Kangaskhan (GP: 2/2)

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kangaskhan

[Overview]

<p>At first glance, Kangaskhan has three attributes that stand out: it has a name which is nearly impossible to spell, it boasts good defenses and HP, and it possesses below average attacking stats. However, what makes Kangaskhan shine is hidden beneath the surface, a very underrated yet potent ability known as Scrappy. Scrappy negates the Ghost-type immunity to Normal- and Fighting-type moves, which allows Kangaskhan to use moves such as Low Kick and Double-Edge without fear of Ghost-types switching in; Kangaskhan uses that niche to attack with impunity. What Kangaskhan lacks in power, it makes up for in utility; the ability to achieve perfect coverage between just two moves is more than enough to justify Kangaskhan a spot on a team.</p>

[SET]
name: Choice Band
move 1: Double-Edge
move 2: Hammer Arm / Drain Punch
move 3: Aqua Tail
move 4: Earthquake / Sucker Punch
item: Choice Band
ability: Scrappy
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Unlike it's Normal-type friends, Kangaskhan can use a Choice item without fear of Ghost-types switching in and forcing it out, as Scrappy allows it to hit them with its Normal- and Fighting-type moves. Hammer Arm provides perfect coverage with Double-Edge. Kangaskhan also has access to Drain Punch, which can be used to counteract hazards or Pokemon which outsped and hurt it before getting KOed. However, due to its low HP regaining abilities, Hammer Arm is generally superior to Drain Punch. Aqua Tail is the only thing that can 2HKO Rhyperior running 140 HP EVs, while Earthquake deals high damage to Pokemon like Qwilfish, Nidoqueen, and Arcanine. Sucker Punch should only be used for revenge killing if you're feeling gutsy. The EVs should be obvious, max Attack and Speed for a Pokemon whose job is to outspeed and KO its opponents.</p>

[ADDITIONAL COMMENTS]

<p>Kangaskhan has a relatively vast movepool, allowing it to pack specific moves to beat certain counters or whatever the team might need. Life Orb can be used if Kangaskhan needs to change moves to keep momentum on its side, but a loss of 10% of its max HP each time it attacks is a downer. Kangaskhan can run Knock Off to remove Eviolite from Pokemon such as Chansey and Gligar. While it seems great at first, Kangaskhan is also running a Water- and Fighting-type move, which hit the both of them for super effective damage, respectively. Dugtrio makes an excellent partner to Kangaskhan, trapping the various Steel- and Rock-types of UU, while dispatching them with a quick Earthquake. Victini also makes an excellent partner for Kangaskhan, with its good bulk, resistance to Fighting-type attacks, and ability to take on Rock- and Steel types with Grass Knot and V-create, respectively.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Return
move 4: Sucker Punch
item: Leftovers
ability: Scrappy
nature: Adamant
evs: 240 HP / 252 Atk / 16 Spe

[SET COMMENTS]

<p>Luckily Kangaskhan was blessed with the perfect moves and qualities of a SubPuncher. The ability to create 101 HP Substitutes, perfect coverage between Focus Punch and Return, and a priority move in Sucker Punch tick all the boxes when it comes to a SubPuncher. Substitute and Focus Punch are the foundation of the strategy. Switch into something that doesn't threaten you, use Substitute on the switch, and then Focus Punch. Return is there just in case you can't use Focus Punch, while Sucker Punch is for priority, which is nice to have on the set. The SubPunch set has great potential, as it can 2HKO many common UU threats, making it difficult for them to remove Kangaskhan Substitute without getting KOed.</p>

[ADDITIONAL COMMENTS]

<p>Due to the lack of Attack investment, physical walls with reliable recovery, such as Tangrowth and Slowbro, can beat Kangaskhan, especially due to Regenerator and strong STAB attacks. The Speed EVs allow Kangaskhan to outspeed max Speed base 55 Pokemon and uninvested Rotom. If you need to increase Kangaskhan's Speed, a spread of 212 HP / 120 Atk / 176 Spe with a Jolly nature can be used to outspeed base 80 Speed Pokemon. However, this Speed tier is no longer as important as it was in DPP, and Kangaskhan will have a hard time beating many faster opponents. Double-Edge can be used over Return to hit Kangaskhan's switch-ins harder. Expert Belt can be used to fake a Choice Band in order to lure in Steel-types, and then dispose of them with a well-timed Focus Punch, clearing the way for a teammate to sweep. However, this strategy is unreliable, and should not be trusted completely.</p>

[Other Options]

<p>In BW, Kangaskhan finally got access to a boosting move in Work Up. The move boosts Attack and Special Attack by 1 stage, and is probably most effective when used in one of the last two slots of the Choice Band set. Just make sure when using Work Up, change the item, as locking yourself into a boosting move is foolish. With Kangaskhan's fantastic special movepool, a mixed set with Work Up seems appealing, but due to its horrible Special Attack stat and Tauros being able to do this better, a mixed set just isn't viable. A support set is possible, with moves such as Counter, Knock Off, and Circle Throw, but with Kangaskhan's relatively poor defenses and lack of recovery, these moves are hard to pull off, and is best left to another Pokemon. Disable is usable, but Kangaskhan just doesn't have the ability to pull it off properly. A set of Fake Out, Endeavor, Return / Reversal, and Sucker Punch can be used, but Endeavor is slightly unreliable. However, with team support and proper prediction, it can pay huge dividends. Endure and Reversal is available, but until Salac Berry is released, it should be avoided. Kangaskhan gets Wish as an ADV event, but the lack of Scrappy, and the fact Lickilicky can do this better, makes Wish a poor choice in the long run.</p>

[Checks and Counters]

<p>The Choice Band set is difficult to counter or even check, but it can be played around, with various degrees of success. Rhyperior will never be OHKOed by Kangaskhan, and can hit back with powerful Earthquakes, but can't take repeated Hammer Arms. Steel- and Rock-types wall Kangaskhan as long as they avoid a Choice Band-boosted Fighting-type move. A bulky Hitmontop can take Kangaskhan on with Intimidate and Close Combat, but due to the lack of reliable recovery, it'll get worn down, slowly but surely. Gligar and Escavalier can counter Kangaskhan, but each need to be wary of the elemental punch they're weak to, while Gligar also has to be careful about Knock Off. SubPunch and Life Orb sets are easier to check, as most defensive Pokemon with reliable recovery and a decent STAB move can take Kangaskhan on, and win one-on-one. Defensive Arcanine and Zapdos can take on the SubPunch set, but both are weak to Stealth Rock, and both dislike repeated hits from Life Orb-boosted Double-Edge. Slowbro can take on any Kangaskhan set and possibly burn it with Scald and Slack Off repeatedly until Kangaskhan faints from the Life Orb recoil, or runs out of PP.</p>
 
Yeah, just to let you know, Kangaskhan is spelled this way. You have it right in some places and some you don't, especially the title.
 
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115.gif

kangaskhan

[OVERVIEW]

<p>On looking at Kangaskhan, three things stick out. At first glance, Kangaskhan has three attributes that stand out(colon) It has a nearly impossible to spell name, it boasts good defenses and HP, and it possesses below average attack stats. However, what makes Kangaskhan shine is hidden beneath the surface(comma) a very underrated, yet potent ability known as Scrappy. Its ability, Scrappy, Scrappy negates the Ghost-type immunity to Normal- and Fighting-type moves, which allows it Kangaskhan to use moves like such as Low Kick(space)and Double-Edge without fear of Ghost-types switching in. Kangaskhan uses that niche to attack with impunity. What the big mean kangaroo lacks in power, it makes up for in utility. The ability to achieve perfect coverage between just two moves is more than enough to justify Kangaskhan a spot on a team.</p>

