[OVERVIEW]
* Oranguru is a Pokemon designed to set up Trick Room for its teammates.
* Once Trick Room is set, Oranguru can proceed to use Instruct, a move unique to it that allows its teammate to use powerful moves twice in one turn.
* A large number of relevant Pokemon can function well in Trick Room, including Alolan Marowak, Hariyama, and Celesteela.
* Its typing gives it only one immunity and one resistance, and it is reliant on teammates for its matchups.
* In addition, repeated neutral hits will quickly KO it, and its lack of recovery is a liability.
*If your team requires a Trick Room setter but cannot make good use of Instruct, then Porygon2 is a better choice.
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Instruct
move 4: Protect
item: Mental Herb
ability: Inner Focus / Telepathy
nature: Sassy / Relaxed
evs: 252 HP / 140 Def / 20 SpA / 92 SpD
ivs: 0 Spe
[SET COMMENTS]
Moves
========
* Trick Room reverses the move order, allowing slower teammates to move first, giving valuable speed control to your team.
* Psychic is the strongest attack in Oranaguru's moveset and should be used in situations where offense is needed and Instruct cannot be used.
* Instruct allows Oranguru's teammate to use a move twice per round, whether this is a powerful attack or a boosting move.
* Protect lets Oranguru avoid being KOed while its teammate eliminates a threat.
Set Details
========
* Mental Herb is the item of choice to stop Taunt from interfering with Trick Room and Instruct.
* Inner Focus makes Oranguru immune to flinching, putting a stop to opposing Fake Out and Rock Slide.Telepathy makes Oranguru immune to its teammates' spread attacks, such as Earthquake, allowing the teammate to use them without worry.
* The EVs are designed with a Sassy nature to maximize bulk and minimize Speed, surviving Flare Blitz from maximum attack Thick Club Alolan Marowak and also surviving unboosted Bug Buzz from maximum Special Attack Vikavolt.
* A Relaxed nature may be used instead if more Defense is needed, but this will make special attacks a bigger threat to Oranguru's longevity.
* Leftover EVs are thrown into Special Attack to strengthen Psychic, notably picking up a OHKO on minimum HP Salazzle
Usage Tips
========
* Oranguru is best used as a lead so that Trick Room can be set up immediately.
* Once your speed control is in place, Instruct should be used alongside an offensive teammate to maximize the five turns of Trick Room you have available.
* Protect keeps Oranguru healthy until it has the opportunity to set up Trick Room. Once Trick Room is set, it should be repeatedly using Instruct to keep offensive momentum.
Team Options
=============
* Any Pokemon with a low Speed tier and high offensive stats will function well with Trick Room.
* Alolan Muk, Alolan Marowak, Hariyama, Vikavolt, and Celesteela are a few examples.
* Hariyama is the premier Fake Out user in Trick Room teams.
* Special attention should also be paid to spread moves. When used in conjunction with Instruct, spread attacks will inflict high damage on both of your opponent's Pokemon. Gigalith, Drampa, and Torkoal are all excellent teammates for this reason.
* Lilligant is an excellent teammate to Torkoal thanks to Chlorophyll and After You. Outside of a hard Trick Room team, it can form a core with Oranguru and Torkoal.
[STRATEGY COMMENTS]
Other Options
=============
* Oranguru can use Taunt to prevent Roar from Arcanine and opposing Trick Room from reversing your own, but it must sacrifice Protect or Psychic to do so.
* Oranguru has a respectable selection of coverage moves, including Energy Ball, Sludge Bomb, and Thunderbolt. If your team requires the coverage, Psychic can be dropped for any of these.
* Foul Play is an offensive option as well.
* Choice Scarf with Instruct is an option for faster teams
* Sitrus Berry or 50% Berries such as Figi Berry can help Oranguru survive double targets to set up Trick Room
Checks and Counters
================
**Dark-type Pokemon**: Maximum Attack Krookodile with a Life Orb has a chance to OHKO Oranguru with Crunch. With a Choice Band, this is a guaranteed OHKO. Muk can similarly OHKO Oranguru, and it is able to outspeed it while Trick Room is active.
**Bug-type Pokemon**: Vikavolt with a Life Orb has a chance to OHKO with Bug Buzz, and it guarantees the OHKO with Choice Specs. In addition, Vikavolt will outspeed Oranguru while Trick Room is active. When Trick Room is not active, Pheromosa will outspeed all unboosted Pokemon in the format and can hit Oranguru with U-turn or Lunge.
**Sleep**: Sleep will put an immediate stop to any attempt to set up Trick Room, so Pokemon such as Lilligant, Smeargle, and Alolan Exeggutor should be approached cautiously.
**Phazing**: Due to Trick Room having a -7 priority, compared to Roar and Whirlwind's -6, Pokemon such as Arcanine and Mandibuzz can stop Trick Room from being set up.
