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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Oranguru - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Oranguru in Pokemon Champions.

NormalPsychicBasicGen 7
Tournament usageCheck team weaknesses
Oranguru

Base stats

HP
90
Atk
60
Def
80
SpA
90
SpD
110
Spe
60

Type matchups

2x weak to
BugDark
0.5x resists
Psychic
Immune to
Ghost

Current usage and builds

Moves

Trick Room
status / Priority -7
97%
Instruct
status
88%
Protect
status / Priority +4
47%
Psychic
special / 90 BP / 100%
39%
Encore
status / 100%
28%
Psychic Terrain
status
22%
Imprison
status
11%
Energy Ball
special / 90 BP / 100%
10%

Items

Mental Herb
Cures holder of Attract, Disable, Encore, Heal Block, Taunt, Torment. Single use.
57%
Colbur Berry
Halves damage taken from a supereffective Dark-type attack. Single use.
28%
Sitrus Berry
Restores 1/4 max HP when at 1/2 max HP or less. Single use.
9%
Focus Sash
If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
3%
Leftovers
At the end of every turn, holder restores 1/16 of its max HP.
2%
Twisted Spoon
Holder's Psychic-type attacks have 1.2x power.
1%

Abilities

Inner Focus
This Pokemon cannot be made to flinch. Immune to Intimidate.
70%
Telepathy
This Pokemon does not take damage from attacks made by its allies.
30%

Spreads

Relaxed
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 0 / Spe 2
23%
Sassy
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 2 / Spe 0
14%
Sassy
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 0 / Spe 2
23%
Relaxed
HP 32 / Atk 0 / Def 32 / SpA 0 / SpD 2 / Spe 0
14%

Learnset

After You

Normal - status

status

The target makes its move right after the user.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Bulldoze

Ground - physical / 60 BP / 100%

physical

100% chance lower adjacent Pkmn Speed by 1.

Calm Mind

Psychic - status

status

Raises the user's Sp. Atk and Sp. Def by 1.

Charge Beam

Electric - special / 50 BP / 90%

special

70% chance to raise the user's Sp. Atk by 1.

Chilling Water

Water - special / 50 BP / 100%

special

100% chance to lower the target's Attack by 1.

Earthquake

Ground - physical / 100 BP / 100%

physical

Hits adjacent Pokemon. Double damage on Dig.

Encore

Normal - status / 100%

status

Target repeats its last move for its next 3 turns.

Endeavor

Normal - physical / 100%

physical

Lowers the target's HP to the user's HP.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Energy Ball

Grass - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Expanding Force

Psychic - special / 80-120 BP / 100%

special

User on Psychic Terrain: 1.5x power, hits foes.

Extrasensory

Psychic - special / 80 BP / 100%

special

10% chance to make the target flinch.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fling

Dark - physical / 10-130 BP / 100%

physical

Flings the user's item at the target. Power varies.

Focus Blast

Fighting - special / 120 BP / 70%

special

10% chance to lower the target's Sp. Def by 1.

Foul Play

Dark - physical / 95 BP / 100%

physical

Uses target's Attack stat in damage calculation.

Future Sight

Psychic - special / 120 BP / 100%

special

Hits two turns after being used.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Gravity

Psychic - status

status

5 turns: no Ground immunities, 1.67x accuracy.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Hyper Voice

Normal - special / 90 BP / 100%

special

No additional effect. Hits adjacent foes.

Imprison

Psychic - status

status

No foe can use any move known by the user.

Instruct

Psychic - status

status

The target immediately uses its last used move.

Knock Off

Dark - physical / 65-97.5 BP / 100%

physical

1.5x damage if foe holds an item. Removes item.

Last Resort

Normal - physical / 140 BP / 100%

physical

Fails unless each known move has been used.

Light Screen

Psychic - status

status

For 5 turns, special damage to allies is halved.

Magic Room

Psychic - status

status

For 5 turns, all held items have no effect.

Mega Kick

Normal - physical / 120 BP / 75%

physical

No additional effect.

Nasty Plot

Dark - status

status

Raises the user's Sp. Atk by 2.

Pain Split

Normal - status

status

Shares HP of user and target equally.

Payback

Dark - physical / 50 BP / 100%

physical

Power doubles if the user moves after the target.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Psych Up

Normal - status

status

Copies the target's current stat stages.

Psychic

Psychic - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Psychic Noise

Psychic - special / 75 BP / 100%

special

For 2 turns, the target is prevented from healing.

Psychic Terrain

Psychic - status

status

5 turns. Grounded: +Psychic power, priority-safe.

Psyshock

Psychic - special / 80 BP / 100%

special

Damages target based on Defense, not Sp. Def.

Quash

Dark - status / 100%

status

Forces the target to move last this turn.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Reflect

Psychic - status

status

For 5 turns, physical damage to allies is halved.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Rock Slide

Rock - physical / 75 BP / 90%

physical

30% chance to make the foe(s) flinch.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Safeguard

Normal - status

status

For 5 turns, protects user's party from status.

Scary Face

Normal - status / 100%

status

Lowers the target's Speed by 2.

Shadow Ball

Ghost - special / 80 BP / 100%

special

20% chance to lower the target's Sp. Def by 1.

Skill Swap

Psychic - status

status

The user and the target trade Abilities.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Stored Power

Psychic - special / 20-860 BP / 100%

special

+ 20 power for each of the user's stat boosts.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Taunt

Dark - status / 100%

status

Target can't use status moves its next 3 turns.

Terrain Pulse

Normal - special / 50-100 BP / 100%

special

User on terrain: power doubles, type varies.

Thunder

Electric - special / 110 BP / 70%

special

30% chance to paralyze. Can't miss in rain.

Thunderbolt

Electric - special / 90 BP / 100%

special

10% chance to paralyze the target.

Trailblaze

Grass - physical / 50 BP / 100%

physical

100% chance to raise the user's Speed by 1.

Trick

Psychic - status / 100%

status

User switches its held item with the target's.

Trick Room

Psychic - status / Priority -7

status

Goes last. For 5 turns, turn order is reversed.

Wonder Room

Psychic - status

status

For 5 turns, all Defense and Sp. Def stats switch.

Yawn

Normal - status

status

Puts the target to sleep after 1 turn.

Zen Headbutt

Psychic - physical / 80 BP / 90%

physical

20% chance to make the target flinch.

Abilities

Inner Focus

This Pokemon cannot be made to flinch. Immune to Intimidate.

Telepathy

This Pokemon does not take damage from attacks made by its allies.

Symbiosis

If an ally uses its item, this Pokemon gives its item to that ally immediately.

Mechanics

Speed Control

Trick Room affects turn order.

Terrain

Psychic Terrain is a common terrain move.

Priority

Endure has positive priority.

Forms and items

OranguruNormal / PsychicOpen

Questions

What is Oranguru weak to in Pokemon Champions?

Oranguru is weak to Bug, Dark based on its Normal / Psychic typing.

What are Oranguru's base stats?

Oranguru's base stats are HP 90, Atk 60, Def 80, SpA 90, SpD 110, Spe 60.

What are common moves for Oranguru?

Common Oranguru moves include Trick Room, Instruct, Protect, Psychic in current Reg M-B usage.

Is Oranguru good in the current regulation?

Oranguru has current Reg M-B usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.