[SET]
name: All Out Attacker
move 1: Double Edge / Return
move 2: Low Kick / Drain Punch
move 3: Sucker Punch
move 4: Fake Out
item: Choice Band / Life Orb
ability: Scrappy
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
<p>Unlike it's Normal-type friends, Kangaskhan can use a Choice item without fear of Ghost-type switch-ins, due to Scrappy, it's ability, bypassing the immunity Ghost-types have, allowing it's ability, Scrappy, allows it to use moves such as Double Edge and Low Kick(remove comma) without fear of a Ghost-type switching in and forcing it out. Low Kick provides perfect coverage with your Normal-type move of choice, be it Double Edge or Return. Kangaskhan can also use Drain Punch, which it gets from breeding, as it gets it from breeding, or a Gen 4 TM, and can be used to counteract the side effect of Life Orb. However, due to its usually low HP regaining abilities, Low Kick is generally superior to Drain Punch. Ice Punch is to deal with Gligar, who would otherwise give Kangaskhan a lot of trouble. Just remember, it’s a 2HKO, even after Steal Rock damage. Fake Out is a viable strategy for Kangaskhan. Although weak, it provides a last-minute check to a number of UU attackers. How exactly did QC not catch CB Fake Out? You should probably ask QC what to Slash it with (I'm guessing Earthquake) and explain that CB and Fake Out are uncompatible. The EV spread is standard, allowing it to maximize speed, hitting 306, outspeeding by maximizing Speed, Kangaskhan outspeeds all Rotom formes, and neutral nature base 100s.</p>

[ADDITIONAL COMMENTS]
<p>Kangaskhan has a number of options, so you can run different sets to beat different threats or accommodate needs. Double Edge is preferred when using Choice Band, due to the large power difference. When using Life Orb, Return is superior, in order to maximize as it maximizes the number of turns Kangaskhan can battle. Hammer Arm is in Kangaskhan’s movepool, but for the most part, Low Kick hits them Pokemon harder, especially Pokemon like Rhyperior, who may otherwise cause problems. The Light(comma) Steel-type Pokemon who are light can’t take an Earthquake. Hammer Arm should really be only used on the Choice Band set, where Kangaskhan shouldn’t be in for long periods(period) at a time. Choice Band, for the most part, is better than Life Orb, as it requires little support and can devastate teams with little prediction. Life Orb is better, however, for sweeping or putting pressure on your opponent. Just remember, unless Kangaskhan gets team support in the form of healing teammates who can provide Wish support(comma) or taking out Pokemon that can stall Kangaskhan, even if you take out walls, you still only get 10 hits Life Orb only allows Kangaskhan to attack ten times, with the exception of unless packing Drain Punch, which will hopefully heal you Kangaskhan enough to hit one or two more times. If Kangaskhan ends up with Choice Band as an item, the last two moveslots should change, as being locked into Fake Out or Sucker Punch can be a large liability. Even so, they have specific roles to fill, and allows give Kangaskhan to have priority, allowing Kangaskhan to do something it normally would not be able to do. Do what exactly? Add that it allows Kanga to revenge kill Pokes. Hammer Arm can replace the fighting type move, but Low Kick hits the intended targets harder(remove comma) most of the time. Kangaskhan has both Earthquake and Rock Slide, however the coverage supplied by the moves is redundant. You’ll find when playing with Kangaskhan, the last two moves can be changed around toalleviatedeal with certain threats. Kangaskhan has access to the elemental punches and Aqua Tail, which allows it to beat Pokemon like Escavaliar, Gligar and Rhyperior, with Fire Punch, Ice Punch and Aqua Tail respectively. Those Pokemon can normally bother Kangaskhan, so if needed, those moves can be run. unnecessary fluff While Knock Off seems like a good option to remove the Eviolite from Pokemon such as Chansey and Gligar, Double Edge and Ice Punch will 2HKO them, and Kangaskhan prefers the KOs it gets using other moves. Dugtrio can parner well with Kangaskhan, with the ability to trap and KO the many Rock- and Steel-types that roam UU. Mixed Victini pairs well with Kangaskhan as well, with good bulk, resistance to Kangaskhan’s only weakness, Fighting-types, and the ability to take on Rock- and Steel-types wuth Grass Knot/Focus Blast, and V-Create/Fire Blast, respectively.</p>

[SET]
name: Sub-Punch
move 1: Substitute
move 2: Focus Punch
move 3: Return
move 4: Sucker Punch
item: Leftovers
ability: Scrappy
nature:Adamant
evs: 240 HP / 252 Atk / 16 Spe

