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Oranguru

Oranguru
NormalPsychic

Height 1.5 m·Weight 76.0 kg

Base stats

HP
90
Atk
60
Def
80
SpA
90
SpD
110
Spe
60
Total490

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Inner Focus

    The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.

  • Telepathy

    The Pokémon anticipates and dodges the attacks of its allies.

  • Symbiosis

    The Pokémon passes its held item to an ally that has used up an item.

Learnable moves

64 moves
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • Yawn

    target falls asleep at end of next turn

    PowerAcc.Sure-hitPP12
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • Power90Acc.100PP12
    Sound
  • usable only after all other moves have been used

    Power140Acc.100PP8
    Contact
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • target acts next this turn

    PowerAcc.Sure-hitPP16
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • type changes with the terrain · power ×2 on terrain

    Power50Acc.100PP12
    Pulse
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • target's Attack −1

    Power50Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power90Acc.100PP16
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • also hits targets underground

    Power100Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2 turns later

    Power120Acc.100PP12
  • swaps held items with the target

    PowerAcc.100PP12
  • swaps Abilities with the target

    PowerAcc.Sure-hitPP12
  • foes can't use moves the user knows

    PowerAcc.PP12
  • 10% chance: flinch

    Power80Acc.100PP20
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • Gravity for 5 turns · grounds all Pokémon · accuracy boosted

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • everyone's Defense and Sp. Def swapped for 5 turns

    PowerAcc.PP12
  • hits the target's Defense

    Power80Acc.100PP12
  • held items have no effect for 5 turns

    PowerAcc.PP12
  • power +20 per stat boost on the user

    Power20Acc.100PP12
  • Psychic Terrain for 5 turns · grounded Pokémon immune to priority moves · Psychic-type moves boosted

    PowerAcc.PP12
  • target immediately repeats its last move

    PowerAcc.Sure-hitPP16
  • on Psychic Terrain: power ×1.5 · hits all opponents

    Power80Acc.100PP12
  • blocks target's healing for 2 turns

    Power75Acc.100PP12
    Sound
  • 30% chance: flinch

    Power75Acc.90PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • target acts last this turn

    PowerAcc.100PP16