
it's gp that only needs 1 check not qc, that's still 3 (although idk if there are many changes to be made here)

dont mind me just an obsessive am qcer making the rounds


Overview


-Mega Evolving with Kangaskhanite gives Kangaskhan access to Parental Bond; this ability is otherwise banned, meaning that Mega Kangaskhan is the only Pokemon that can use it
-Mega Kangaskhan can abuse Parental Bond with Nature's Madness, which does a guaranteed 75% damage to any Pokemon
-Night Shade and Seismic Toss always do 200 HP damage, and when combined with Nature's Madness allow Mega Kangaskhan to 2HKO any Pokemon mention that each has an immunity in ghosts/normals, also sturdy shed walls and ph zyg takes the second hit although it's a rather uncommon set
-Mega Kangaskhan is one of the most threatening wallbreakers in the metagame, tears defensive teams apart
-Mega Kangaskhan can take hits, but a middling speed tier and poor defensive typing makes it kinda poor against offensive teams in addition to the fact that it fails to ohko stuff due to the way it works
-Mega Kangaskhan can run Illusion before Mega Evolving to lure in checks to other Pokemon on your team
-Imposter Chansey struggles to switch into Mega Kangaskhan because it takes so much damage from Nature's Madness
-It is a fairly predictable and straightforward Pokemon, but it shreds defensive cores regardless
emphasize its core enforcer weakness because it's pretty much the only way you can play around this thing

Wallbreaker
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Nature's Madness
- Night Shade / Seismic Toss
- Shore Up / Strength Sap
- Extreme Speed / Night Shade / Seismic Toss

Set Comments

Moves

-Nature's Madness is Mega Kangaskhan's primary tool for wallbreaking, as in combination with Parental Bond it chips off 75% of the opponents HP when it hits
-Night Shade and Seismic Toss do 200 HP of damage, which allows Mega Kangaskhan to finish off mons weakened by Nature's Madness
-Night Shade doesn't hit Normal-types and Seismic Toss doesn't hit Ghost-types; which one you use will depend on the needs of the rest of your team note that without seismic toss, eviolite imposter can come in and stall kanga's pp
-Mega Kangaskhan can run both, but this requires it to give up Extreme Speed
-Shore Up keeps Mega Kangaskhan healthy throughout the match, which is important against defensive teams
-Shore Up is chosen over other recovery moves because it heals more HP under sand
-Strength Sap often heals by more and lowers the opponents attack stat, but it can be taken advantage of by Pokemon with Magic Bounce
-Extreme Speed is quite powerful when boosted by Parental Bond and allows Mega Kangaskhan to pick off weakened opponents. This gives Mega Kangaskhan more utility against offensive teams mega kanga also needs speed to pick off prankster mons like registeel

Set Details

-Kangaskhanite lets Kangaskhan Mega Evolve to get Parental Bond
-Illusion disguises Mega Kangaskhan as another Pokemon on your team, which allows you to lure in your opponent's checks to that Pokemon and chunk them with Nature's Madness
-Jolly nature lets Mega Kangaskhan outspeed +Speed base 90 Pokemon like Primal Groudon and Primal Kyogre
-If you forgo Extreme Speed, Timid nature can be used instead to reduce damage from Foul Play and confusion

Usage Tips

-It is good to disguise Mega Kangaskhan as a mon that takes the same damage from entry hazards, so that the opponent cannot tell the difference
-If the Pokemon that you are disguising Mega Kangaskhan as takes damage the surprise factor will be lost, so try to keep it healthy

Team Options

-It is important to have a plan in case Imposter Chansey transforms into Mega Kangaskhan. If you are not running both Night Shade and Seismic Toss, a Ghost or Normal-type with a reliable recovery move can be used depending which you are going without
-The best Pokemon to disguise Mega Kangaskhan as is a powerful offensive threat with limited and specific defensive checks — Mega Gengar and Pixilate Mega Diancie are good choices
-Mega Kangaskhan struggles to switch in and so appreciates being brought in safely by Pokemon with slow pivoting moves
-Mega Kangaskhan appreciates Sticky Web and paralysis support
mons good vs offense like ph regi and prankster haze work well for pretty obvious reasons. ph regi also imposter proofs if night shade