[SET COMMENTS]
<p>Lucky for Kangaskhan, it was blessed with the perfect moves and qualities of for a Sub-Puncher. The ability to create 101 HP Substitutes, perfect coverage between Focus Punch and Return, and a priority move in Sucker Punch is all a Sub-Puncher could ever ask for(period) just the basic skills needed for a Sub-Punchers. Substitute and Focus Punch are the foundation of the strategy. Switch into something who doesn’t threaten you, use Substitute on the switch, and then Focus Punch. Return is there just in case you can’t use Focus Punch reliably or when Substitute is not up. Sucker Punch is, while not needed while not an absolute necessity on a Sub-Punch set, priority, which is nice to have on the set. The Sub-Punch set has great potential, as it can 2HKO many common UU threats, making it difficult for many Pokemon to remove its Sub without getting KOed.<p>

[ADDITIONAL COMMENTS]
<p>Due to the lack of Attack investment, Physical walls with reliable recovery, such as Tangrowth and Slowbro(comma) can beat Kangaskhan, especially due to Regenerator and strong STAB attacks. Speed EVs allow Kangaskhan to outspeed max speed base 55s, and uninvested Rotom. If you need to increase Kangaskhan’s speed, a spread of 212 HP / 120 Atk / 176 Spe with a Jolly nature can be used to outspeed base 80s. However, this speed tier is no longer as important as it was in the 4th generation, and Kangaskhan will have a harder time beating many opponents who can outspeed him. Isn't this reason to run more Speed? Double Edge can be used over Return to hit Kangaskhan’s switch-ins harder. Expert Belt can be used to fake a Choice Band, in order to trick Steel-types into coming in lure in Steel-types, and then disposing dispose of them with a well-timed Focus Punch, clearing the way for a teammate to sweep. However, this strategy is unreliable, and should not be trusted completely.</p>

[Other Options]
<p>In Gen V, Kangaskhan finally got access to a boosting move(remove comma)(colon) Work Up. The move boosts Attack and Special Attack 1 stage, and is probably the most effective when used in one of the last two slots of the Physical Attacker set. With Kangaskhan’s fantastic Special movepool, a mixed set with(space)Work Up seems viable, but due to its horrible Special Attack stat and Tauros being able to do the same, but this better, a mixed set just isn’t viable. A support set is possible, with moves like such as Counter, Knock Off and Circle Throw, but with Kangaskhan’s relatively poor defenses and lack of recovery, it is these moves are hard to pull off, and is best left to another Pokemon. Disable is usable, but Kangaskhan just doesn’t have the ability to pull it off properly. A set of Fake Out, Endeavor, Return / Reversal and Sucker Punch can be played, but Endeavor note the "n" is slightly unreliable, and hard to pull off. But with team support and proper prediction, it can pay back in huge dividends. Endure and Reversal is available, but until Salac Berry is released, it should be avoided. Kangaskhan gets Wish as a Gen 3 event, but the lack of Scrappy and the fact Lickilicky can do the same, but this better, makes Wish a poor choice in the long run.</p>

[Checks and Counters]
<p>The Choice Band set is difficult to counter or even check, but it can be played around, with various degrees of success. Rhyperior will never be 1HKOed OHKOed semantics, OHKO is preferred over 1HKO by Kangaskhan, and can hit back with powerful Earthquakes, but it cannot take repeated Low Kicks. Steel- and Rcok-types wall Kangaskhan, as long as they avoid a Choice Band Fighting-type move. A Bulky Hitmontop can take Kangaskhan on with Intimidate and Close Combat, but due to lack of reliable recovery, it’ll get worn down, slowly but surely. Gligar and Escavalier can counter Kangaskhan, but each need to be wary of the elemental punch they’re weak to, but Gligar also has to be worried about Knock Off. It’s worth noting that Escavalier can heavily damage Kangaskhan with Megahorn. Sub-Punch and Life Orb sets are easier to check, as most defensive Pokemon with reliable recovery and a decent STAB move can take Kangaskhan on, and win one on one. Defensice Arcanine and Zapdos can take on the Sub-Punch set, but both are weak to Stealth Rock, and both dislike repeatedly taking LO Double Edges. Slowbro can take on any Kangaskhan set, and Scald it, or Slack Off repeatedly to stall out Kangaskhan’s through Life Orb recoil, if it has one.</p>

Went ahead and expanded the Overview so it would reach the minimum length, feel free to add more to it.

