Oranguru

Oranguru

Rank #64NormalPsychic

HP
165
Atk
80
Def
100
SpA
110
SpD
130
Spe
80
Total665

Usage Format

Oranguru Abilities

Oranguru Type Effectiveness

Weak to

BugDark

Resistant to

Psychic½×

Immune to

Ghost

Damaged normally by

NormalFightingFlyingPoisonGroundRockSteelFireWaterGrassElectricIceDragonFairy

Oranguru Moves

Usage Move Type Category Power Acc PP Prio Description
94.6%InstructPsychicStatus160The user makes the target reuse the last move it used.
92%Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
47.5%PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
45.5%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
25.8%EncoreNormalStatus10080Gives the target the Encore status.
11.6%Foul PlayDarkPhysical95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
7.6%Psychic TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.
6.2%TauntDarkStatus100200Gives the target the Taunted status.
6.1%YawnNormalStatus120Makes the target drowsy. This move never misses.
5.9%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
ConfusionPsychicSpecial50100200
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
TrickPsychicStatus100120The user and the target swap their held items.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
EndeavorNormalPhysical10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
Hyper VoiceNormalSpecial90100120
ExtrasensoryPsychicSpecial80100200Has a 10% chance of making the target flinch.
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
GravityPsychicStatus80Gives the entire field the Gravity status for 5 turns.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Last ResortNormalPhysical14010080This move fails unless the user has already used all the other moves it knows.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Nasty PlotDarkStatus200Boosts the user’s Sp. Atk stat by 2 stages.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Wonder RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Magic RoomPsychicStatus120Gives the entire field the Magic Room status for 5 turns.
After YouNormalStatus160Makes the target move immediately after the user.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Stored PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
QuashDarkStatus100160Causes the target to move last in the turn.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
Terrain PulseNormalSpecial50100120This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.
Psychic NoisePsychicSpecial75100120Gives the target the Healing Prevented status for 2 turns.