Competitive Information for Kangaskhan [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Kangaskhan kangaskhan
Base Stats for Kangaskhan

Normal

Abilities:
Inner FocusInner Focus: This Pokemon cannot be made to flinch.
,
Early BirdEarly Bird: This Pokemon's sleep counter drops by 2 instead of 1.
,
ScrappyScrappy: This Pokemon can hit Ghost types with Normal- and Fighting-type moves.


Evolutions / Family:
Kangaskhan
Kangaskhan-Mega

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
2x
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for KangaskhanVisit Serebii's Pokedex for location, breeding, and other game details about KangaskhanVisit Bulbapedia for more information about Kangaskhan

Movesets for Singles


What is a good competitive moveset for Kangaskhan? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Kangaskhan is a marvelous Normal-typed Pokemon. It's frequent to see Kangaskhan show up as a Sun/Moon opponent. Kangaskhan's only type-related weakness is Fighting.


Species: Kangaskhan
Item: Normalium Z / Life Orb
Ability: Scrappy
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Outrage
- Earthquake
- Hammer Arm

Physical Sweeper Kangaskhan (Scrappy)

Kangaskhan is a stupendous Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Kangaskhan's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Scrappy, Kangaskhan can hit ghost types with normal- and fighting-type moves.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Kangaskhan afterwards).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Hammer Arm is a physical 100-base power Fighting-type move (lowers your Kangaskhan's speed by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Kangaskhan? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Kangaskhan
Item: Normalium Z / Life Orb
Ability: Scrappy
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Earthquake
- Rock Slide
- Outrage

Doubles Physical Sweeper Kangaskhan (Scrappy)

Kangaskhan is a marvelous Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Kangaskhan's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Scrappy, Kangaskhan can hit ghost types with normal- and fighting-type moves.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Kangaskhan afterwards).



Movepool


Wondering what moves can Kangaskhan learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Trump Card
--
--
5
More power the fewer PP this move has left.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Aqua Tail
90
90%
10
No additional effect.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Chip Away
70
100%
20
Ignores the target's stat stage changes.
Circle Throw
60
90%
10
Forces the target to switch to a random ally.
Comet Punch
18
85%
15
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Crush Claw
75
95%
10
50% chance to lower the target's Defense by 1.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dizzy Punch
70
100%
10
20% chance to confuse the target.
Double Hit
35
90%
10
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Fire Punch
75
100%
15
10% chance to burn the target.
Fissure
--
30%
5
OHKOs the target. Fails if user is a lower level.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Hammer Arm
100
90%
10
Lowers the user's Speed by 1.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Claw
70
100%
15
High critical hit ratio.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Stomp
65
100%
20
30% chance to flinch the target.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Hail
--
--
10
For 5 turns, hail crashes down.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Kangaskhan can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Kangaskhan

Create a build


Have an idea in mind for Kangaskhan that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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