Competitive Information for Oranguru [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Oranguru oranguru
Base Stats for Oranguru

Normal / Psychic

Abilities:
Inner FocusInner Focus: This Pokemon cannot be made to flinch. Immune to Intimidate.
,
TelepathyTelepathy: This Pokemon does not take damage from attacks made by its allies.
,
SymbiosisSymbiosis: If an ally uses its item, this Pokemon gives its item to that ally immediately.


Evolutions / Family:
Oranguru

Weakness Chart for Normal/Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
  
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for OranguruVisit Serebii's Pokedex for location, breeding, and other game details about OranguruVisit Bulbapedia for more information about OranguruVisit Pikalytics for competitive usage stats on Oranguru

Movesets for Singles


What is a good competitive moveset for Oranguru? These builds have been optimized for Pokemon competing in Sword/Shield Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sword/Shield generation metagame.


Common team mates for Oranguru in Pokemon Sword/Shield:

TorkoalTogekissIncineroarVenusaurDracovishExcadrillRotom-HeatPersian-AlolaConkeldurrLapras


Oranguru is an outstanding Normal and Psychic-typed Pokemon. It's pretty common to find yourself dealing with Oranguru when battling in the 8th generation meta. Oranguru's only type-related weaknesses are Bug and Dark.


Species: Oranguru
Item: Colbur Berry / Safety Goggles
Ability: Inner Focus
Nature: Sassy (+SpD, -Spe)
EVs: 252 Hp / 4 SpA / 252 SpD
Moveset:
- Psychic
- Ally Switch
- Imprison
- Trick Room / Instruct

Special Wall Oranguru (Analytic)

Oranguru is a spectacular Special Wall. It's designed to take a large amount of hits from special attacks while dealing some decent damage. With Inner Focus, Oranguru cannot be made to flinch. immune to intimidate.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Ally Switch is a status move (your Oranguru swaps positions with its ally).
Imprison is a status move (no foe can use any move known by your Oranguru).
Trick Room is a status move (goes last. for 5 turns, turn order is reversed).
Instruct is a status move (the target immediately uses its last used move).




Species: Oranguru
Item: Life Orb
Ability: Inner Focus
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Hyper Beam
- Thunderbolt
- Energy Ball

Special Sweeper Oranguru

Oranguru is a fabulous Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Oranguru's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Inner Focus, Oranguru cannot be made to flinch. immune to intimidate.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Hyper Beam is a special STAB-boosted 150-base power Normal-type move (Oranguru cannot move next turn).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Oranguru? These builds have been optimized for Sword/Shield Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sword/Shield generation metagame.


Common team mates for Oranguru in Pokemon Sword/Shield:

TorkoalTogekissIncineroarVenusaurDracovishExcadrillRotom-HeatPersian-AlolaConkeldurrLapras


Species: Oranguru
Item: Life Orb
Ability: Symbiosis
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Extrasensory
- Hyper Beam
- Thunderbolt
- Energy Ball

Doubles Special Sweeper Oranguru (Symbiosis)

Oranguru is a marvelous Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Oranguru's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Symbiosis, if an ally uses its item Oranguru gives its item to that ally immediately.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Hyper Beam is a special STAB-boosted 150-base power Normal-type move (Oranguru cannot move next turn).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Oranguru learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Extrasensory
80
100%
20
10% chance to flinch the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Hyper Beam
150
90%
5
User cannot move next turn.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Stored Power
20
100%
10
+ 20 power for each of the user's stat boosts.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Giga Impact
150
90%
5
User cannot move next turn.
Last Resort
140
100%
5
Fails unless each known move has been used.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Payback
50
100%
10
Power doubles if the user moves after the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Zen Headbutt
80
90%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Imprison
--
--
10
No foe can use any move known by the user.
Instruct
--
--
15
The target immediately uses its last used move.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
Quash
--
100%
15
Forces the target to move last this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Oranguru can perform in Sword/Shield. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SS Move and Ability Combos for Oranguru

Create a build


Have an idea in mind for Oranguru that you'd like to test? Customize the IVs, EVs and their Sword/Shield moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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