Mega-Kangaskhan Balance
Regulation M-B · Doubles · okmerlin · 15 July 2026
This team was built around the cores of Primarina/Raichu/ Incineroar. Incineroar needs no introduction, and Raichu + Primarina covers a lot of matchups. Lightning Rod + Fake Out lets Prima safely set up Calm Mind on turn one vs rain teams, and threatens Garchomp with a one-hit kill with Moonblast. Endeavor punishes Archaludon massively, and can turn a game around very quickly. Galarian Slowking can flip the trick room matchup or punish Tailwind opponents. Once Trick Room is up, Chilling Reception can cancel out the Sun Zard sets up on turn one or two, meaning even if they delay the mega, you will still take 10-20% from them. It is best used in conjunction with Incineroar's Intimidate support, which lets you tank a few more physical hits, and synergises with Regenerator. Rounding out the team, I picked Hydreigon and M-Kangaskhan. Hydreigon is built to one-hit Scarf Basc and support with Snarl while being immune to Ground. M-Kanga just chills
Kangaskhan
Kangaskhan-MegaMoves
Stats
Slowking-Galar
Moves
Stats
Incineroar
Moves
Stats
Primarina
Moves
Stats
Raichu
Moves
Stats
Hydreigon
Moves
Stats
Damage taken
How each attacking type damages your team. Numbers show the damage multiplier each member would take.
| Type | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| normal | 1× | 1× | 1× | 1× | 1× | 1× | 0 | 0 | 0 |
| fire | 1× | 1× | 0.5× | 0.5× | 1× | 0.5× | 0 | 3 | +3 |
| water | 1× | 1× | 2× | 0.5× | 1× | 0.5× | 1 | 2 | +1 |
| electric | 1× | 1× | 1× | 2× | 0.5× | 0.5× | 1 | 2 | +1 |
| grass | 1× | 0.5× | 0.5× | 2× | 1× | 0.5× | 1 | 3 | +2 |
| ice | 1× | 1× | 0.5× | 0.5× | 1× | 2× | 1 | 2 | +1 |
| fighting | 2× | 0.25× | 2× | 0.5× | 1× | 2× | 3 | 2 | -1 |
| poison | 1× | 0.5× | 1× | 2× | 1× | 1× | 1 | 1 | 0 |
| ground | 1× | 2× | 2× | 1× | 2× | 1× | 3 | 0 | -3 |
| flying | 1× | 1× | 1× | 1× | 0.5× | 1× | 0 | 1 | +1 |
| psychic | 1× | 1× | 0 | 1× | 1× | 0 | 0 | 2 | +2 |
| bug | 1× | 1× | 1× | 0.5× | 1× | 2× | 1 | 1 | 0 |
| rock | 1× | 1× | 2× | 1× | 1× | 1× | 1 | 0 | -1 |
| ghost | 0 | 2× | 0.5× | 1× | 1× | 0.5× | 1 | 3 | +2 |
| dragon | 1× | 1× | 1× | 0 | 1× | 2× | 1 | 1 | 0 |
| dark | 1× | 2× | 0.5× | 0.5× | 1× | 0.5× | 1 | 3 | +2 |
| steel | 1× | 1× | 0.5× | 1× | 0.5× | 1× | 0 | 2 | +2 |
| fairy | 1× | 0.5× | 1× | 1× | 1× | 4× | 1 | 1 | 0 |
Damage dealt
How many team members can hit each type super-effectively with a damaging move. Faded cells show types no member threatens.
Speed tiers
Where each member sits in the speed order. Switch the tab to see how speed control swings it.