Pokédex › Oranguru
Oranguru — Stats & Moves (Pokémon Champions)
NormalPsychic Abilities: Inner Focus, Telepathy, Symbiosis
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Oranguru / Calculate damage with Oranguru / Calculate damage against Oranguru
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 165 | 197 | — | |
| Attack | 80 | 112 | 123 | |
| Defense | 100 | 132 | 145 | |
| Sp. Atk | 110 | 142 | 156 | |
| Sp. Def | 130 | 162 | 178 | |
| Speed | 80 | 112 | 123 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | BugDark |
|---|---|
| resists (1/2) | Psychic |
| immune | Ghost |
Learnset (64 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Last Resort | Normal | Physical | 140 | 100 | 8 | Can only be used after all of the user’s other moves have been used. |
| Mega Kick | Normal | Physical | 120 | 75 | 8 | Inflicts regular damage with no additional effect. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Endeavor | Normal | Physical | — | 100 | 8 | Lowers the target’s HP to equal the user’s. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Hyper Voice | Normal | Special | 90 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Terrain Pulse | Normal | Special | 50 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| After You | Normal | Status | — | — | 16 | Makes the target act next this turn. |
| Yawn | Normal | Status | — | — | 12 | Target sleeps at the end of the next turn. |
| Psych Up | Normal | Status | — | — | 12 | Discards the user’s stat changes and copies the target’s. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Pain Split | Normal | Status | — | — | 20 | Sets the user’s and targets’s HP to the average of their current HP. |
| Safeguard | Normal | Status | — | — | 20 | Protects the user’s field from major status ailments and confusion for five turns. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Scary Face | Normal | Status | — | 100 | 12 | Lowers the target’s Speed by two stages. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Energy Ball | Grass | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Thunder | Electric | Special | 110 | 70 | 12 | Has a chance to paralyze the target. |
| Thunderbolt | Electric | Special | 90 | 100 | 16 | Has a chance to paralyze the target. |
| Charge Beam | Electric | Special | 50 | 90 | 12 | Has a chance to raise the user’s Special Attack by one stage. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Earthquake | Ground | Physical | 100 | 100 | 12 | Inflicts regular damage and can hit Dig users. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Brick Break | Fighting | Physical | 75 | 100 | 16 | Destroys Reflect and Light Screen. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Future Sight | Psychic | Special | 120 | 100 | 12 | Hits the target two turns later. |
| Psychic | Psychic | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Expanding Force | Psychic | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Psyshock | Psychic | Special | 80 | 100 | 12 | Inflicts damage based on the target’s Defense, not Special Defense. |
| Extrasensory | Psychic | Special | 80 | 100 | 20 | Has a chance to make the target flinch. |
| Psychic Noise | Psychic | Special | 75 | 100 | 12 | |
| Stored Power | Psychic | Special | 20 | 100 | 12 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. |
| Instruct | Psychic | Status | — | — | 16 | Forces the target to repeat its last used move. |
| Psychic Terrain | Psychic | Status | — | — | 12 | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. |
| Magic Room | Psychic | Status | — | — | 12 | Negates held items for five turns. |
| Wonder Room | Psychic | Status | — | — | 12 | All Pokémon’s Defense and Special Defense are swapped for 5 turns. |
| Trick Room | Psychic | Status | — | — | 8 | For five turns, slower Pokémon will act before faster Pokémon. |
| Gravity | Psychic | Status | — | — | 8 | Disables moves and immunities that involve flying or levitating for five turns. |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user’s Special Attack and Special Defense by one stage. |
| Imprison | Psychic | Status | — | — | 12 | Prevents the target from using any moves that the user also knows. |
| Skill Swap | Psychic | Status | — | — | 12 | User and target swap abilities. |
| Trick | Psychic | Status | — | 100 | 12 | User and target swap items. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Shadow Ball | Ghost | Special | 80 | 100 | 16 | Has a chance to lower the target’s Special Defense by one stage. |
| Foul Play | Dark | Physical | 95 | 100 | 16 | Calculates damage with the target’s attacking stat. |
| Knock Off | Dark | Physical | 65 | 100 | 20 | Target drops its held item. |
| Payback | Dark | Physical | 50 | 100 | 12 | Power is doubled if the target has already moved this turn. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Quash | Dark | Status | — | 100 | 16 | Makes the target act last this turn. |
| Nasty Plot | Dark | Status | — | — | 20 | Raises the user’s Special Attack by two stages. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |