kangaskhan #115 kangaskhan

Datos del Pokémon

normal
Altura: 2.2 m
Peso: 80 kg

Habilidades

  • early-bird

    Makes sleep pass twice as quickly.

  • scrappy

    Lets the Pokémon's normal and fighting moves hit ghost Pokémon.

  • inner-focus

    Prevents flinching.

Movimientos Descripción
pound Inflicts regular damage with no additional effect.
comet-punch Hits 2-5 times in one turn.
mega-punch Inflicts regular damage with no additional effect.
fire-punch Has a 10% chance to burn the target.
ice-punch Has a 10% chance to freeze the target.
thunder-punch Has a 10% chance to paralyze the target.
cut Inflicts regular damage with no additional effect.
stomp Has a 30% chance to make the target flinch.
mega-kick Inflicts regular damage with no additional effect.
headbutt Has a 30% chance to make the target flinch.
body-slam Has a 30% chance to paralyze the target.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
tail-whip Lowers the target’s Defense by one stage.
leer Lowers the target’s Defense by one stage.
bite Has a 30% chance to make the target flinch.
growl Lowers the target’s Attack by one stage.
roar Immediately ends wild battles. Forces trainers to switch Pokémon.
disable Disables the target’s last used move for 1-8 turns.
flamethrower Has a 10% chance to burn the target.
water-gun Inflicts regular damage with no additional effect.
hydro-pump Inflicts regular damage with no additional effect.
surf Inflicts regular damage and can hit Dive users.
ice-beam Has a 10% chance to freeze the target.
blizzard Has a 10% chance to freeze the target.
bubble-beam Has a 10% chance to lower the target’s Speed by one stage.
hyper-beam User foregoes its next turn to recharge.
submission User receives 1/4 the damage it inflicts in recoil.
low-kick Inflicts more damage to heavier targets, with a maximum of 120 power.
counter Inflicts twice the damage the user received from the last physical hit it took.
seismic-toss Inflicts damage equal to the user’s level.
strength Inflicts regular damage with no additional effect.
solar-beam Requires a turn to charge before attacking.
thunderbolt Has a 10% chance to paralyze the target.
thunder Has a 30% chance to paralyze the target.
earthquake Inflicts regular damage and can hit Dig users.
fissure Causes a one-hit KO.
dig User digs underground, dodging all attacks, and hits next turn.
toxic Badly poisons the target, inflicting more damage every turn.
rage If the user is hit after using this move, its Attack rises by one stage.
mimic Copies the target’s last used move.
double-team Raises the user’s evasion by one stage.
focus-energy Increases the user’s chance to score a critical hit.
bide User waits for two turns, then hits back for twice the damage it took.
fire-blast Has a 10% chance to burn the target.
skull-bash Raises the user’s Defense by one stage. User charges for one turn before attacking.
dizzy-punch Has a 20% chance to confuse the target.
rest User sleeps for two turns, completely healing itself.
rock-slide Has a 30% chance to make the target flinch.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
thief Takes the target’s item.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
reversal Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
spite Lowers the PP of the target’s last used move by 4.
protect Prevents any moves from hitting the user this turn.
mud-slap Has a 100% chance to lower the target’s accuracy by one stage.
zap-cannon Has a 100% chance to paralyze the target.
foresight Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
icy-wind Has a 100% chance to lower the target’s Speed by one stage.
outrage Hits every turn for 2-3 turns, then confuses the user.
sandstorm Changes the weather to a sandstorm for five turns.
endure Prevents the user’s HP from lowering below 1 this turn.
swagger Raises the target’s Attack by two stages and confuses the target.
fury-cutter Power doubles every turn this move is used in succession after the first, maxing out after five turns.
attract Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
safeguard Protects the user’s field from major status ailments and confusion for five turns.
dynamic-punch Has a 100% chance to confuse the target.
iron-tail Has a 30% chance to lower the target’s Defense by one stage.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
crunch Has a 20% chance to lower the target’s Defense by one stage.
shadow-ball Has a 20% chance to lower the target’s Special Defense by one stage.
rock-smash Has a 50% chance to lower the target’s Defense by one stage.
whirlpool Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
beat-up Hits once for every conscious Pokémon the trainer has.
fake-out Can only be used as the first move after the user enters battle. Causes the target to flinch.
uproar Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
hail Changes the weather to a hailstorm for five turns.
facade Power doubles if user is burned, paralyzed, or poisoned.
focus-punch If the user takes damage before attacking, the attack is canceled.
helping-hand Ally’s next move inflicts half more damage.
brick-break Destroys Reflect and Light Screen.
endeavor Lowers the target’s HP to equal the user’s.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
crush-claw Has a 50% chance to lower the target’s Defense by one stage.
rock-tomb Has a 100% chance to lower the target’s Speed by one stage.
aerial-ace Never misses.
covet Takes the target’s item.
shock-wave Never misses.
water-pulse Has a 20% chance to confuse the target.
hammer-arm Lowers user’s Speed by one stage.
natural-gift Power and type depend on the held berry.
assurance Power is doubled if the target has already received damage this turn.
fling Throws held item at the target; power depends on the item.
trump-card Power increases when this move has less PP, up to a maximum of 200.
last-resort Can only be used after all of the user’s other moves have been used.
sucker-punch Only works if the target is about to use a damaging move.
aqua-tail Inflicts regular damage with no additional effect.
drain-punch Drains half the damage inflicted to heal the user.
focus-blast Has a 10% chance to lower the target’s Special Defense by one stage.
giga-impact User foregoes its next turn to recharge.
avalanche Inflicts double damage if the user takes damage before attacking this turn.
shadow-claw Has an increased chance for a critical hit.
rock-climb Has a 20% chance to confuse the target.
captivate Lowers the target’s Special Attack by two stages if it’s the opposite gender.
double-hit Hits twice in one turn.
round Has double power if it’s used more than once per turn.
chip-away Ignores the target’s stat modifiers.
circle-throw Ends wild battles. Forces trainers to switch Pokémon.
incinerate Destroys the target’s held berry.
retaliate Has double power if a friendly Pokémon fainted last turn.
bulldoze Has a 100% chance to lower the target’s Speed by one stage.
work-up Raises the user’s Attack and Special Attack by one stage each.
confide Lowers the target’s Special Attack by one stage.
power-up-punch Raises the user’s Attack by one stage after inflicting damage.
terrain-pulse Inflicts regular damage with no additional effect.

Estadísticas Base

hp 105
attack 95
defense 80
special attack 40
special defense 80
speed 90