Champions Stats & Counters
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)

StatBase0 pts32 pts32 pts, +nature
HP
90
165197
Attack
60
80112123
Defense
80
100132145
Sp. Atk
90
110142156
Sp. Def
110
130162178
Speed
60
80112123

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 weakBugDark
resists (1/2)Psychic
immuneGhost

Learnset (64 moves)

MoveTypeCat.PowerAcc.PPEffect
Giga ImpactNormalPhysical150908User foregoes its next turn to recharge.
Last ResortNormalPhysical1401008Can only be used after all of the user’s other moves have been used.
Mega KickNormalPhysical120758Inflicts regular damage with no additional effect.
Body SlamNormalPhysical8510016Has a chance to paralyze the target.
FacadeNormalPhysical7010020Power doubles if user is burned, paralyzed, or poisoned.
EndeavorNormalPhysical1008Lowers the target’s HP to equal the user’s.
Hyper BeamNormalSpecial150908User foregoes its next turn to recharge.
Hyper VoiceNormalSpecial9010012Inflicts regular damage with no additional effect.
RoundNormalSpecial6010016Has double power if it’s used more than once per turn.
Terrain PulseNormalSpecial5010012Inflicts regular damage with no additional effect.
SnoreNormalSpecial5010016Has a chance to make the target flinch. Only works if the user is sleeping.
After YouNormalStatus16Makes the target act next this turn.
YawnNormalStatus12Target sleeps at the end of the next turn.
Psych UpNormalStatus12Discards the user’s stat changes and copies the target’s.
EncoreNormalStatus1008Forces the target to repeat its last used move every turn for 2 to 6 turns.
Pain SplitNormalStatus20Sets the user’s and targets’s HP to the average of their current HP.
SafeguardNormalStatus20Protects the user’s field from major status ailments and confusion for five turns.
Sleep TalkNormalStatus12Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
EndureNormalStatus12Prevents the user’s HP from lowering below 1 this turn.
Scary FaceNormalStatus10012Lowers the target’s Speed by two stages.
ProtectNormalStatus8Prevents any moves from hitting the user this turn.
SubstituteNormalStatus12Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TrailblazeGrassPhysical5010020
Energy BallGrassSpecial9010012Has a chance to lower the target’s Special Defense by one stage.
Sunny DayFireStatus8Changes the weather to sunny for five turns.
Chilling WaterWaterSpecial5010020
Rain DanceWaterStatus8Changes the weather to rain for five turns.
ThunderElectricSpecial1107012Has a chance to paralyze the target.
ThunderboltElectricSpecial9010016Has a chance to paralyze the target.
Charge BeamElectricSpecial509012Has a chance to raise the user’s Special Attack by one stage.
Rock SlideRockPhysical759012Has a chance to make the target flinch.
EarthquakeGroundPhysical10010012Inflicts regular damage and can hit Dig users.
BulldozeGroundPhysical6010020Has a chance to lower the target’s Speed by one stage.
Brick BreakFightingPhysical7510016Destroys Reflect and Light Screen.
Focus BlastFightingSpecial120708Has a chance to lower the target’s Special Defense by one stage.
Zen HeadbuttPsychicPhysical809016Has a chance to make the target flinch.
Future SightPsychicSpecial12010012Hits the target two turns later.
PsychicPsychicSpecial9010012Has a chance to lower the target’s Special Defense by one stage.
Expanding ForcePsychicSpecial8010012Inflicts regular damage with no additional effect.
PsyshockPsychicSpecial8010012Inflicts damage based on the target’s Defense, not Special Defense.
ExtrasensoryPsychicSpecial8010020Has a chance to make the target flinch.
Psychic NoisePsychicSpecial7510012
Stored PowerPsychicSpecial2010012Power is higher the more the user’s stats have been raised, to a maximum of 31×.
InstructPsychicStatus16Forces the target to repeat its last used move.
Psychic TerrainPsychicStatus12Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
Magic RoomPsychicStatus12Negates held items for five turns.
Wonder RoomPsychicStatus12All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Trick RoomPsychicStatus8For five turns, slower Pokémon will act before faster Pokémon.
GravityPsychicStatus8Disables moves and immunities that involve flying or levitating for five turns.
Calm MindPsychicStatus20Raises the user’s Special Attack and Special Defense by one stage.
ImprisonPsychicStatus12Prevents the target from using any moves that the user also knows.
Skill SwapPsychicStatus12User and target swap abilities.
TrickPsychicStatus10012User and target swap items.
RestPsychicStatus8User sleeps for two turns, completely healing itself.
ReflectPsychicStatus20Reduces damage from physical attacks by half.
Light ScreenPsychicStatus20Reduces damage from special attacks by 50% for five turns.
Shadow BallGhostSpecial8010016Has a chance to lower the target’s Special Defense by one stage.
Foul PlayDarkPhysical9510016Calculates damage with the target’s attacking stat.
Knock OffDarkPhysical6510020Target drops its held item.
PaybackDarkPhysical5010012Power is doubled if the target has already moved this turn.
FlingDarkPhysical10012Throws held item at the target; power depends on the item.
QuashDarkStatus10016Makes the target act last this turn.
Nasty PlotDarkStatus20Raises the user’s Special Attack by two stages.
TauntDarkStatus10020For the next few turns, the target can only use damaging moves.