GP Approved (1/2)

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Don't forget the spacing errors, there should be a space between the tags (such as [SET COMMENTS] etc) and the paragraph that follows
 
The fact that this thing is NU (and sucks there too, IMO) emphasizes that it is probably not deserving of an analysis.
 
The fact that this thing is NU (and sucks there too, IMO) emphasizes that it is probably not deserving of an analysis.

I talked to a QC member, and his response was basically "just because it's nu doesn't mean it sucks in here - like gorybess and duggy"
 
Being able to spam STAB Double-Edge with almost no ramifications (thanks to Scrappy), being relatively fast and being relatively bulky are huge things that Kanga has going for it. Plus you don't need to run Hippowdon to use it effectively like you do to use Stoutland. It obviously isn't a top tier threat, but from when I used it back when I stamped this she was usable and definitely not the worst thing you could use in the tier.
 
2/2

115.gif

kangaskhan
[OVERVIEW]

<p>At first glance, Kangaskan has three attributes that stand out: It has a nearly impossible to spell name which is nearly impossible to spell, it boasts good defenses and HP, and it possesses below average attacking stats. However, what makes Kangaskhan shine is hidden beneath the surface, a very underrated yet potent ability known as Scrappy. Scrappy negates the Ghost-type immunity to Normal- and Fighting-type moves, which allows Kangaskhan to use moves such as Low Kick and Double-Edge without fear of Ghost-types switching in. Kangaskhan uses that niche to attack with impunity. What the big mean kangaroo lacks in power, it makes up for in utility. The ability to achieve perfect coverage between just two moves is more than enough to justify Kangaskhan a spot on a team.</p>


[SET]
name: All Out Attacker
move 1: Double Edge / Return
move 2: Low Kick / Drain Punch
move 3: Sucker Punch
move 4: Fake Out
item: Choice Band / Life Orb
ability: Scrappy
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Unlike it's Normal-type friends, Kangaskhan can use a Choice item without fear of Ghost-type switch-ins;(semi colon) its ability, Scrappy, allows it to use moves such as Double-Edge and Low Kick without fear of a Ghost-type switching in and forcing it out. Low Kick provides perfect coverage with your Normal-type move of choice, be it Double-Edge or Return. Kangaskhan can also has access to use Drain Punch, which it gets from through breeding, and can be used to counteract the side effect of Life Orb. However, due to its low HP regaining abilities, Low Kick is generally superior to Drain Punch. Ice Punch is to deal with Gligar, who would otherwise give Kangaskhan a lot of trouble. Just remember, it's a 2HKO, even after Stealth Rock damage. Fake Out is a viable strategy for Kangaskhan,(comma) although weak, it provides a last-minute check to a number of UU attackers. The EV spread is standard, by maximizing Speed, Kangaskhan outspeeds all Rotom formes, and neutral nature base 100s.</p>

[ADDITIONAL COMMENTS]

