What it does
Last Resort is a Normal-type physical move. The condition: every other move the Pokémon knows must have been used at least once since it entered the field. One unused move blocks it entirely. If this is the Pokémon's only move, it fails. Switching out resets the counter.
In a doubles set of four moves, you need to have clicked the other three at least once each before Last Resort becomes available. That means your Kangaskhan needs time on the field — and a game that allows it to actually use those other moves.
Who runs it
Kangaskhan runs Last Resort in 89% of its sets — the highest frequency in this group. The reason is Scrappy: Normal and Fighting moves hit Ghost-types under this ability, which removes the biggest natural immunity. With solid physical attack investment, Kangaskhan deals meaningful damage once conditions are met.
How to use it
The game is condition management. You need to burn through the other three moves during the match — not necessarily because each is the optimal choice that turn, but because Last Resort requires it. Sometimes you use a coverage move slightly early, into a resisted target, just to tick the box. That's the trade-off: the move is strong once unlocked, but getting there costs actions.
Before committing to this configuration, ask: if Last Resort isn't available when I need offense, what am I doing? The answer should be that your other three moves carry enough threat on their own. If one of them is basically dead weight against the opponent's team, you have a real cost to pay unlocking this.
Tips & strategy
Supportive or utility moves in the other three slots are a good fit here — you have reasons to use them early anyway, which accelerates unlocking. Coverage moves with narrow application are the problem: you might be forced into a slightly awkward line just to use it once. Faster, more compressed matches make Last Resort harder to unlock in time. It performs best in slower games where Kangaskhan has several turns on the field.