Oranguru

Oranguru

Rank #92NormalPsychic

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

Usage Format

Oranguru Abilities

Oranguru Type Effectiveness

Weak to

Bug2×Dark2×

Resistant to

Psychic½×

Immune to

Ghost0×

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Fairy1×

Oranguru Moves

Usage Move Type Category Target Power Acc PP Prio Description
94.6%InstructPsychicStatusSingle—∞160The user makes the target reuse the last move it used.
90%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
47.1%ProtectNormalStatusSelf—∞8+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.
38.5%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
19.8%EncoreNormalStatusSingle—10080Gives the target the Encore status.
18.1%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
9.8%Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
9%YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
5.5%TauntDarkStatusSingle—100200Gives the target the Taunted status.
5.4%Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has 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 BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—ConfusionPsychicSpecialSingle50100200—
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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 SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—EndureNormalStatusSelf—∞12+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 TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—FacadeNormalPhysicalSingle70100200This 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.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—EndeavorNormalPhysicalSingle—10080Deals 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 SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Hyper VoiceNormalSpecialAll Foes90100120—
—ExtrasensoryPsychicSpecialSingle80100200Has a 10% chance of making the target flinch.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Last ResortNormalPhysicalSingle14010080This move fails unless the user has already used all the other moves it knows.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—After YouNormalStatusSingle—∞160Makes the target move immediately after the user.
—RoundNormalSpecialSingle60100160If 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 PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—QuashDarkStatusSingle—100160Causes the target to move last in the turn.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Terrain PulseNormalSpecialSingle50100120This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.