#765 Oranguru

Oranguru

Normal Psychic

Damage Taken » rapporto tra tipo di Pokémon e tipi di mosse

Abilities » il Pokémon può normalmente possedere una delle seguenti abilità

Inner Focus

This Pokémon cannot flinch.

Telepathy

This Pokémon does not take damage from friendly Pokémon's moves, including single-target moves aimed at it.

Abilities nascosta » ottenibile in diversi modi

Symbiosis

Passes the bearer's held item to an ally when the ally uses up its item.

Work in progress ... Essentials
Species Sage Pokémon National Pokédex 765 Introduced in 7
Shape Footprint Oranguru Color White
Height 1.5 m Weight 76 kg

Breeding & Training
Egg groups Field Hatch counter 20 Capture rate 45
Base EXP 172 Growth rate 1.250.000 Base happiness 70
Gender
50%
50%

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Oranguru: linea evolutiva

Baby Base Fase 1 Fase 2
Oranguru

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Oranguru: dove catturarlo

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Oranguru: comments


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Oranguru: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Nessuna descrizione
Attualmente non è presente nessuna descrizione, probabilmente questo Pokémon non è ancora stato scoperto in Italia

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Oranguru: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
90
82.5 384
Attacco
60
29.7 219
Difesa
80
63.6 259
Attacco Speciale
90
70.5 279
Difesa Speciale
110 (2)
91.2 319
Velocità
60
41.3 219
Media
81
64.4

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Oranguru: Pokémon compatibili

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Oranguru: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
Confusion50100%25

Has a 10% chance to confuse the target.

4After You15

Makes the target act next this turn.

8Taunt100%20

For the next few turns, the target can only use damaging moves.

11Quash100%15

Makes the target act last this turn.

15Stored Power20100%10

Power is higher the more the user's stats have been raised, to a maximum of 31×.

18Psych Up10

Discards the user's stat changes and copies the target's.

22Feint Attack6020

Never misses.

25Nasty Plot20

Raises the user's Special Attack by two stages.

29Zen Headbutt8090%15

Has a 20% chance to make the target flinch.

32Instruct15

Forces the target to repeat its last used move.

36Foul Play95100%15

Calculates damage with the target's attacking stat.

39Calm Mind20

Raises the user's Special Attack and Special Defense by one stage.

43Psychic90100%10

Has a 10% chance to lower the target's Special Defense by one stage.

46Future Sight120100%10

Hits the target two turns later.

50Trick Room5-7

For five turns, slower Pokémon will act before faster Pokémon.

NameTypeClassPowerAccPPPriEffect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Extrasensory80100%20

Has a 10% chance to make the target flinch.

Psychic Terrain10

Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.

Wonder Room10

All Pokémon's Defense and Special Defense are swapped for 5 turns.

NameTypeClassPowerAccPPPriEffect
Tutor: Can be taught at any time by an NPC.
After You15

Makes the target act next this turn.

Ally Switch15+2

User switches places with the friendly Pokémon opposite it.

Block5

Prevents the target from leaving battle.

Covet60100%25

Takes the target's item.

Foul Play95100%15

Calculates damage with the target's attacking stat.

Gravity5

Disables moves and immunities that involve flying or levitating for five turns.

Knock Off65100%20

Target drops its held item.

Magic Coat15+4

Reflects back the first effect move used on the user this turn.

Magic Room10

Negates held items for five turns.

Pain Split20

Sets the user's and targets's HP to the average of their current HP.

Snatch10+4

Steals the target's move, if it's self-targeted.

Snore50100%15

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Spite100%10

Lowers the PP of the target's last used move by 4.

Telekinesis15

Moves have 100% accuracy against the target for three turns.

Trick100%10

User and target swap items.

Wonder Room10

All Pokémon's Defense and Special Defense are swapped for 5 turns.

Zen Headbutt8090%15

Has a 20% chance to make the target flinch.

NameTypeClassPowerAccPPPriEffect
Machine: Can be taught at any time by using a TM or HM.
01Work Up30

Raises the user's Attack and Special Attack by one stage each.

03Psyshock80100%10

Inflicts damage based on the target's Defense, not Special Defense.

04Calm Mind20

Raises the user's Special Attack and Special Defense by one stage.

06Toxic90%10

Badly poisons the target, inflicting more damage every turn.

10Hidden Power60100%15

Power and type depend upon user's IVs. Power can range from 30 to 70.

11Sunny Day5

Changes the weather to sunny for five turns.

12Taunt100%20

For the next few turns, the target can only use damaging moves.

16Light Screen30

Reduces damage from special attacks by 50% for five turns.

17Protect10+4

Prevents any moves from hitting the user this turn.

18Rain Dance5

Changes the weather to rain for five turns.

20Safeguard25

Protects the user's field from major status ailments and confusion for five turns.

21Frustration*100%20

Power increases as happiness decreases, up to a maximum of 102.

24Thunderbolt90100%15

Has a 10% chance to paralyze the target.

25Thunder11070%10

Has a 30% chance to paralyze the target.

26Earthquake100100%10

Inflicts regular damage and can hit Dig users.

27Return*100%20

Power increases with happiness, up to a maximum of 102.

29Psychic90100%10

Has a 10% chance to lower the target's Special Defense by one stage.

30Shadow Ball80100%15

Has a 20% chance to lower the target's Special Defense by one stage.

31Brick Break75100%15

Destroys Reflect and Light Screen.

32Double Team15

Raises the user's evasion by one stage.

33Reflect20

Reduces damage from physical attacks by half.

42Facade70100%20

Power doubles if user is burned, paralyzed, or poisoned.

44Rest10

User sleeps for two turns, completely healing itself.

48Round60100%15

Has double power if it's used more than once per turn.

52Focus Blast12070%5

Has a 10% chance to lower the target's Special Defense by one stage.

53Energy Ball90100%10

Has a 10% chance to lower the target's Special Defense by one stage.

56Fling*100%10

Throws held item at the target; power depends on the item.

57Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

59Brutal Swing60100%20

Inflicts regular damage with no additional effect.

60Quash100%15

Makes the target act last this turn.

63Embargo100%15

Target cannot use held items.

66Payback50100%10

Power is doubled if the target has already moved this turn.

68Giga Impact15090%5

User foregoes its next turn to recharge.

77Psych Up10

Discards the user's stat changes and copies the target's.

78Bulldoze60100%20

Has a 100% chance to lower the target's Speed by one stage.

80Rock Slide7590%10

Has a 30% chance to make the target flinch.

85Dream Eater100100%15

Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

87Swagger85%15

Raises the target's Attack by two stages and confuses the target.

88Sleep Talk10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90Substitute10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

92Trick Room5-7

For five turns, slower Pokémon will act before faster Pokémon.

96Nature Power20

Uses a move which depends upon the terrain.

100Confide20

Lowers the target's Special Attack by one stage.

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