Stats, type matchups, abilities, learnset, current usage, and build context for Oranguru in Pokemon Champions.
Normal - status
The target makes its move right after the user.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Psychic - special / 80 BP / 100%
10% chance to make the target flinch.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Psychic - status
No foe can use any move known by the user.
Psychic - status
The target immediately uses its last used move.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Psychic - status
For 5 turns, special damage to allies is halved.
Psychic - status
For 5 turns, all held items have no effect.
Normal - physical / 120 BP / 75%
No additional effect.
Dark - status
Raises the user's Sp. Atk by 2.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 75 BP / 100%
For 2 turns, the target is prevented from healing.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Dark - status / 100%
Forces the target to move last this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Normal - status / 100%
Lowers the target's Speed by 2.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Normal - special / 50-100 BP / 100%
User on terrain: power doubles, type varies.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Psychic - status
For 5 turns, all Defense and Sp. Def stats switch.
Normal - status
Puts the target to sleep after 1 turn.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.