>>57002749Here's the thing, kang doesn't really buy you a turn very well. If it makes my point easier to know, think of energy as a turn.
You are down one energy if you want to enable kangakhan to attack, and kangaskhan is often smacking either stage 1 mons with 70+ hp, the enemy own 100hp meatshield or EX mons if the enemy deck is not trash.
God forbid if they use a potion and you now have to roll another kangaskhan heads.
If kangaskhan die or you X Speed it out, the energy is gone for good.
That is one turn less you have to accumulate energy on your bench mons, with kangaskhan hogging the active slot. You give the enemy one free turn to draw/place energy/ramp up/evolve, you go way behind on tempo for a really shit gamble at knocking out their active mon as an """offensive tank"""".
Chip damage sounds good in theory, however decks are shifting to ramping into OHKO 140+ damage non-coinflip attacks (blastoise/charizard/mewtwo/raichu/alakazam/ninetales).