Mega Kangaskhan

Mega Kangaskhan

Normal

HP
180
Atk
145
Def
120
SpA
80
SpD
120
Spe
120
Total765

Usage Format

Mega Kangaskhan Abilities

All Kangaskhan Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
KangaskhanKangaskhanNormal1801151006010011066580
Mega KangaskhanMega Kangaskhan
Normal18014512080120120765100

Mega Kangaskhan Type Effectiveness

Weak to

Fighting

Resistant to

Immune to

Ghost

Damaged normally by

NormalFlyingPoisonGroundRockBugSteelFireWaterGrassElectricPsychicIceDragonDarkFairy

Mega Kangaskhan Moves

Usage Move Type Category Power Acc PP Prio Description
98.3%Fake OutNormalPhysical4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
53.4%Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
37.3%Last ResortNormalPhysical14010080This move fails unless the user has already used all the other moves it knows.
31.5%Sucker PunchDarkPhysical701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
26.4%Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
17.6%Hammer ArmFightingPhysical10090120Lowers the user’s Speed stat by 1 stage.
16.4%Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
15.5%Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
9%Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
6.7%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
BiteDarkPhysical60100200Has a 30% chance of making the target flinch.
DisableNormalStatus100200Gives the target the Move Disabled status for 4 turns.
FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
Hydro PumpWaterSpecial1108080
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Solar BeamGrassSpecial120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Focus EnergyNormalStatus200The user gains a 2-stage Critical-Hit Ratio Boost.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
OutrageDragonPhysical120100120The user gains the Rampaging status.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Dynamic PunchFightingPhysical1005080Confuses the target.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
CrunchDarkPhysical80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
WhirlpoolWaterSpecial3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
Beat UpDarkPhysical100120The target is attacked as many times as the number of Pokemon in the user’s party. Pokemon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokemon.
UproarNormalSpecial90100120The user gains the Uproar status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
EndeavorNormalPhysical10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
AssuranceDarkPhysical60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
AvalancheIcePhysical6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Shadow ClawGhostPhysical70100160This move has a 1-stage Critical-Hit Ratio Boost.
Double HitNormalPhysical3590120The user attacks twice in a row.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Circle ThrowFightingPhysical609012-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Terrain PulseNormalSpecial50100120This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.