<p>Kangaskhan has a number of alternative options, so you can run different sets to beat different threats or accommodate your team's needs. Double-Edge is preferred when using Choice Band, due to the large power difference. When using Life Orb, Return is superior, as it maximizes the number of turns Kangaskhan can battle. Hammer Arm is in Kangaskhan's movepool, but for the most part, Low Kick hits Pokemon harder, especially Rhyperior, who may otherwise cause problems. Light, Steel-type Pokemon can’t take an Earthquake. Hammer Arm should really be only be used on the Choice Band set, where Kangaskhan plays more a 'hit and run' strategy. shouldn't be in for long periods. Choice Band, for the most part, is usually better than Life Orb,(remove comma) as it requires little support and can devastate teams with little prediction,(comma) while Life Orb is better, however, for sweeping or putting pressure on your opponent. Just remember, unless Kangaskhan gets teammates who can provide Wish support, Life Orb only allows Kangaskhan to attack ten times, unless packing Drain Punch, which will allow hopefully heal Kangaskhan to survive an extra turn or two. enough to hit one or two more times. If Kangaskhan ends up with Choice Band as an item, the last two moveslots should change, as being locked into Fake Out or Sucker Punch can be a liability. Even so, they have specific roles to fill, and gives Kangaskhan priority, allowing Kangaskhan it to do something it normally would not be able to do, such as revenge kill Pokemon before they can KO Kangaskhan. Hammer Arm can replace the Fighting-type move, but Low Kick hits the intended targets harder most of the time. Kangaskhan has both Earthquake and Rock Slide, however the coverage supplied by the moves is redundant. You'll find when playing with Kangaskhan, the last two moves can be changed around to deal with certain threats. Kangaskhan has access to the elemental punches and Aqua Tail, which allow it to beat Pokemon like Escavaliar, Gligar,(comma) and Rhyperior, with Fire Punch, Ice Punch,(comma) and Aqua Tail,(comma) respectively. While Knock Off seems like a good option to remove the Eviolite from Pokemon such as Chansey and Gligar, Double-Edge and Ice Punch will 2HKO them, and Kangaskhan prefers the KOs it gets using other moves. Dugtrio can parner well with Kangaskhan, with the ability to trap and KO the many Rock- and Steel-types that roam UU. Mixed Victini pairs well with Kangaskhan as well, with good bulk, resistance to Kangaskhan's only weakness, Fighting-types, and the ability to take on Rock- and Steel-types with Grass Knot / Focus Blast, and V-Create / Fire Blast, respectively.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Return
move 4: Sucker Punch
item: Leftovers
ability: Scrappy
nature:Adamant
evs: 240 HP / 252 Atk / 16 Spe

[SET COMMENTS]

<p>Lucky for Kangaskhan, it was blessed with the perfect moves and qualities of a Sub-Puncher. The ability to create 101 HP Substitutes, perfect coverage between Focus Punch and Return, and a priority move in Sucker Punch tick all the boxes when it comes to a SubPuncher. is just the basic skills needed for a Sub-Punchers. Substitute and Focus Punch are the foundation of the strategy. Switch into something who doesn't threaten you, use Substitute on the switch, and then Focus Punch. Return is there just in case you can't use Focus Punch reliably. Sucker Punch is, while not needed on a SubPunch set, priority, which is nice to have on the set. The SubPunch set has great potential, as it can 2HKO many common UU threats, making it difficult for many Pokemon to remove its Sub without getting KOed.<p>

[ADDITIONAL COMMENTS]

<p>Due to the lack of Attack investment, physical walls with reliable recovery, such as Tangrowth and Slowbro, can beat Kangaskhan, especially due to Regenerator and strong STAB attacks. Speed EVs allow Kangaskhan to outspeed max Speed base 55s,(remove comma) and uninvested Rotom. If you need to increase Kangaskhan's Speed, a spread of 212 HP / 120 Atk / 176 Spe with a Jolly nature can be used to outspeed base 80s. However, this Speed tier is no longer as important as it was in the 4th generation, and Kangaskhan will have a hard time beating many opponents who can outspeed him.(is it even relevant if you're mentioning 4th Gen spreads?) Double-Edge can be used over Return to hit Kangaskhan's switch-ins harder. Expert Belt can be used to fake a Choice Band, in order to lure in Steel-types, and then dispose of them with a well-timed Focus Punch, clearing the way for a teammate to sweep. However, this strategy is unreliable, and should not be trusted completely.</p>

[Other Options]

