Stat | Amount | Bar Graph |
---|---|---|
Max CP | 490 | |
Attack | 95 | |
Special Attack | 40 | |
Defense | 80 | |
Special Defense | 80 | |
HP | 105 | |
Speed | 90 |
Overview
Pokemon Let's Go Kangaskhan is a Normal Type pokemon also known as a Parent Pokémon, first discovered in the Kanto region. it's weak against Fighting type moves and has a Max CP of 490, 105 HP, 95 Attack, 40 SP Attack, 80 Defense, 80 SP Defense and 90 Speed. Considering it's stats, the best nature to have is Adamant, this will increase it's Attack and decrease it's Sp. Atk stats.
Pokedex Entry
Kangaskhan’s maternal love is so deep that it will brave death to protect its offspring.
Pokemon Lets Go Kangaskhan Evolutions
What level does Pokemon Let's Go Kangaskhan Evolve at?
The Unevolved Form Kangaskhan Use a Mega Stone to Evolve into Mega Kangaskhan.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
![]() ![]() | Mega Stone → | ![]() ![]() |
How to catch Kangaskhan in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Kangaskhan Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Kangaskhan is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Kangaskhan or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
![]() |
Rock Tunnel | 1% | 18-23 | normal | 1F |
![]() |
Rock Tunnel | 1% | 18-23 | normal | 2F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Kangaskhan.
Best Nature for Kangaskhan
We recommend a Adamant Nature for Kangaskhan, you can visit Madam Celadon to force encounter pokemon of Adamant Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Adamant | Attack | Sp. Atk | Red | Blue |
Pokemon Lets Go Kangaskhan Moves
Level Up Moves
Pokemon Let's Go Kangaskhan Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Comet Punch | Normal | Physical | 18 | 15 | 85% | Hits 2-5 times in one turn. |
1 | Leer | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
6 | Fake Out | Normal | Physical | 40 | 10 | 100% | attacks with a priority of +3 and causes the target to flinch if it hits. |
11 | Tail Whip | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
17 | Bite | Dark | Physical | 60 | 25 | 100% | Has a 30% chance to make the target flinch. |
22 | Rage | Normal | Physical | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. |
28 | Mega Punch | Normal | Physical | 80 | 20 | 85% | Inflicts regular damage with no additional effect. |
33 | Dizzy Punch | Normal | Physical | 70 | 10 | 100% | Has a 20% chance to confuse the target. |
39 | Crunch | Dark | Physical | 80 | 15 | 100% | deals damage and has a 20% chance of lowering the target's Defense by one stage. |
44 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
50 | Sucker Punch | Dark | Physical | 70 | 5 | 100% | Deals damage and has a priority of +1. However, the move only works if the target uses a direct attack in the same turn. If the target is not preparing an attack, Sucker Punch will fail. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Kangaskhan can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM3 | Helping Hand | Normal | None | -- | 20 | -- | boosts the power of the partner's move. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 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. |
TM10 | Dig | Ground | Physical | 80 | 10 | 100% | User digs underground, dodging all attacks, and hits next turn. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM13 | Brick Break | Fighting | Physical | 75 | 15 | 100% | deals damage, but removes the effects of Reflect and Light Screen before attacking. |
TM15 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
TM19 | Iron Tail | Steel | Physical | 100 | 15 | 75% | deals damage and has a 30% chance of lowering the target's Defense by one stage. |
TM22 | Rock Slide | Rock | Physical | 75 | 10 | 90% | Has a 30% chance to make the target flinch. |
TM23 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM31 | Fire Punch | Fire | Physical | 75 | 15 | 100% | Has a 10% chance to burn the target. |
TM35 | Ice Punch | Ice | Physical | 75 | 15 | 100% | Has a 10% chance to freeze the target. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM37 | Flamethrower | Fire | Special | 95 | 15 | 100% | Has a 10% chance to burn the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM39 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
TM41 | Earthquake | Ground | Physical | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. |
TM43 | Shadow Ball | Ghost | Special | 80 | 15 | 100% | deals damage and has a 20% chance of lowering the target's Special Defense by one stage. |
TM45 | Solar Beam | Grass | Special | 120 | 10 | 100% | The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage. |
TM46 | Fire Blast | Fire | Special | 120 | 5 | 85% | Has a 10% chance to burn the target. |
TM47 | Surf | Water | Special | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |
TM51 | Blizzard | Ice | Special | 120 | 5 | 70% | Has a 10% chance to freeze the target. |
TM55 | Ice Beam | Ice | Special | 95 | 10 | 100% | Has a 10% chance to freeze the target. |