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#765
Oranguru

Oranguru

  • 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.

HP
90 / 165
Raw / Lvl 50
ATK
60 / 80
Raw / Lvl 50
DEF
80 / 100
Raw / Lvl 50
Sp. Atk
90 / 110
Raw / Lvl 50
Sp. Def
110 / 130
Raw / Lvl 50
SPD
60 / 80
Raw / Lvl 50
0/66 used(66 left)
Stat Points
490 / 665
Raw / Lvl 50 Total
Loading usage stats

Type

Damage Class

Move
Power
Accuracy
PP
NormalAfter YouThe user helps the target and makes it use its move right after the user.
--15
NormalBody SlamThe user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
85100%15
FightingBrick BreakThe user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
75100%15
GroundBulldozeThe user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
60100%20
PsychicCalm MindThe user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
--20
ElectricCharge BeamThe user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
5090%10
WaterChilling WaterThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
50100%20
GroundEarthquakeThe user sets off an earthquake that strikes every Pokémon around it.
100100%10
NormalEncoreThe user compels the target to keep using the move it encored for three turns.
-100%5
NormalEndeavorThe user inflicts damage by cutting down the target's HP to roughly equal the user's HP.
-100%5
NormalEndureThe user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
--10
GrassEnergy BallThe user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
90100%10
PsychicExpanding ForceThe user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
80100%10
PsychicExtrasensoryThe user attacks with an odd, unseeable power. This may also make the target flinch.
80100%20
NormalFacadeThis move's power is doubled if the user is poisoned, burned, or paralyzed.
70100%20
DarkFlingThe user flings its held item at the target to attack. This move's power and effects depend on the item.
-100%10
FightingFocus BlastThe user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
12070%5
DarkFoul PlayThe user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
95100%15
PsychicFuture SightTwo turns after this move is used, a hunk of psychic energy attacks the target.
120100%10
NormalGiga ImpactThe user charges at the target using every bit of its power. The user can't move on the next turn.
15090%5
PsychicGravityEnables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used.
--5
NormalHyper BeamThe target is attacked with a powerful beam. The user can't move on the next turn.
15090%5
NormalHyper VoiceThe user attacks by letting loose a horribly loud, resounding cry.
90100%10
PsychicImprisonIf opposing Pokémon know any move also known by the user, they are prevented from using it.
--10
PsychicInstructThe user instructs the target to reuse the move last used by the target.
--15
DarkKnock OffThe user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.
65100%20
NormalLast ResortThis move can be used only after the user has used all the other moves it knows in the battle.
140100%5
PsychicLight ScreenA wondrous wall of light is put up to reduce damage from special moves for five turns.
--30
PsychicMagic RoomThe user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
--10
NormalMega KickThe target is attacked by a kick launched with muscle-packed power.
12075%5
DarkNasty PlotThe user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.
--20
NormalPain SplitThe user adds its HP to the target's HP, then equally splits the combined HP between the target and itself.
--20
DarkPaybackThe user stores power, then attacks. This move's power is doubled if the user moves after the target.
50100%10
NormalProtectThis move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
--10
NormalPsych UpThe user hypnotizes itself into copying any stat change made by the target.
--10
PsychicPsychicThe target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.
90100%10
PsychicPsychic NoiseThe user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
75100%10
PsychicPsychic TerrainThis protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
--10
PsychicPsyshockThe user materializes an odd psychic wave to attack the target. This move deals physical damage.
80100%10
DarkQuashThe user suppresses the target and makes its move go last.
-100%15
WaterRain DanceThe user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
--5
PsychicReflectA wondrous wall of light is put up to reduce damage from physical moves for five turns.
--20
PsychicRestThe user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
--5
RockRock SlideLarge boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
7590%10
NormalRoundThe user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted.
60100%15
NormalSafeguardThe user creates a protective field that prevents status conditions for five turns.
--25
NormalScary FaceThe user frightens the target with a scary face to harshly lower its Speed stat.
-100%10
GhostShadow BallThe user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
80100%15
PsychicSkill SwapThe user employs its psychic power to exchange Abilities with the target.
--10
NormalSleep TalkThe user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
--10
NormalSnoreThis attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
50100%15
PsychicStored PowerThe user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
20100%10
NormalSubstituteThe user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
--10
FireSunny DayThe user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks.
--5
DarkTauntThe target is taunted into a rage that allows it to use only attack moves for three turns.
-100%20
NormalTerrain PulseThe user utilizes the energy of the terrain to attack. This move’s type and power change depending on the terrain at the time the move is used.
50100%10
ElectricThunderA wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
11070%10
ElectricThunderboltThe user attacks the target with a strong electric blast. This may also leave the target with paralysis.
90100%15
GrassTrailblazeThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
50100%20
PsychicTrickThe user catches the target off guard and swaps the target's held item with its own.
-100%10
PsychicTrick RoomThe user creates a bizarre area in which slower Pokémon get to move first for five turns.
--5
PsychicWonder RoomThe user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
--10
NormalYawnThe user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
--10
PsychicZen HeadbuttThe user focuses its willpower to its head and attacks the target. This may also make the target flinch.
8090%15
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