Kangaskhan
Ruby/Sapphire

If you come across a young KANGASKHAN playing by itself, you must never disturb it or attempt to catch it. The baby POKéMON’s parent is sure to be in the area, and it will become violently enraged at you.

Emerald

If you come across a young KANGASKHAN playing by itself, never try to catch it. The baby’s parent is sure to be in the area, and it will become violently enraged.

Firered

The female raises its offspring in a pouch on its belly. It is skilled at attacking using COMET PUNCH.

Leafgreen

The infant rarely ventures out of its mother’s protective pouch until it is three years old.

Pokédex & Training Data

Classification Parent Pokémon
Height 2.2 m (7'03")
Weight 80.0 kg (176.4 lbs)
Abilities
EV Yield +2 hp
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Monster

Pokédex Numbers

Kanto (R/B/Y) #115
Johto (G/S/C) #205
Johto (HG/SS) #210
Kalos (Coastal) #062
Alola (S/M) #165
Alola (US/UM) #199
National #115
Isle of Armor #172

Game Locations

Kanto Safari Zone Area 1 East
Kanto Safari Zone Area 3 West

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Comet Punch
18 85% 15 Hits 2-5 times in one turn.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Bite
60 100% 25 Has a 30% chance to make the target flinch.
13 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
19 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
25 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
31 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
37 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
43 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
49 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Comet Punch
18 85% 15 Hits 2-5 times in one turn.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Bite
60 100% 25 Has a 30% chance to make the target flinch.
13 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
19 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
25 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
31 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
37 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
43 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
49 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Comet Punch
18 85% 15 Hits 2-5 times in one turn.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Bite
60 100% 25 Has a 30% chance to make the target flinch.
13 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
19 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
25 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
31 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
37 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
43 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
49 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Mimic
— — 10 Copies the target’s last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Substitute
— — 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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Mimic
— — 10 Copies the target’s last used move.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Substitute
— — 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.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Crush Claw
75 95% 10 Has a 50% chance to lower the target’s Defense by one stage.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
Stomp
65 100% 20 Has a 30% chance to make the target flinch.
Substitute
— — 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.

Base Stats

Hp 105
Attack 95
Defense 80
Sp. Atk 40
Sp. Def 80
Speed 90
Total 490

Type Defenses

(vs. Gen 6+ rules)

2x
0x