PokeSearch

Oranguru

Oranguru
Weak to
Resists
Immune to
Base stats
Rank downRank up
H
90
A
60
0
B
80
0
C
90
0
D
110
0
S
60
0
MIN reducing·0·BASE neutral·0·HIGH neutral·252·MAX boosting·252
Excludes item and ability modifiers.
Physical bulk
MIN
36,131
BASE
40,145
HIGH
63,270
MAX
69,501
Special bulk
MIN
46,970
BASE
52,189
HIGH
77,649
MAX
85,318
Speed
MIN
72
BASE
80
HIGH
112
MAX
123
Movessorted by max damage
Hyper Beam150 · 90%
22,275
24,750
31,950
35,100
Future Sight120 · 100%
17,820
19,800
25,560
28,080
Giga Impact150 · 90%
16,200
18,000
25,200
27,675
Last Resort140 · 100%
15,120
16,800
23,520
25,830
Mega Kick120 · 75%
12,960
14,400
20,160
22,140
Hyper Voice90 · 100%
13,365
14,850
19,170
21,060
Psychic90 · 100%
13,365
14,850
19,170
21,060
Expanding Force80 · 100%
11,880
13,200
17,040
18,720
Extrasensory80 · 100%
11,880
13,200
17,040
18,720
Focus Blast120 · 70%
11,880
13,200
17,040
18,720
Psyshock80 · 100%
11,880
13,200
17,040
18,720
Psychic Noise75 · 100%
11,137
12,375
15,975
17,550
Thunder110 · 70%
10,890
12,100
15,620
17,160
Body Slam85 · 100%
9,180
10,200
14,280
15,682
Zen Headbutt80 · 90%
8,640
9,600
13,440
14,760
Energy Ball90 · 100%
8,910
9,900
12,780
14,040
Round60 · 100%
8,910
9,900
12,780
14,040
Thunderbolt90 · 100%
8,910
9,900
12,780
14,040
Facade70 · 100%
7,560
8,400
11,760
12,915
Shadow Ball80 · 100%
7,920
8,800
11,360
12,480
Earthquake100 · 100%
7,200
8,000
11,200
12,300
Snore50 · 100%
7,425
8,250
10,650
11,700
Terrain Pulse50 · 100%
7,425
8,250
10,650
11,700
Foul Play95 · 100%
6,840
7,600
10,640
11,685
Brick Break75 · 100%
5,400
6,000
8,400
9,225
Rock Slide75 · 90%
5,400
6,000
8,400
9,225
Knock Off65 · 100%
4,680
5,200
7,280
7,995
Charge Beam50 · 90%
4,950
5,500
7,100
7,800
Chilling Water50 · 100%
4,950
5,500
7,100
7,800
Bulldoze60 · 100%
4,320
4,800
6,720
7,380
Payback50 · 100%
3,600
4,000
5,600
6,150
Trailblaze50 · 100%
3,600
4,000
5,600
6,150
Stored Power20 · 100%
2,970
3,300
4,260
4,680
After You

The target makes its move right after the user.

Calm Mind

Raises the user's Sp. Atk and Sp. Def by 1.

Endure

User survives attacks this turn with at least 1 HP.

Encore100%

Target repeats its last move for its next 3 turns.

Gravity

5 turns: no Ground immunities, 1.67x accuracy.

Instruct

The target immediately uses its last used move.

Magic Room

For 5 turns, all held items have no effect.

Imprison

No foe can use any move known by the user.

Light Screen

For 5 turns, special damage to allies is halved.

Nasty Plot

Raises the user's Sp. Atk by 2.

Pain Split

Shares HP of user and target equally.

Protect

Prevents moves from affecting the user this turn.

Psychic Terrain

5 turns. Grounded: +Psychic power, priority-safe.

Rain Dance

For 5 turns, heavy rain powers Water moves.

Reflect

For 5 turns, physical damage to allies is halved.

Rest

User sleeps 2 turns and restores HP and status.

Psych Up

Copies the target's current stat stages.

Quash100%

Forces the target to move last this turn.

Sleep Talk

User must be asleep. Uses another known move.

Scary Face100%

Lowers the target's Speed by 2.

Skill Swap

The user and the target trade Abilities.

Substitute

User takes 1/4 its max HP to put in a substitute.

Sunny Day

For 5 turns, intense sunlight powers Fire moves.

Taunt100%

Target can't use status moves its next 3 turns.

Trick100%

User switches its held item with the target's.

Trick Room

Goes last. For 5 turns, turn order is reversed.

Wonder Room

For 5 turns, all Defense and Sp. Def stats switch.

Yawn

Puts the target to sleep after 1 turn.

Safeguard

For 5 turns, protects user's party from status.