Oranguru
Is Oranguru good in Pokemon Champions?
- Normal/Psychic types
- Base stat total 490
- Weak to Bug, Dark
Base Stats
Oranguru Weaknesses & Resistances
Oranguru Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Oranguru's most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
Prevents any moves from hitting the user this turn.
For five turns, slower Pokémon will act before faster Pokémon.
Target sleeps at the end of the next turn.
User foregoes its next turn to recharge.
User foregoes its next turn to recharge.
Can only be used after all of the user’s other moves have been used.
Hits the target two turns later.
Inflicts regular damage with no additional effect.
Inflicts regular damage with no additional effect.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to paralyze the target.
Inflicts regular damage with no additional effect.
Has a chance to make the target flinch.
Inflicts damage based on the target’s Defense, not Special Defense.
Has a chance to make the target flinch.
Power doubles if user is burned, paralyzed, or poisoned.
Has double power if it’s used more than once per turn.
Has a chance to make the target flinch. Only works if the user is sleeping.
Inflicts regular damage with no additional effect.
Power is higher the more the user’s stats have been raised, to a maximum of 31×.
Makes the target act next this turn.
Raises the user’s Special Attack and Special Defense by one stage.
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Lowers the target’s HP to equal the user’s.
Prevents the user’s HP from lowering below 1 this turn.
Disables moves and immunities that involve flying or levitating for five turns.
Prevents the target from using any moves that the user also knows.
Forces the target to repeat its last used move.
Reduces damage from special attacks by 50% for five turns.
Negates held items for five turns.
Sets the user’s and targets’s HP to the average of their current HP.
Protects Pokémon on the ground from priority moves and increases the power of th…
Discards the user’s stat changes and copies the target’s.
Reduces damage from physical attacks by half.
User sleeps for two turns, completely healing itself.
Protects the user’s field from major status ailments and confusion for five turn…
Lowers the target’s Speed by two stages.
User and target swap abilities.
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
User and target swap items.
All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to paralyze the target.
Inflicts regular damage and can hit Dig users.
Calculates damage with the target’s attacking stat.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to paralyze the target.
Has a chance to lower the target’s Special Defense by one stage.
Destroys Reflect and Light Screen.
Has a chance to make the target flinch.
Target drops its held item.
Has a chance to lower the target’s Speed by one stage.
Has a chance to raise the user’s Special Attack by one stage.
Power is doubled if the target has already moved this turn.
Throws held item at the target; power depends on the item.
Raises the user’s Special Attack by two stages.
Makes the target act last this turn.
Changes the weather to rain for five turns.
Changes the weather to sunny for five turns.
For the next few turns, the target can only use damaging moves.
Abilities
“The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.”
Related Pokémon
Other Normal / Psychic picks worth scouting