Strategy Comments

Other Options

-Mega Kangaskhan can run other abilities before Mega Evolving, such as Speed Boost to alleviate its medium speed tier or Misty Surge to give it an immunity to status and remove Psychic Terrain
-Sunsteel Strike knocks out Sturdy Shedinja and allows variants of Mega Kangaskhan without Seismic Toss to beat Mega Audino
-Mega Kangaskhan can run Taunt to prevent Prankster Pokemon from healing or using Destiny Bond also helps it overpower ph users that could otherwise spam recovery or whatever
leech seed is cool to hit shed and wear down mons you wouldn't be able to kill normally also imposter
anchor shot is nice to surprise imposter

make sure to emphasize that kang really values its moveslots so these moves should not be used unless you need the niche offered


Checks and Counters

Sturdy Shedinja: Mega Kangaskhan cannot hurt Shedinja unless it runs coverage for it specifically, like Sunsteel Strike.

Normal types: Variants of Mega Kangaskhan without Seismic Toss may be walled by Normal-type Pokemon like Mega Audino and Regigigas. what about ghosts

Mega Mewtwo X: Mega Mewtwo X outspeed Mega Kangaskhan and OHKOs it with super-effective fighting-type moves. i'd expand this to "faster offensive mons" because a lot of guys like normalize gengar, specs surge mmy, etc threaten kanga out

Core Enforcer: If Mega Kangaskhan is hit by Core Enforcer it loses Parental Bond, which severely limits its wallbreaking ability.

status is pretty bad for kanga. sleep takes away its threat temporarily, para really sucks because something like giratina can just sit there fishing for a full para, burn means you miss out on speed kills and being worn down is really bad

regenerator mons are another big one because they can get momentum on kanga and annoy it with core while not allowing it to break due to their passive recovery
 
I started from sl42's check so everything I agreed is included but I removed some bits. Just look at this one.
Overview

-Mega Evolving with Kangaskhanite gives Kangaskhan access to Parental Bond; this ability is otherwise banned, meaning that Mega Kangaskhan is the only Pokemon that can use it
-Mega Kangaskhan can abuse Parental Bond with Nature's Madness, which does a guaranteed 75% damage to any Pokemon
-Night Shade and Seismic Toss always do 200 HP damage, and when combined with Nature's Madness allow Mega Kangaskhan to 2HKO any Pokemon without factoring ability
-Mega Kangaskhan is one of the most threatening wallbreakers in the metagame, tears defensive teams apart
note that after illusion is gone mega kan doesn't care much about burn, chip from weak moves or knock off so it can freely switch on most defensive mon which contributes to it being super hard to manage on defensive teams. This is particularly good on offensive team who can't afford t risk other mons like gengar n shit
-Mega Kangaskhan can take hits, but a middling speed tier and poor defensive typing makes it kinda poor against offensive teams in addition to the fact that it fails to ohko stuff due to the way it works
-Mega Kangaskhan can run Illusion before Mega Evolving to lure in checks to other Pokemon on your team also makes it really good against imposter
-Imposter Chansey struggles to switch into Mega Kangaskhan because it takes so much damage from Nature's Madness
-It is a fairly predictable and straightforward Pokemon, but it shreds defensive cores regardless
emphasize its core enforcer weakness because it's pretty much the only way you can play around this thing

Wallbreaker
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Nature's Madness
- Night Shade / Seismic Toss
- Shore Up / Strength Sap
- Extreme Speed / Night Shade / Seismic Toss

Set Comments

Moves

-Nature's Madness is Mega Kangaskhan's primary tool for wallbreaking, as in combination with Parental Bond it chips off 75% of the opponents HP when it hits
-Night Shade and Seismic Toss do 200 HP of damage, which allows Mega Kangaskhan to finish off mons weakened by Nature's Madnesshade is preferred to hit PH tina
-Night Shade doesn't hit Normal-types and Seismic Toss doesn't hit Ghost-types; which one you use will depend on the needs of the rest of your team note that without seismic toss, eviolite imposter can come in and stall kanga's pp
-Mega Kangaskhan can run both, but this requires it to give up Extreme Speed
-Shore Up keeps Mega Kangaskhan healthy throughout the match, which is important against defensive teams
-Shore Up is chosen over other recovery moves because it heals more HP under sand
-Strength Sap often heals by more and lowers the opponents attack stat, but it can be taken advantage of by Pokemon with Magic Bounce mention that kan can afford it because passive bouncers are heavily pressured by it
-stab Extreme Speed is quite powerful when boosted by Parental Bond and allows Mega Kangaskhan to pick off weakened opponents. This gives Mega Kangaskhan more utility against offensive teams

mention that shade + toss provides kan with shitloads of pp which can be extremely irritating for stuff like prank registeel / ph zyg.
this also means it's easier to play around ppl trying to double weakened mons on nature's madness. nature madness only has 16 pp and a miss chance and so can be stalled out with prank recovery and regen/ph


