[OVERVIEW]
Oranguru is the only Trick Room setter who gets the ability Inner Focus so it can avoid flinches when setting up Trick Room, particularly Fake Outs from Scrafty. Furthermore, it can avoid Taunt when holding a Mental Herb. Combine all this with solid bulk, Oranguru can get Trick Room up almost every time. In addition, a Ghost immunity and Instruct sets it apart from other Trick Room setters such as Porygon 2 and Necrozma. Instruct is what gives Oranguru strong offensive pressure which it wouldn't have otherwise because of its weak Special Attack. With it’s strong typing, it only has two weaknesses, and combined with usable stats Oranguru can support its teammates with setting up Trick Room or using Instruct for great offensive pressure. However, Oranguru can commonly become set-up bait due to relying on Psychic to deal direct damage, especially to set-up sweepers that don’t mind Psychic such as Calm Mind Necrozma. Instruct helps this problem a bit, but doesn’t help at all if Oranguru is not on the field on the same time as a strong attack.
[SET]
name: Trick Room Setter
move 1: Psychic / Foul Play
move 2: Instruct
move 3: Trick Room
move 4: Protect
item: Mental Herb / Sitrus Berry
ability: Inner Focus
nature: Sassy
evs: 252 HP / 168 Def / 88 SpD
[SET COMMENTS]
Moves
========
Psychic gains STAB and allows it not to be complete Taunt bait after Mental Herb is used as well as dealing general damage and can also be used to hit Fighting and Poison types for super effective damage such as Terrakion and Nihilego. Foul Play is an option over Psychic as it allows Oranguru to no longer be set-up bait and punishes strong physical attackers. Instruct is what gives Oranguru real offensive pressure during games, it allows partners such as Tapu Bulu and Mega Charizard Y to hit twice in one turn with their extremely strong STAB attacks, or allow Pokemon such as Zygarde to set-up twice, which is much worthwhile than Psychic. Trick Room is one of the best ways of speed control in Doubles as it allows slow Pokemon with the ability to either do big damage such as Azumarill, or Pokemon such as Amoonguss who rely on status to be disruptive, to most likely hit first. Finally, Protect shields Oranguru while its partner can remove a threat, punish double targets, or can scout a foe’s actions.
Set Details
========
252 HP EVs and 168 Def EVs allow Oranguru to survive one +1 (from Download) Genesect U-Turn, and the remaining EVs are dumped into Special Defense, which with a Sassy Nature, allows Oranguru to take Special hits better. A Speed Decreasing Nature and 0 Speed IVs make Oranguru as slow as possible which gives it the best possible odds of moving first in Trick Room. Inner Focus gives Oranguru the inability to be flinched which is very helpful for Fake Outs from Scrafty as well as other flinches such as Air Slash Shaymin-Sky. Mental Herb is the item as choice, as Taunt is a popular way to stop Trick Room, and Mental Herb gives a free pass to the first time one of these moves are used against you. Sitrus Berry is also an option over Mental Herb, which sacrifices the ability to escape Taunt or Encore once, but gives Oranguru more survivability.
Usage Tips
========
Trick Room should try to be set as early as possible since Oranguru functions best under it, allowing it usually move first and use Instruct on its partners to provide good offensive pressure. You should also try to keep alive Oranguru and a strong Trick Room attacker for late game is very useful as it gives you a win condition. Generally, instead of using Psychic to deal damage, Instruct is generally better since common partners of Oranguru are strong Trick Room attackers, and two of the same attack off said Trick Room attacker, is almost always stronger than Oranguru's Psychic, this only doesn’t happen when you pair Oranguru with subpar attackers, which you shouldn’t do.
Team Options
========
Strong attackers, such as Mega Charizard Y, Tapu Bulu, and Azumarill are helpful to take advantage of Oranguru's ability to set Trick Room. Furthermore, since Steel types are problematic due to resisting Oranguru's sole direct attacking move, Pokemon that can take down Steel-types such as Heatran and Landorus-T really help Oranguru. Redirectors such as Amoonguss and Fake Out users such as Scrafty help every Pokemon out, but are especially helpful for Oranguru to it can set up Trick Room easier. If you can’t fit a redirector on your team, be sure to pack Dark and Bug resists since those are Oranguru’s sole weaknesses. Since Dark is the only relevant one, Pokemon that can handle Dark-types such as Tapu Koko and Azumarill give Oranguru an easier time to set-up Trick Room.