<p>In Gen V, Kangaskhan finally got access to a boosting move,(comma) Work Up. The move boosts Attack and Special Attack 1 stage, and is probably most effective when used in one of the last two slots of the Physical Attacker set. With Kangaskhan's fantastic special movepool, a mixed set with Work Up seems appealing viable, but due to its horrible Special Attack stat and Tauros being able to do this better, a mixed set just isn't viable. A support set is possible, with moves such as Counter, Knock Off,(comma) and Circle Throw, but with Kangaskhan's relatively poor defenses and lack of recovery, these moves are hard to pull off, and is best left to another Pokemon. Disable is usable, but Kangaskhan just doesn’t have the ability to pull it off properly. A set of Fake Out, Endeavor, Return / Reversal,(comma) and Sucker Punch can be played, but Endeavor is slightly unreliable, and hard to pull off. But with team support and proper prediction, it can pay huge dividends. Endure and Reversal is available, but until Salac Berry is released, it should be avoided. Kangaskhan gets Wish as a Gen 3 event, but the lack of Scrappy and the fact Lickilicky can do this better, makes Wish a poor choice in the long run.</p>

[Checks and Counters]

<p>The Choice Band set is difficult to counter or even check, but it can be played around, with various degrees of success. Rhyperior will never be OHKOed by Kangaskhan, and can hit back with powerful Earthquakes, but it cannot take repeated Low Kicks. Steel- and Rcok-types wall Kangaskhan, as long as they avoid a Choice Band Fighting-type move. A bulky Hitmontop can take Kangaskhan on with Intimidate and Close Combat, but due to lack of reliable recovery, it'll get worn down, slowly but surely. Gligar and Escavalier can counter Kangaskhan, but each need to be wary of the elemental punch they're weak to, Gligar also has to be worried about Knock Off. It's worth noting that Escavalier can heavily damage Kangaskhan with Megahorn. SubPunch and Life Orb sets are easier to check, as most defensive Pokemon with reliable recovery and a decent STAB move can take Kangaskhan on, and win one on one. Defensive Arcanine and Zapdos can take on the SubPunch set, but both are weak to Stealth Rock, and both dislike repeated hits from taking Life Orb-boosted Double-Edge. Slowbro can take on any Kangaskhan set, and Scald it, or Slack Off repeatedly to stall out until Kangaskhan faints to Life Orb recoil, or runs out of PP if it has one.</p>

Got repetetive in parts, some confusing sentence structures, and make sure you use ASCII apostrophes instead of curly ones, other than that, good job :)

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The move boosts Attack and Special Attack 1 stage, and is probably most effective when used in one of the last two slots of the Physical Attacker set.

Would you maybe want to say "All Out Attacker set" instead of "Physical Attacker set?"
 
Duggy/Gorebyss are around 100 in usage; smashpass is banned from RU.
Kangaskhan is around 145 usage in UU.

Gorebyss struggles with Roserade and faster scarfers, but can get around them with enough team support.

Kangaskhan struggles with anything it can't hit hard enough with double edge. The fact that Hippowdon is literally not mentioned at all in this analysis (in counters or in general) shows that it was likely not playtested at all after sand's rise.
 
I'm effectively putting this analysis on hold until something happens with Hippo/Stoutland in the meta, we'll re-evaluate Kanga then to see if she's still viable

Though breludicolo, never bring up usage statistics to argue against or for a Pokemon, particularly NU mons. They either work in the meta or don't, it doesn't matter if you see them or not.
 
Opening this back up for debate since Hippowdon was banned

Basically we're just re-determining if Kanga is viable for UU or not. If it's deemed she is, then this analysis is the one that'll go onsite (though some minor changes may need to happen to the descriptions to match the current meta), since the sets are very unlikely to change very dramatically.

So, QC have at her
 
On the first set, I would de-slash Choice Band and add Leftovers instead. Some of the movies would make no sense in the context of Choice Band (CB Fake Out? CB Sucker Punch?) and Leftovers allows Kanga to serve as a great check against hail teams.
 
With Hippowdon out of the way, Kanga may well have some viability.

Maybe slash Aqua Tail or Fire Punch (for Rhyperior and Escavalier, respectively) on the last slot of the All-out attacker? Not sure how common either will be in the new meta, though.
 
I'm really not sure when CB Fake Out would "save the game" compared to LO Fake Out, and I would definitely place a much higher priority on not being complete set up bait when using half your moveset...
 
CB Fake Out is absolutely terrible. Sucker Punch is fine.