Set Details

-Kangaskhanite lets Kangaskhan Mega Evolve to get Parental Bond
-Illusion disguises Mega Kangaskhan as another Pokemon on your team, which allows you to lure in your opponent's checks to that Pokemon and chunk them with Nature's Madnessalso blocks imposter the first time
-Jolly nature lets Mega Kangaskhan outspeed +Speed base 90 Pokemon like Primal Groudon and Primal Kyogre
-If you forgo Extreme Speed, Timid nature can be used instead to reduce damage from Foul Play and confusion

Usage Tips

-It is good to disguise Mega Kangaskhan as a mon that takes the same damage from entry hazards, so that the opponent cannot tell the difference
-If the Pokemon that you are disguising Mega Kangaskhan as takes damage the surprise factor will be lost, so try to keep it healthy
kan causes a lot of switches while ppl try to preseve mons which weakens / makes holes in a lot of the team. For that reason it's good to use it sorta early on and then have a cleaner that can take advantage of weakened checks

Team Options

-It is important to have a plan in case Imposter Chansey transforms into Mega Kangaskhan. If you are not running both Night Shade and Seismic Toss, a Ghost or Normal-type with a reliable recovery move can be used depending which you are going without i feel like ph zyg and protect ph gira are worth mentionning, also worth noting that on more offensive teams chansey doesn't need to be hard countered as it is heavily pressured by kan itself and can't really switch in, but yeah have a plan
-The best Pokemon to disguise Mega Kangaskhan as is a powerful offensive threat with limited and specific defensive checks — Mega Gengar and Pixilate Mega Diancie are good choicesregen solg is a common answer for diancie so idk, even prank registeel can come back from being at 25%.
-Mega Kangaskhan struggles to switch in and so appreciates being brought in safely by Pokemon with slow pivoting moves
-Mega Kangaskhan appreciates Sticky Web and paralysis support
mons good vs offense like ph regi work well for pretty obvious reasons. ph regi also imposter proofs if night shade (to add on sl42's comment, you can make ph regi 1 point faster to always spore first, that means with the turn you switch in and the first sleep turn you're back at 50% and therefor can take stoss)

rocks are super nice because shed can't come in and it means you 2hko mons with like 100 or 106 hp like ray / kyogre / mmy... meaning they have one less switch on toss


Strategy Comments

Other Options

-Mega Kangaskhan can run other abilities before Mega Evolving, such as Speed Boost to alleviate its medium speed tier or Misty Surge to give it an immunity to status and remove Psychic Terrain
-Sunsteel Strike knocks out Sturdy Shedinja and allows variants of Mega Kangaskhan without Seismic Toss to beat Mega Audino
-Mega Kangaskhan can run Taunt to prevent Prankster Pokemon from healing or using Destiny Bond also helps it overpower ph users that could otherwise spam recovery or whatever

anchor shot + night shade beats imposter and audino

pursuit can be used for some regen mons like solgaleo or giratina

make sure to emphasize that kang really values its moveslots so these moves should not be used unless you need the niche offered


Checks and Counters

Sturdy Shedinja: Mega Kangaskhan cannot hurt Shedinja unless it runs coverage for it specifically, like Sunsteel Strike.

Normal types: Variants of Mega Kangaskhan without Seismic Toss may be walled by Normal-type Pokemon like Mega Audino and Regigigas.