* Oranguru is a Pokemon designed to set up Trick Room for its teammates.
* Once Trick Room is set, Oranguru can proceed to use Instruct, a move unique to it that allows its teammate to use powerful moves twice in one turn.
* A large number of relevant Pokemon can function well in Trick Room, including Alolan Marowak, Hariyama, and Celesteela.
* Its typing gives it only one immunity and one resistance, and it is reliant on teammates for its matchups.
* In addition, repeated neutral hits will quickly KO it, and its lack of recovery is a liability.
*If your team requires a Trick Room setter but cannot make good use of Instruct, then Porygon2 is a better choice.
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Instruct
move 4: Protect
item: Mental Herb
ability: Inner Focus / Telepathy
nature: Sassy / Relaxed
evs: 252 HP / 140 Def / 20 SpA / 92 SpD
ivs: 0 Spe
[SET COMMENTS]
Moves
========
* Trick Room reverses the move order, allowing slower teammates to move first, giving valuable speed control to your team.
* Psychic is the strongest attack in Oranaguru's moveset and should be used in situations where offense is needed and Instruct cannot be used.
* Instruct allows Oranguru's teammate to use a move twice per round, whether this is a powerful attack or a boosting move.
* Protect lets Oranguru avoid being KOed while its teammate eliminates a threat.
Set Details
========
* Mental Herb is the item of choice to stop Taunt from interfering with Trick Room and Instruct.
* Inner Focus makes Oranguru immune to flinching, putting a stop to opposing Fake Out and Rock Slide.Telepathy makes Oranguru immune to its teammates' spread attacks, such as Earthquake, allowing the teammate to use them without worry.
* The EVs are designed with a Sassy nature to maximize bulk and minimize Speed, surviving Flare Blitz from maximum attack Thick Club Alolan Marowak and also surviving unboosted Bug Buzz from maximum Special Attack Vikavolt.
* A Relaxed nature may be used instead if more Defense is needed, but this will make special attacks a bigger threat to Oranguru's longevity.
* Leftover EVs are thrown into Special Attack to strengthen Psychic, notably picking up a OHKO on minimum HP Salazzle
Usage Tips
========
* Oranguru is best used as a lead so that Trick Room can be set up immediately.
* Once your speed control is in place, Instruct should be used alongside an offensive teammate to maximize the five turns of Trick Room you have available.
* Protect keeps Oranguru healthy until it has the opportunity to set up Trick Room. Once Trick Room is set, it should be repeatedly using Instruct to keep offensive momentum.
Team Options
=============
* Any Pokemon with a low Speed tier and high offensive stats will function well with Trick Room.
* Alolan Muk, Alolan Marowak, Hariyama, Vikavolt, and Celesteela are a few examples.
* Hariyama is the premier Fake Out user in Trick Room teams.
* Special attention should also be paid to spread moves. When used in conjunction with Instruct, spread attacks will inflict high damage on both of your opponent's Pokemon. Gigalith, Drampa, and Torkoal are all excellent teammates for this reason.
* Lilligant is an excellent teammate to Torkoal thanks to Chlorophyll and After You. Outside of a hard Trick Room team, it can form a core with Oranguru and Torkoal.
[STRATEGY COMMENTS]
Other Options
=============
* Oranguru can use Taunt to prevent Roar from Arcanine and opposing Trick Room from reversing your own, but it must sacrifice Protect or Psychic to do so.
* Oranguru has a respectable selection of coverage moves, including Energy Ball, Sludge Bomb, and Thunderbolt. If your team requires the coverage, Psychic can be dropped for any of these.
* Foul Play is an offensive option as well.
* Choice Scarf with Instruct is an option for faster teams
* Sitrus Berry or 50% Berries such as Figi Berry can help Oranguru survive double targets to set up Trick Room
Checks and Counters
================
**Dark-type Pokemon**: Maximum Attack Krookodile with a Life Orb has a chance to OHKO Oranguru with Crunch. With a Choice Band, this is a guaranteed OHKO. Muk can similarly OHKO Oranguru, and it is able to outspeed it while Trick Room is active.
**Bug-type Pokemon**: Vikavolt with a Life Orb has a chance to OHKO with Bug Buzz, and it guarantees the OHKO with Choice Specs. In addition, Vikavolt will outspeed Oranguru while Trick Room is active. When Trick Room is not active, Pheromosa will outspeed all unboosted Pokemon in the format and can hit Oranguru with U-turn or Lunge.
**Sleep**: Sleep will put an immediate stop to any attempt to set up Trick Room, so Pokemon such as Lilligant, Smeargle, and Alolan Exeggutor should be approached cautiously.
**Phazing**: Due to Trick Room having a -7 priority, compared to Roar and Whirlwind's -6, Pokemon such as Arcanine and Mandibuzz can stop Trick Room from being set up.
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