Something like Aqua Tail for Rhyperior/Donphan is definitely much more useful

As far as viability, any competent CB normal is viable in UU with its lack of good steels/rocks, and being able to pound through ghosts with its STAB give Kanga that edge over something like Tauros
 
In place of Fake Out, I would suggest Aqua Tail, as it's her strongest move against Rhyperior, something she otherwise cannot 2HKO, with an Ice Punch slash for Gligar. Also, what about Hammer Arm? It's powerful, consistent, and the Speed drop doesn't screw her over against the many slower targets she's expected to hit. With Drain Punch and Low Kick, you can expect to be Toxic stalled by Chansey, since neither of those moves 2HKO.
 
CB Fake Out is absolutely terrible. Sucker Punch is fine.

Something like Aqua Tail for Rhyperior/Donphan is definitely much more useful

As far as viability, any competent CB normal is viable in UU with its lack of good steels/rocks, and being able to pound through ghosts with its STAB give Kanga that edge over something like Tauros

Yeah, I'm definitely not questioning the viability of a CB set, just that particularly CB set. I would really go with something like this:

Kangaskhan @ Choice Band
Jolly
252 Atk / 252 Spe / 4 HP
-Double-Edge
-Hammer Arm / Drain Punch
-Aqua Tail
-Earthquake / Sucker Punch

Kangaskhan gets perfect coverage with Normal/Fighting, so the other two moves should be to handle prolific threats in the metagame. Kangaskhan really needs the power from Double-Edge to get past things like Slowbro and Deo-D, so I didn't include Return as an option. I like Hammer Arm better than Low Kick because it's more consistent and the speed usually doesn't matter against the things you'll be using it against. Drain Punch is awesome to alleviate some of the recoil from Double-Edge and 2hkos some of the same things as Hammer Arm (like Empoleon) but fails to 2hko some others (like defensive Omastar). Aqua Tail is the only thing that can 2hko 140 HP Rhyperior. Earthquake is so you can deal good damage to Qwilfish, Arcanine, and Nidoqueen. Sucker Punch is if you're feeling particularly ballsy and want to revenge something.
 
Alright. I will do as FlareBlitz says. Expect a rewite of the first set and all related paragraphs.
 
[SET]
name: Choice Band
move 1: Double Edge
move 2: Hammer Arm / Drain Punch
move 3: Aqua Tail
move 4: Earthquake / Sucker Punch
item: Choice Band
ability: Scrappy
nature Jolly
evs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]

- Unlike most Normal types, Kangaskhan is free to use a Choice item without fear of Ghost switch-ins, allowing it to spam Normal/Fighting moves all day long.
- Hammer Arm / Drain Punch provides perfect coverage in conjunction with Double Edge.
- Kangaskhan gets Drain Punch via Breeding and Gen 4 TM and is an option on the Life Orb set for regaining lost health, although the lacklustre power means that Hammer Arm is generally the better choice.
- Aqua Tail is the only thing that 2HKOes 140 HP Ryhperior.
- Earthquake deals high damage to Quilfish, Arcanine and Nidoqueen.
- Sucker Punch is for revenging something if you're feeling lucky.
- Someone explain what the EVs do?



[ADDTIONAL COMMENTS]
  • Kangaskhan has a few different options, so you can choose to run different moves to accommodate different threats or needs.
  • Double Edge is amazing with Choice Band, hitting nearly everything very hard
  • Hammer Arm provides perfect coverage with Double Edge, missing out only on Shedinja
  • Life Orb can be used to switch moves and keep up momentum
  • Kangaskhan can run Knock Off to ruin Eviolite users, and remove leftovers. While this seems like a great option, Kangaskhan can 2HKO Chansey and Gligar, the most common Eviolite users with a Life Orb boosted Double Edge or Ice Punch respectively and prefers the extra KOes it can gain by using other moves.
  • Dugtrio makes an excellent partner for Kangaskhan, with the ability to trap and KO many of UUs Rock and Steel-types. Mixed Victini can also pair well with Kangaskhan, with its good bulk, resistance to Fighting type attacks and ability to take on Rock types and Steel types with Grass Knot/Focus Blast and V-create/Fire Blast respectively.




Sorry Snunch, but I'm pretty sure this overrides your GP check, putting this down to 0/2
 
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