About
There are records of a lost human child being raised by a childless Kangaskhan.
- Abilities
-
Lets the bearer hit twice with damaging moves. The second hit has half power.
- Height
- 2.2 m 7′03″
- Weight
- 100.0 kg 220.5 lb
- Gender
♂ 0% ♀ 100%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 105 | 320–414 | |
| Attack | 125 | 229–383 | |
| Defense | 100 | 184–328 | |
| Sp. Atk | 60 | 112–240 | |
| Sp. Def | 100 | 184–328 | |
| Speed | 100 | 184–328 | |
| Total | 590 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- Fighting
- Immune
- Ghost
Same-type attacks
- Not very effective ½×
- RockSteel
- No effect
- Ghost
Evolution
Kangaskhan does not evolve.
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Comet Punch STAB Hits 2-5 times in one turn. | Normal | Physical | 18 | 85% | 15 |
| 1 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 6 | Fake Out STAB Can only be used as the first move after the user enters battle. Causes the target to flinch. | Normal | Physical | 40 | 100% | 10 |
| 11 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 17 | Has a chance to make the target flinch. | Dark | Physical | 60 | 100% | 25 |
| 22 | Rage STAB If the user is hit after using this move, its Attack rises by one stage. | Normal | Physical | 20 | 100% | 20 |
| 28 | Mega Punch STAB Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
| 33 | Dizzy Punch STAB Has a chance to confuse the target. | Normal | Physical | 70 | 100% | 10 |
| 39 | Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| 44 | Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| 50 | Only works if the target is about to use a damaging move. | Dark | Physical | 70 | 100% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
Facade STAB Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
Headbutt STAB Has a chance to make the target flinch. | Normal | Physical | 70 | 100% | 15 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
Hyper Beam STAB User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Inflicts damage equal to the user’s level. | Fighting | Physical | — | 100% | 20 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Badly poisons the target, inflicting more damage every turn. | Poison | Status | — | 90% | 10 |
Training and breeding
Training
- EV yield
- 2 HP
- Catch rate
- 45
- Base friendship
- 70
- Base experience
- 207
- Growth rate
- Medium
Breeding
- Egg groups
- Monster
- Egg cycles
- 20 (about 5,140 steps)