Mega Mewtwo X: Mega Mewtwo X outspeed Mega Kangaskhan and OHKOs it with super-effective fighting-type moves. i'd expand this to "faster offensive mons" because a lot of guys like normalize gengar, specs surge mmy, etc threaten kanga out
faster offensive mon can also take advantage of nature madness by switching on it loads of time, psychic surge mmy is a great example as it can go down to like 2% and still not care, block espeed and OHKO


Core Enforcer: If Mega Kangaskhan is hit by Core Enforcer it loses Parental Bond, which severely limits its wallbreaking ability.

niche PH zyg worth mentionning

regenerator mons are another big one because they can get momentum on kanga and annoy it with core while not allowing it to break due to their passive recovery
 

MAMP

MAMP!
I started from sl42's check so everything I agreed is included but I removed some bits. Just look at this one.
thanks, implemented

decided not to mention ph zyg in checks and counters bc its niche and uncommon and doesnt really beat kang reliably bc it needs to be at very high hp to switch in

moved the stuff about shadetoss pp stalling to usage tips bc i thought it fit better there, and the thing about improofing with regi by lowering speed felt a bit too niche and specific for an analysis so i cut it
 

Funbot28

Banned deucer.


Overview


-Mega Evolving with Kangaskhanite gives Kangaskhan access to Parental Bond; this ability is otherwise banned, meaning that Mega Kangaskhan is the only Pokemon that can use it
-Mega Kangaskhan can abuse Parental Bond with Nature's Madness, which does a guaranteed 75% damage to almost any Pokemon
-Night Shade and Seismic Toss always do 200 HP damage, and when combined with Nature's Madness allow Mega Kangaskhan to 2HKO any Pokemon. Don't forget part about "without factoring their ability"
-Mega Kangaskhan is one of the most threatening wallbreakers in the metagame and tears most defensive teams apart
-Mega Kangaskhan is unfettered by burns and doesn't mind Knock Off, making it easy to switch in against many common defensive Pokemon. Also mention that its decent bulk also enables it to come in quite often as well.
-Mega Kangaskhan can take hits, but a middling speed tier and poor defensive typing makes it kinda poor against offensive teams
-While Mega Kangaskhan can 2HKO almost everything, it generally cannot OHKO anything like other wallbreakers do, meaning that it generally needs to take a hit before knocking something out
-Mega Kangaskhan can run Illusion before Mega Evolving to lure in checks to other Pokemon on your team. Place this higher up in analysis, generally you want to gave a format of positive then negatives.
-Illusion has the additional advantage of preventing Imposter from transforming as long as the Illusion remains intact ^
-Imposter Chansey struggles to switch into Mega Kangaskhan because it takes so much damage from Nature's Madness ^. Also add that it can actually improof itself with the right set.
-It is a fairly predictable and straighforward Pokemon, but it shreds defensive cores regardless
-Mega Kangaskhan's reliance on Parental Bond to break walls leaves it quite vulnerable to Core Enforcer

Wallbreaker
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Nature's Madness
- Night Shade / Seismic Toss
- Shore Up / Strength Sap
- Extreme Speed / Night Shade / Seismic Toss

Set Comments

Moves

-Nature's Madness is Mega Kangaskhan's primary tool for wallbreaking, as in combination with Parental Bond it chips off 75% of the opponents HP when it hits
-Night Shade and Seismic Toss do 200 HP of damage, which allows Mega Kangaskhan to finish off mons weakened by Nature's Madness
-Night Shade doesn't hit Normal-types and Seismic Toss doesn't hit Ghost-types; which one you use will depend on the needs of the rest of your team.
-Typically Night Shade is preferred to hit Poison Heal Giratina, but giving up Seismic Toss makes it possible for Imposter to come in and stall your PP. With Anchor Shot and Night Shade, Kang can actually beat Imposter in the 1v1, so I would just not mention that last bit.
-Mega Kangaskhan can run both, but this requires it to give up Extreme Speed. Which is actually not that important tbh, since it outspeeds most defensive targets (what it is usually intended to break) anyways.
-Shore Up keeps Mega Kangaskhan healthy throughout the match, which is important against defensive teams
-Shore Up is chosen over other recovery moves because it heals more HP under sand. Not worth mentioning.
-Strength Sap often heals by more and lowers the opponents attack stat, but it can be taken advantage of by Pokemon with Magic Bounce; Mega Kangaskhan can generally afford this as most common Magic Bouncers struggle to switch into it
-STAB Extreme Speed is quite powerful when boosted by Parental Bond and allows Mega Kangaskhan to pick off weakened opponents. This gives Mega Kangaskhan more utility against offensive teams
- Mention a point about Anchor Shot here, where it breaks through Mega Audino and can improof itself by trapping and PP stalling.

