sprite

Oranguru

Types :

NormalPsychic

Egg Groups :

Field

Abilities :

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.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalBody SlamNormalPhysical8510015normal030% chance to paralyze the target.
2NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
3PsychicPsybeamPsychicSpecial6510020normal010% chance to confuse the target.
4NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
5ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
6ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
7GroundEarthquakeGroundPhysical10010010allAdjacent0Hits adjacent Pokemon. Double damage on Dig.
8PsychicConfusionPsychicSpecial5010025normal010% chance to confuse the target.
9PsychicPsychicPsychicSpecial9010010normal010% chance to lower the target's Sp. Def by 1.
10PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
11PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
12NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
13PsychicDream EaterPsychicSpecial10010015normal0User gains 1/2 HP inflicted. Sleeping target only.
14PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
15RockRock SlideRockPhysical759010allAdjacentFoes030% chance to make the foe(s) flinch.
16NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
17NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
18NormalScary FaceNormalStatus010010normal0Lowers the target's Speed by 2.
19NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
20NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
21NormalEncoreNormalStatus01005normal0Target repeats its last move for its next 3 turns.
22WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
23FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
24NormalPsych UpNormalStatus010normal0Copies the target's current stat stages.
25GhostShadow BallGhostSpecial8010015normal020% chance to lower the target's Sp. Def by 1.
26PsychicFuture SightPsychicSpecial12010010normal0Hits two turns after being used.
27NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
28DarkTauntDarkStatus010020normal0Target can't use status moves its next 3 turns.
29PsychicTrickPsychicStatus010010normal0User switches its held item with the target's.
30FightingBrick BreakFightingPhysical7510015normal0Destroys screens, unless the target is immune.
31NormalYawnNormalStatus010normal0Puts the target to sleep after 1 turn.
32PsychicSkill SwapPsychicStatus010normal0The user and the target trade Abilities.
33PsychicImprisonPsychicStatus010self0No foe can use any move known by the user.
34NormalHyper VoiceNormalSpecial9010010allAdjacentFoes0No additional effect. Hits adjacent foes.
35PsychicExtrasensoryPsychicSpecial8010020normal010% chance to make the target flinch.
36PsychicCalm MindPsychicStatus020self0Raises the user's Sp. Atk and Sp. Def by 1.
37DarkFlingDarkPhysical010010normal0Flings the user's item at the target. Power varies.
38NormalLast ResortNormalPhysical1401005normal0Fails unless each known move has been used.
39FightingFocus BlastFightingSpecial120705normal010% chance to lower the target's Sp. Def by 1.
40GrassEnergy BallGrassSpecial9010010normal010% chance to lower the target's Sp. Def by 1.
41NormalGiga ImpactNormalPhysical150905normal0User cannot move next turn.
42DarkNasty PlotDarkStatus020self0Raises the user's Sp. Atk by 2.
43PsychicZen HeadbuttPsychicPhysical809015normal020% chance to make the target flinch.
44PsychicTrick RoomPsychicStatus05all-7Goes last. For 5 turns, turn order is reversed.
45ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
46PsychicPsyshockPsychicSpecial8010010normal0Damages target based on Defense, not Sp. Def.
47DarkFoul PlayDarkPhysical9510015normal0Uses target's Attack stat in damage calculation.
48NormalAfter YouNormalStatus015normal0The target makes its move right after the user.
49PsychicStored PowerPsychicSpecial2010010normal0 + 20 power for each of the user's stat boosts.
50DarkQuashDarkStatus010015normal0Forces the target to move last this turn.
51GroundBulldozeGroundPhysical6010020allAdjacent0100% chance lower adjacent Pkmn Speed by 1.
52PsychicPsychic TerrainPsychicStatus010all05 turns. Grounded: +Psychic power, priority-safe.
53PsychicInstructPsychicStatus015normal0The target immediately uses its last used move.
54NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
55GrassTrailblazeGrassPhysical5010020normal0100% chance to raise the user's Speed by 1.
56WaterChilling WaterWaterSpecial5010020normal0100% chance to lower the target's Attack by 1.