VGC 17 Oranguru

[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.
 
Last edited:
Overview
  • "Beyond his role..." - Remove this sentence. It's like saying "Apples, apart from quenching hunger and tasting good, are completely useless".
    • Especially since you already followed it up with a point about Oranguru's lack of offensive presence.
Set
  • Reorder moves to Trick Room > Psychic > Instruct > Protect
  • Slash Telepathy alongside Inner Focus.
  • Slash Relaxed alongside Sassy.
Set Details
  • Remove the mention of surviving Krookodile's Crunch. Flare Blitz is the primary attack the spread survives.
  • Combine the bullet point about the EV spread with the one about Sassy. They work in tandem.
  • Say that Oranguru's already high Special Defense means Relaxed is an alternative.
  • Need to talk about Inner Focus and Telepathy.
Team Options
  • Make Hariyama its own bullet point. Fake Out aiding Trick Room's setup is valuable.
Other Options
  • Remove Psychic Terrain and Telepathy.
  • The point of coverage moves like Thunderbolt isn't to run a different set, it's to replace Psychic or Protect if you need the coverage for specific threats. Change the wording accordingly.
  • Add Foul Play.
Checks and Counters
  • The headers should look like this:
**Bug-type Pokemon**:

**Dark-type Pokemon**:

**Sleep**:

**Roar and Whirlwind**:
  • Sleep is because it stops Trick Room. Include at least two examples in the first two headers.

Tag me when implemented.
 
Last edited:
Overview
  • "...lacks solid offensive options..." - Remove this. Coverage isn't the problem with Oranguru offensively speaking.
  • "His typing..." - Expand on this by saying that it's reliant on teammates to create good match-ups for it.
  • Mention that Porygon2 is generally the better Trick Room setter if your team can't make proper use of Instruct.
Set
  • The order needs to be Trick Room > Psychic > Instruct > Protect.
    • The reason is: set defining moves always go first, attacking moves go before status, and Protect goes last.
Moves
  • Remember to change the order of the moves mentioned to match the order listed on the set.
  • Spelling and Grammar Standards indicate that you should avoid using the phrase "crux of the set".
    • Pad Trick Room's bullet point out with a description; reverses the move order, aiding slower teammates.
  • The description for Protect is bad. You shouldn't just use it when Trick Room and Instruct are unneeded.
    • This implies its use even when a foe is unlikely to target Oranguru, making it more likely to fail the next turn.
    • Instead, say that it allows Oranguru to shield itself while a partner eliminates a threat or switches.
Set Details
  • You need to talk about Relaxed here.
  • Remove the random line break in the middle of the bullet point about Mental Herb.
Usage Tips
  • Be more specific in point one by saying it's preferred to lead Oranguru to set up Trick Room as soon as possible.
  • State that the excessive use of Protect should be avoided, as this hurts momentum by stalling Trick Room.
Team Options
  • Partners don't just need to be slow, but also offensive enough to take advantage of Trick Room's limited turns.
    • This is why spread attackers such as Torkoal and Gigalith are great; mention Drampa here as well.
  • Note the use of Lilligant with Oranguru and Torkoal, as this forms a classic core for use on semi Trick Room.
Checks and Counters
  • This is the only section you don't need to write in bullet points. Just write these up in full.
  • Saying that Roar Arcanine stops Trick Room "every time" is a bit misleading. Just say that it has the capability.

I want to go over the implementation again before I stamp this, so tag me when you're done.
 
Last edited:
Moves
  • You still need to change the order you mention the moves here to the order they're cited on the set.
Set Details
  • Same thing here. The order is Item > Abilities > Natures & EVs.
Team Options
  • This section now flows really awkwardly. You preferably want each bullet point to lead into the next one.
    • Making sure you put all the Torkoal, Gigalith, and Hariyama mentions together would help a lot.
      • For example, you have a Torkoal mention on point three and four, but then one on point six.
      • Point four and six can really be combined anyway, as they're both talking about the potency of spread.
Checks and Counters
  • The descriptions should be right after the colon, not underneath.
 
specifically mention that Taunt helps you beat roar arcanine, prevents TR from being reversed, stops shenanigans, and helps against porygon2 so it can't recover off damage.

in lilligant's description, you accidentally say "after me".

*Excessive use of Protect should be avoided, as this wastes Trick Room turns, and stalls your momentum. <- you should say here that protect is to keep oranguru healthy and able to set up TR in the early game. once TR goes up it should be spamming instruct. oranguru isn't P2; it has less of a chance to set up more than once.

other than that, QC 2/2
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
"Beyond his role..." - Remove this sentence. It's like saying "Apples, apart from quenching hunger and tasting good, are completely useless".
lol

GP 1/1

read the guide to GP in the main SM analyses subforum for info on how to best implement a gp check if you haven't done so yet! ty
[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.
* An A large amount number of relevant Pokemon can function well in Trick Room, including Alolan Marowak, Hariyama, and Celesteela. (feels kinda weird that this is in Oranguru's overview since it only marginally relates to Oranguru itself, but I could be convinced otherwise)
* His 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 someone to setup a Trick Room setter, (RC) but cannot make good use of Instruct, than 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 Oranguru's moveset, (RC) and should be used in situations where offense is needed and Instruct cannot be used.
* Instruct allows your Oranguru's teammate to use a move twice per round, whether this is a powerful attacking moves or a boosting move buffing. (i'm guessing that's what buffing means? if wrong lemme know)
* Protect is there so that lets Oranguru can avoid being KOed while its your teammate eliminates a threat.


Set Details
========

* Mental Herb is the item of choice here in order to stop Taunt from interfering with Trick Room and Instruct.
* Inner Focus makes Oranguru immune to flinching, putting a stop to opposing Fake Outs and Rock Slides. Telepathy makes Oranguru immune to its your teammates' spread attacks, such as Earthquake, allowing the your teammate to use them without worry.
* The EVs and Sassy nature are designed with a Sassy nature to maximize bulk and minimize Speed, surviving max attack 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, and also notably picking up a OHKO on minimum HP Salazzle.

Usage Tips
========

* Oranguru is best used as a lead, (RC) 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 is there to keep keeps Oranguru healthy until it he has the opprotunity opportunity to set up Trick Room. Once Trick Room is setup, it he 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 of this.
* Hariyama is the premier Fake Out user in Trick Room teams, making him invaluable to setup Trick Room.
* Special attention should also be paid made 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, she it can form a core with Oranguru and Torkoal.

[STRATEGY COMMENTS]
Other Options
=============

* Oranaguru Oranguru can use Taunt to prevent Roars from Arcanine and opposing Trick Rooms 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 x (replace x with an example, aka "Cheri 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 non 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 Exeggcute (not 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.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top