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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.
--16
NormalBody SlamThe user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
85100%16
FightingBrick BreakThe user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
75100%16
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%12
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
GroundEarthquakeDeals double damage to underground targets and half damage during Grassy Terrain.
100100%12
NormalEncoreThe target must use its last successfully used move for the next 3 turns. Encore fails if the target has no valid last move or if its last move cannot be encored (such as Encore, Mimic, Mirror Move, Sketch, Struggle, or Transform). It also fails if the move has no remaining PP.
-100%8
NormalEndeavorThe user inflicts damage by cutting down the target's HP to roughly equal the user's HP.
-100%8
NormalEndureThe user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
--12
GrassEnergy BallThe user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
90100%12
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%12
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%12
FightingFocus BlastThe user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
12070%8
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%16
PsychicFuture SightTwo turns after this move is used, a hunk of psychic energy attacks the target.
120100%12
NormalGiga ImpactThe user charges at the target using every bit of its power. The user can't move on the next turn.
15090%8
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.
--8
NormalHyper BeamThe target is attacked with a powerful beam. The user can't move on the next turn.
15090%8
NormalHyper VoiceThe user attacks by letting loose a horribly loud, resounding cry.
90100%12
PsychicImprisonIf opposing Pokémon know any move also known by the user, they are prevented from using it.
--12
PsychicInstructThe user instructs the target to reuse the move last used by the target.
--16
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%8
PsychicLight ScreenHalves damage from special moves for the user’s side for 5 turns.
--20
PsychicMagic RoomThe user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
--12
NormalMega KickThe target is attacked by a kick launched with muscle-packed power.
12075%8
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%12
NormalProtectProtects the user from most targeted moves for the turn. Each consecutive use has a 1/3 chance of succeeding.
--8
NormalPsych UpThe user hypnotizes itself into copying any stat change made by the target.
--12
PsychicPsychicThe target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.
90100%12
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%12
PsychicPsychic TerrainThis protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
--12
PsychicPsyshockThe user materializes an odd psychic wave to attack the target. This move deals physical damage.
80100%12
DarkQuashThe user suppresses the target and makes its move go last.
-100%16
WaterRain DanceSummons rain for 5 turns, boosting Water-type moves by 50% and reducing Fire-type moves by 50%.
--8
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.
--8
RockRock SlideHurls large boulders at the targets. Has a 30% chance to make them flinch.
7590%12
NormalRoundThe user attacks with a song. If an ally also uses Round this turn, they act immediately after the first user, and each consecutive Round doubles in power, up to 240.
60100%16
NormalSafeguardThe user creates a protective field that prevents status conditions for five turns.
--20
NormalScary FaceThe user frightens the target with a scary face to harshly lower its Speed stat.
-100%12
GhostShadow BallHas a 20% chance to lower the target’s Sp. Def by 1 stage.
80100%16
PsychicSkill SwapThe user employs its psychic power to exchange Abilities with the target.
--12
NormalSleep TalkThe user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
--12
NormalSnoreThis attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
50100%16
PsychicStored PowerThe user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
20100%12
NormalSubstituteThe user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
--12
FireSunny DaySummons harsh sunlight for 5 turns, boosting Fire-type moves by 50% and reducing Water-type moves by 50%.
--8
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%12
ElectricThunderA wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
11070%12
ElectricThunderboltThe user attacks the target with a strong electric blast. This may also leave the target with paralysis.
90100%16
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%12
PsychicTrick RoomThe user creates a bizarre area in which slower Pokémon get to move first for five turns.
--8
PsychicWonder RoomThe user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
--12
NormalYawnThe user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
--12
PsychicZen HeadbuttThe user focuses its willpower to its head and attacks the target. This may also make the target flinch.
8090%16
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