Set Details

-Kangaskhanite lets Kangaskhan Mega Evolve to get Parental Bond
-Illusion disguises Mega Kangaskhan as another Pokemon on your team, which allows you to lure in your opponent's checks to that Pokemon and chunk them with Nature's Madness. It also blocks Imposter as long the Illusion isn't broken
-Jolly nature lets Mega Kangaskhan outspeed +Speed base 90 Pokemon like Primal Groudon and Primal Kyogre
-If you forgo Extreme Speed, Timid nature can be used instead to reduce damage from Foul Play and confusion. And Damage from Anchor Shot if it wants to be self-improof.

Usage Tips

-It is good to disguise Mega Kangaskhan as a mon that takes the same damage from entry hazards, so that the opponent cannot tell the difference. Also a non-PH mon
-If the Pokemon that you are disguising Mega Kangaskhan as takes damage the surprise factor will be lost, so try to keep it healthy
-Mega Kangaskhan's ability to force switches and weaken walls makes it very effective at buttering up defensive cores to enable a late-game sweep — for this reason it is often better to send it out early on in the game
-Night Shade and Seismic Toss both have very high PP and so can be used to stall Pokemon like Prankster Registeel and Poison Heal Complete Zygarde out of PP on their recovery moves
-While it may be tempting to click Nature's Madness all the time, it is important to realise that it has limited PP and a chance to miss, and many common Pokemon such as Registeel and Aegislash are 2HKO'd by Seismic Toss/Night Shade anyway

Team Options

-It is important to have a plan in case Imposter Chansey transforms into Mega Kangaskhan, and there are many effective ways to handle an Impostered Mega Kangaskhan. There isn't actually many if you are not running Shed or are not self-improof. So I would actually mention the opposite.
-If you are not running both Night Shade and Seismic Toss, a Ghost or Normal-type with a reliable recovery move can be used depending which you are going without
-A Poison Heal Pokemon with high HP and a Protect variant can handle potentially Mega Kangaskhan if it is Impostered, as can Sturdy Shedinja
-The best Pokemon to disguise Mega Kangaskhan as is a powerful offensive threat with limited and specific defensive checks — Mega Gengar and Pixilate Mega Diancie are good choices
-Offense breakers like Poison Heal Regigigas can make up for Mega Kangaskhan deficiencies against that playstyle
-Mega Kangaskhan struggles to switch in and so appreciates being brought in safely by Pokemon with slow pivoting moves
-Mega Kangaskhan appreciates Sticky Web and paralysis support to outspeed faster offensive threats like Mega Mewtwo Y and Mega Gengar
-Stealth Rock support means that Mega Kangaskhan doesn't need to worry about Sturdy Shedinja, and also allows it to use Seismic Toss and Night Shade to 2HKO Pokemon with base 100 HP like Primal Kyogre

Strategy Comments

Other Options

-Mega Kangaskhan can run other abilities before Mega Evolving, such as Speed Boost to alleviate its medium speed tier or Misty Surge to give it an immunity to status and remove Psychic Terrain
-Mega Kangaskhan highly values its moveslots and so often struggles to fit alternative options. However, there are a few moves that serve a niche function that can be valuable for some teams
-Sunsteel Strike knocks out Sturdy Shedinja and allows variants of Mega Kangaskhan without Seismic Toss to beat Mega Audino
-Mega Kangaskhan can run Taunt to prevent Prankster Pokemon from healing or using Destiny Bond, and to stop Poison Heal Pokemon from stalling out Nature's Madness by spamming recovery moves
-Anchor Shot can be used on sets without Seismic Toss to allow Mega Kangaskhan to beat Mega Audino and trap Imposter to stall it out of PP move to moves
-Pursuit is a niche option to catch Regenerator Pokemon such as Solgaleo attempting to play around Mega Kangaskhan by switching in on Nature's Madness and then switching out on the follow-up move

Checks and Counters

Sturdy Shedinja: Mega Kangaskhan cannot hurt Shedinja unless it runs coverage for it specifically, like Sunsteel Strike.

Normal/Ghost types: Variants of Mega Kangaskhan without either Night Shade or Seismic Toss may be walled by Normal or Ghost-type Pokemon, depending which one they are lacking

Fast offensive Pokemon: Various fast offensive threats such as Mega Mewtwo X and Mega Diancie outspeed Mega Kangaskhan and threaten it out Also Mega Mewtwo Y with psysurge

Core Enforcer: If Mega Kangaskhan is hit by Core Enforcer it loses Parental Bond, which severely limits its wallbreaking ability.

