Kangaskhan, being all alone, was always going to have to be pretty strong. 105 HP, 95 attack (ok, a little disappointing), 80 defence, 40 special attack (a low special attack doesn't matter if you have a good attack, I'd rather sacrifice the other attack I won't use than anything else), 80 special defence and 90 speed: this all looks like a nice sweeper setup. You're pretty quick, and with decent EV investment can outrun a lot of things, but then hey, if you don't, those defences and that HP enable you to soak up some punishment and get some pain delivery going. You're a normal-type, but with the awesome scrappy ability, you can use normal attacks on ghosts and keep their STAB. The other abilities are early bird (wakes you up after fewer turns) and the hidden inner focus (prevents flinching).
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I love the cute look of wonder on the baby! |
What mega punch lacks in accuracy (85) and lack of secondary effect, it makes up for with a cool name and a decent base 80 normal physical, but shortly after you can take the more accurate, slightly weaker (base 70, 100 accuracy) dizzy punch, which also has a 20% chance of confusing the enemy. Chip away hits at base 70 normal physical whilst ignoring stat changes, and outrage is a base 120 physical dragon move that hits for a few turns before leaving the user confused. Suckerpunch is a dark physical move (base 80) that hits with priority, but will only work if the foe is readying a damaging move. You also get the combo of endure and reversal, meaning you can tank a physical hit down to 1HP before hitting back with huge power.
You do get a nice array of moves by TM, and I would seriously consider return and facade for the STAB. You could also take blizzard and ice beam, solar beam, thunder/bolt, earthquake or dig, shadow ball, protect, brick break, flamethrower or fire blast, aerial ace, rock tomb, round, focus blast, incinerate (to kill off berries), shadow claw, retaliate (with STAB, and what comes later, on a turn after a comrade has fallen... yikes), bulldoze, rock slide, hyperbeam or giga impact, rock smash, power-up punch, secret power, strength, surf and cut.
You can breed in some decent moves like counter, endeavour, foresight (if you lack scrappy), focus punch, hammer arm, stomp and uproar. If you drop in on the tutor, they can give you drain punch, the elemental punches, focus punch and endeavour, water pulse (not sure why), aqua tail, covet, iron tail, icy wind, low kick, spite and uproar.
Yeah, you get some decent stats above, and you get some decent choices for abilities, as well as some powerful moves, but the introduction of Mega Kangaskhan is a little frightening due to the nice boost to attack up to 125, the defences and speed up to 100, the HP staying as a good 105, and even special attack climbing to 60, along with a nice, shiny new ability: parental bond. Parental bond lets the little joey in the pouch hop out and do his thing by imitating its mummy and doing the same move as a follow-up, but at only 50% power. Still, you're doing 150% base power unless you self destruct, you use a multi hit move like comet punch, or a move with charge/recharge. You get the attack boost from power-up punch twice, however.
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It looks like they're putting on a Broadway show... |
(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)
Mega Kangaskhan is a little broken.
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