[STRATEGY COMMENTS]
Other Options
=============
Quash, After You, and Taunt are all acceptable filler options which can replace Protect, but are not recommended. While being able to direct the order in which Pokemon move with Quash and Encore or stopping opposing status moves with Taunt seems useful, they affects are generally outclassed by the ability to deal major damage with Instruct, having a direct way to attack and not being Taunt bait with Psychic, and being able to help with positioning with Protect. In addition to variations in moves, there can also be variations in EV Spreads depending on the team Oranguru is featured on. For instance, if your team is well covered against Genesect, the Defensive EVs can be lowered to 20 in order to only survive Max Attack Mega Salamence, but dump the remaining EVs into Special Defensive.
Checks and Counters
===================
**Dark-Types**: Dark-Types such as Hoopa-Unbound or Hydreigon can always either OHKO Oranguru or leave it very weakened which makes setting up Trick Room again difficult. Furthermore, they are immune to Psychic and resist Foul Play, although Hoopa-Unbound does take neutral damage from Foul Play because of the secondary Psychic-typing.
**Steel-Types**: Steel-Types take little from resistant Psychic, and can allow steels such as Aegislash or Celesteela to set up Substitute or Leech Seed.
**Taunt**: After Mental Herb gets used up, or you are running Sitrus Berry, Taunt stops Oranguru from getting up Trick Room and supporting its teammates.
Oranguru is the only Trick Room setter who gets the ability Inner Focus so it can avoid flinches when setting up Trick Room, particularly Fake Outs from Scrafty. Furthermore, it can avoid Taunt when holding a Mental Herb. Combine all this with solid bulk, Oranguru can get Trick Room up almost every time. In addition, a Ghost immunity and Instruct sets it apart from other Trick Room setters such as Porygon 2 and Necrozma. Instruct is what gives Oranguru strong offensive pressure which it wouldn't have otherwise because of its weak Special Attack. With it’s strong typing, it only has two weaknesses, and combined with usable stats Oranguru can support its teammates with setting up Trick Room or using Instruct for great offensive pressure. However, Oranguru can commonly become set-up bait due to relying on Psychic to deal direct damage, especially to set-up sweepers that don’t mind Psychic such as Calm Mind Necrozma. Instruct helps this problem a bit, but doesn’t help at all if Oranguru is not on the field on the same time as a strong attack.
[SET]
name: Trick Room Setter
move 1: Psychic / Foul Play
move 2: Instruct
move 3: Trick Room
move 4: Protect
item: Mental Herb / Sitrus Berry
ability: Inner Focus
nature: Sassy
evs: 252 HP / 168 Def / 88 SpD
[SET COMMENTS]
Moves
========
Psychic gains STAB and allows it not to be complete Taunt bait after Mental Herb is used as well as dealing general damage and can also be used to hit Fighting and Poison types for super effective damage such as Terrakion and Nihilego. Foul Play is an option over Psychic as it allows Oranguru to no longer be set-up bait and punishes strong physical attackers. Instruct is what gives Oranguru real offensive pressure during games, it allows partners such as Tapu Bulu and Mega Charizard Y to hit twice in one turn with their extremely strong STAB attacks, or allow Pokemon such as Zygarde to set-up twice, which is much worthwhile than Psychic. Trick Room is one of the best ways of speed control in Doubles as it allows slow Pokemon with the ability to either do big damage such as Azumarill, or Pokemon such as Amoonguss who rely on status to be disruptive, to most likely hit first. Finally, Protect shields Oranguru while its partner can remove a threat, punish double targets, or can scout a foe’s actions.
Set Details
========
252 HP EVs and 168 Def EVs allow Oranguru to survive one +1 (from Download) Genesect U-Turn, and the remaining EVs are dumped into Special Defense, which with a Sassy Nature, allows Oranguru to take Special hits better. A Speed Decreasing Nature and 0 Speed IVs make Oranguru as slow as possible which gives it the best possible odds of moving first in Trick Room. Inner Focus gives Oranguru the inability to be flinched which is very helpful for Fake Outs from Scrafty as well as other flinches such as Air Slash Shaymin-Sky. Mental Herb is the item as choice, as Taunt is a popular way to stop Trick Room, and Mental Herb gives a free pass to the first time one of these moves are used against you. Sitrus Berry is also an option over Mental Herb, which sacrifices the ability to escape Taunt or Encore once, but gives Oranguru more survivability.
Usage Tips
========
Trick Room should try to be set as early as possible since Oranguru functions best under it, allowing it usually move first and use Instruct on its partners to provide good offensive pressure. You should also try to keep alive Oranguru and a strong Trick Room attacker for late game is very useful as it gives you a win condition. Generally, instead of using Psychic to deal damage, Instruct is generally better since common partners of Oranguru are strong Trick Room attackers, and two of the same attack off said Trick Room attacker, is almost always stronger than Oranguru's Psychic, this only doesn’t happen when you pair Oranguru with subpar attackers, which you shouldn’t do.