Regenerator: Pokemon with Regenerator can annoy Mega Kangaskhan by switching into Nature's Madness and then pivoting out to get momentum and heal back up
Good Job, now just writeup
QC 2/3
BH QC stamp.gif
 
Regarding the 'without factoring ability' stuff, one of Kan's biggest selling point is that for the most part it won't care about abilities or items, compared to mons who need to worry about stuff like flash fire, fur coat, magic bounce, prank, goggles n shit.

Saying 'without factoring ability' makes it sound much shitter than it actually is and if you find another way to put it without being super verbose, that'd be nice.

But I doubt we can just omit to say it.
 

E4 Flint

-inactive in BH due corrupt leader-
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Battle Simulator Moderator Alumnus
mlove covered p much everything. personally i dont think anchor is good enough to be part of the main set; should be an OO. Have a passing reference to offense-based kanga mega e.g. simple base-> mega evo and also explaining why it should generally not be used (very weak to imposter, more of a "one-time use sweeper")

things that could be added are all that's left so it's upto you and the other qc'ers
  • leech (ph, shed, imposter)
  • status support (spore, gimmicky sacred/poison fang attacks)
  • [super niche] i do kind of like the fixed 2x double damage mirror coat trick for defeating core enforcer, maybe worth mentioning in OO at the end
i might just put something like 'practically any pokemon'
"has no safe switch-ins" could also work imo
QC3/3
 
Yeah I thought the same with anchor shot, it's oo worthy if you really have nothing else for imposter but other than that being hard walled by normal types not named audino is kinda gay and something that you'd want to avoid.

The thing with most of theses OO is that kan really needs its moveslots.

Status support is definitely not worth mentioning anywhere, that's a complete waste of a moveslot and you can easily run it on other stuff like regenvest pivot.

I don't really know what leech seed is supposed to accomplish, it doesn't really beat chansey, you still die to madness + stoss. And either you don't have recovery or you're rocking only one of two damaging move and then there's a type you can't hit. I get beating shedinja but eh, seems really not worth it.

Mirror coat is kinda cool, but again same problem as with leech seed, if you don't have recovery you're infinitely easier to pressure and the mon loses a lot of its appeal.

You can mention the last two if you deem it worthy but I would emphasise that kan needs its moveslot to be able to hit normal and ghost types.
 

MAMP

MAMP!
yea i was pretty unsure about anchor shot too, asked funbot about it in pms and she insisted on it but w/e, think ill move it back to oo

ill implement tmrw
 

Funbot28

Banned deucer.
OO imo should be:
- Anchor Shot (cause yeh i can agree as to why its other moves are more important to be slashed)
- Taunt (for Prankster Recovery)
- Mirror Coat (cool tech that actually can help vs certain Core mons like Dialga and Gira)

You can still keep the line in overview about it being able to 1v1 Imposter with right moveset, but after contemplating, i agree that the original slashes you had is good enough
 

MAMP

MAMP!
alright, implemented flint's check: anchor is back in oo, added a bit about set-up kanga, did not mention leech/mirror shot/status bc they are bad.

this is ready for GP!
 

RNGIsFatal

Banned deucer.
I have ocd to AM QC every BH analysis but this is already in GP didn't expct this speed from QC team

Just one thing, Seismic / Shade doesn't 2HKO every pokemon, base 100 HP pokemon like pogre will have 404 HP with 252 EV's and there are some notable examples like Zygarde-C or Giratina that can prevail with Poison Heal.

Good stuff, just add ^ if you think it is relevant enough.
 
I have ocd to AM QC every BH analysis but this is already in GP didn't expct this speed from QC team

Just one thing, Seismic / Shade doesn't 2HKO every pokemon, base 100 HP pokemon like pogre will have 404 HP with 252 EV's and there are some notable examples like Zygarde-C or Giratina that can prevail with Poison Heal.

Good stuff, just add ^ if you think it is relevant enough.
He didn't say that tho, he said nature + toss/shade which 2hkos everything bar PH zyg and shedinja (PH gira dies).
 

lotiasite

undedgy
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GP 1/1
Overview

Mega Kangaskhan is one of the most threatening wallbreakers in the metagame, as (it seems much better to start off with this) Mega Evolving with Kangaskhanite gives Kangaskhan access to Parental Bond, an ability that is otherwise banned; this ability is otherwise banned, meaning that Mega Kangaskhan is the only Pokemon that can legally use it. Mega Kangaskhan can abuse take advantage of Parental Bond with Nature's Madness, which does a guaranteed 75% damage (it's not a guaranteed 75%; only from full hp. reword this to something like 75% of their current hp) to any Pokemon. Night Shade and Seismic Toss always do 200 HP of damage with Parental Bond, and when combined with Nature's Madness, (AC) they allow Mega Kangaskhan to 2HKO practically any Pokemon. Mega Kangaskhan can run Illusion before Mega Evolving to lure in checks to other Pokemon on your team; this has the additional advantage of preventing Imposter users from transforming into Mega Kangaskhan as long as the Illusion remains intact. Overall, this makes Mega Kangaskhan one of the most threatening wallbreakers in the metagame. Mega Kangaskhan is unfettered by burns, doesn't mind Knock Off, and has respectable bulk, making it easy to switch in against many common defensive Pokemon. Due to this, Mega Kangaskhan is an extremely effective stallbreaker, easily able to tear most defensive teams to shreds. Unlike with many other wallbreakers, (AC) Imposter Chansey cannot safely switch in, (AC) as it takes 75% of its current HP from Nature's Madness.

However, even though (transition) Mega Kangaskhan can take some hits, but a middling Speed tier and poor defensive typing make it somewhat poor against offensive teams. While Mega Kangaskhan can 2HKO almost everything, it cannot OHKO opponents foes like other wallbreakers do, meaning that it generally needs to take a hit before knocking something out. Mega Kangaskhan is a fairly predictable and straightforward Pokemon, (AC) and its reliance on Parental Bond to break walls leaves it quite vulnerable to Core Enforcer, but when it comes to pure wallbreaking ability, Mega Kangaskhan has practically no equal.

Wallbreaker
Kangaskhan @ Kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Nature's Madness
- Night Shade / Seismic Toss
- Shore Up / Strength Sap
- Extreme Speed / Night Shade / Seismic Toss

Set Comments

Moves

Nature's Madness is Mega Kangaskhan's primary tool for wallbreaking, as in combination with Parental Bond, (AC) it chips off 75% of the opponents foe's current HP when it hits. Night Shade and Seismic Toss do 200 HP of damage, which allows Mega Kangaskhan to finish off Pokemon weakened by Nature's Madness. Night Shade doesn't hit Normal-types and Seismic Toss doesn't hit Ghost-types, (AC) and which one you use will depend on the needs of the rest of your team. (AP) Typically, (AC) Night Shade is preferred to hit Poison Heal Giratina, but giving up Seismic Toss makes it possible for Imposter users to come in and stall your PP. Mega Kangaskhan can run both, but this requires it to give up Extreme Speed. Shore Up keeps Mega Kangaskhan healthy throughout the match, which is important against defensive teams. A viable alternative is Strength Sap, which often heals by more and lowers the opponents foe's Attack stat, but can be taken advantage of by Pokemon with Magic Bounce; Mega Kangaskhan can generally afford this, (AC) as most common Magic Bouncers struggle to switch into it. STAB Extreme Speed is quite powerful when boosted by Parental Bond and allows Mega Kangaskhan to pick off weakened opponents foes. This gives Mega Kangaskhan much more utility against offensive teams.

Set Details

Kangaskhanite lets Kangaskhan Mega Evolve to get Parental Bond. Illusion disguises Mega Kangaskhan as another Pokemon on your team, which allows you to lure in your opponent's checks to that Pokemon and chunk them with Nature's Madness. It also blocks Imposter as long the Illusion isn't broken. A Jolly nature lets Mega Kangaskhan outspeed everything up to +speed positive-natured Xerneas and Yveltal, however but if you forgo Extreme Speed, a Timid nature can be used instead to reduce damage from Foul Play and confusion.

Usage Tips

It is good to disguise Mega Kangaskhan as a Pokemon that takes the same damage from entry hazards and doesn't give itself away with an ability like Mold Breaker or Poison Heal, (RC) so that the opponent cannot see through the Illusion. On a similar note, if the Pokemon that you are disguising Mega Kangaskhan as takes damage, (AC) the surprise factor will be lost, so try to keep it healthy.

Mega Kangaskhan's ability to force switches and weaken walls makes it very effective at buttering up (buttering up sounds a bit odd) defensive cores to enable a late-game sweep — for this reason, (AC) it is often better to send it out early on in the game. Night Shade and Seismic Toss both have very high PP and so can be used to stall Pokemon like Prankster Registeel and Poison Heal Complete Zygarde Zygarde-C out of PP on their recovery moves. While it may be tempting to click Nature's Madness all the time, always keep in mind that it has limited PP and a chance to miss, and many common Pokemon such as Registeel and Aegislash are 2HKO'd 2HKOed by Seismic Toss/ or Night Shade anyway.

Team Options

It is important to have a plan in case Imposter Chansey transforms into Mega Kangaskhan. If you forgo either Night Shade or Seismic Toss, a Ghost or Normal-type with a reliable recovery move can be used depending on which you are going without, or a Poison Heal Pokemon with high HP and a Protect variant. Sturdy Shedinja can generally handle an Impostered a transformed Mega Kangaskhan as well. The best Pokemon to disguise Mega Kangaskhan as is a powerful offensive threat with limited and specific defensive checks — Mega Gengar and Pixilate Mega Diancie are good choices. Additionally, offense breakers like Poison Heal Regigigas can make up for Mega Kangaskhan's deficiencies against that playstyle. Mega Kangaskhan struggles to switch in against more offensive teams and so appreciates being brought in safely by Pokemon with slow pivoting moves like Parting Shot and U-turn. Mega Kangaskhan also appreciates Sticky Web and paralysis support to outspeed faster offensive threats like Mega Mewtwo Y and Mega Gengar, and Stealth Rock support means that Mega Kangaskhan doesn't need to worry about Sturdy Shedinja. Stealth Rock also allows it to use Seismic Toss and Night Shade to 2HKO Pokemon with base 100 HP like Primal Kyogre.

Strategy Comments

Other Options

Mega Kangaskhan can run other abilities before Mega Evolving, such as Speed Boost to alleviate its medium Speed tier or Misty Surge to give it an immunity to status and remove Psychic Terrain, allowing it to hit Pokemon like Psychic Surge Mega Mewtwo Y with Extreme Speed. Mega Kangaskhan highly values its moveslots and so often struggles to fit alternative options. However, there are a few moves that serve a niche function that can be valuable for some teams. Sunsteel Strike knocks out Sturdy Shedinja and allows variants of Mega Kangaskhan without Seismic Toss to beat Mega Audino. Anchor Shot is a good option on sets without Seismic Toss to allow Mega Kangaskhan to beat Mega Audino and trap Imposter users to stall it them out of PP. Mega Kangaskhan can run Taunt to prevent Prankster Pokemon from healing or using Destiny Bond, (RC) and to stop Poison Heal Pokemon from stalling out Nature's Madness by spamming recovery moves. Pursuit is a used to catch Regenerator Pokemon such as Solgaleo attempting to play around Mega Kangaskhan by switching in on Nature's Madness and then switching out on the follow-up move.

Mega Kangaskhan can used as a setup (RH) sweeper, running Simple to set up Shift Gear boosts before Mega Evolving to get the power boost from Parental Bond. However, this set does not have the same immediate wallbreaking power of the Nature's Madness set and often struggles against Imposter.

Checks and Counters

Sturdy Shedinja: Mega Kangaskhan cannot hurt Shedinja unless it runs coverage for it specifically, like Sunsteel Strike.

Normal/Ghost types Normal- or Ghost-types: Variants of Mega Kangaskhan without either Night Shade or Seismic Toss may be walled by Normal-(AH) or Ghost-type Pokemon, depending on which one they are lacking. (AP)

Fast Offensive Pokemon: Various fast offensive threats such as Mega Mewtwo X and Mega Diancie outspeed Mega Kangaskhan and threaten it out. (AP)

Core Enforcer: If Mega Kangaskhan is hit by Core Enforcer, (AC) it loses Parental Bond, which severely limits its wallbreaking ability. (maybe list notable mons with core enforcer?)

Regenerator: Pokemon with Regenerator can annoy Mega Kangaskhan by switching into Nature's Madness and then pivoting out to get momentum and heal back up. (AP) (same with core enforcer)

well written, thanks
 

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