Team Options
========
Strong attackers, such as Mega Charizard Y, Tapu Bulu, and Azumarill are helpful to take advantage of Oranguru's ability to set Trick Room. Furthermore, since Steel types are problematic due to resisting Oranguru's sole direct attacking move, Pokemon that can take down Steel-types such as Heatran and Landorus-T really help Oranguru. Redirectors such as Amoonguss and Fake Out users such as Scrafty help every Pokemon out, but are especially helpful for Oranguru to it can set up Trick Room easier. If you can’t fit a redirector on your team, be sure to pack Dark and Bug resists since those are Oranguru’s sole weaknesses. Since Dark is the only relevant one, Pokemon that can handle Dark-types such as Tapu Koko and Azumarill give Oranguru an easier time to set-up Trick Room.
[STRATEGY COMMENTS]
Other Options
=============
Quash, After You, and Taunt are all acceptable filler options which can replace Protect, but are not recommended. While being able to direct the order in which Pokemon move with Quash and Encore or stopping opposing status moves with Taunt seems useful, they affects are generally outclassed by the ability to deal major damage with Instruct, having a direct way to attack and not being Taunt bait with Psychic, and being able to help with positioning with Protect. In addition to variations in moves, there can also be variations in EV Spreads depending on the team Oranguru is featured on. For instance, if your team is well covered against Genesect, the Defensive EVs can be lowered to 20 in order to only survive Max Attack Mega Salamence, but dump the remaining EVs into Special Defensive.
Checks and Counters
===================
**Dark-Types**: Dark-Types such as Hoopa-Unbound or Hydreigon can always either OHKO Oranguru or leave it very weakened which makes setting up Trick Room again difficult. Furthermore, they are immune to Psychic and resist Foul Play, although Hoopa-Unbound does take neutral damage from Foul Play because of the secondary Psychic-typing.
**Steel-Types**: Steel-Types take little from resistant Psychic, and can allow steels such as Aegislash or Celesteela to set up Substitute or Leech Seed.
**Taunt**: After Mental Herb gets used up, or you are running Sitrus Berry, Taunt stops Oranguru from getting up Trick Room and supporting its teammates.
- Oranguru is the only Trick Room setter who gets Inner Focus to avoid Fake Out flinches from Scrafty. It can also avoid Taunt with Mental Herb. Because of that and good bulk, Oranguru can get Trick Room up almost every time.
- Furthermore an effective niche is made as a Trick Room setter with a Ghost immunity and Instruct which sets it apart from other Trick Room setters such as Porygon 2 or Necrozma.
- Instruct gives Oranguru strong offensive pressure which it wouldn't have otherwise because of its weak Special Attack.
- Oranguru has an effective type with only two weaknesses and usuable stats which allows it to support its teammates with setting up Trick Room or using Instruct for great offensive presence.
- Due to relying on Psychic to deal direct damage, Oranguru can commonly become set up bait, especially to set up sweepers that do not mind Psychic such as Calm Mind Necrozma. Instruct helps this problem a bit, but does not help at all if Oranguru is not on the field on the same time as a strong attacker.
- Psychic gains STAB and allows it not to be complete Taunt bait after Mental Herb is used as well as dealing general damage. It can also be used to hit Fighting and Poison types for super effective damage such as Terrakion and Nihilego.
- Foul Play is an option over Psychic as it allows Oranguru to no longer be set-up bait and punishes strong physical attackers.
- Instruct gives itself real offensive pressure during games. It allows partners such as Tapu Bulu and Mega Charizard Y to hit twice with their extremely strong STAB attacks, or allow Pokemon such as Zygarde set-up twice, which is much worthwhile than Psychic.
- Trick Room is one of the best ways of speed control in Doubles as it allows slow Pokemon with the ability to either do big damage such as Azumarill, or pokemon such as Amoonguss who rely on status to be disruptive, to most likely hit first.
- Protect shields Oranguru while its partner can remove a threat, punish double targets, or can scout a foe’s actions.
- 252 HP EVs and 168 Def EVs allow Oranguru to survive one +1 (from Download) Genesect U-Turn.
- The remaining EVs are dumped into Special Defense, which with a Sassy Nature, allows Oranguru to take Special hits better.
- A Speed Decreasing Nature and 0 Speed IVs make Oranguru as slow as possible which gives it the best possible odds of moving first in Trick Room.
- Inner Focus gives Oranguru the inability to be flinched which is very helpful for Fake Outs from Scrafty as well as other flinches such as Air Slash Shaymin-Sky.
- Mental Herb is the item as choice, as Taunt is a popular way to stop Trick Room, and Mental Herb gives a free pass to the first time one of these moves are used against you.
- Sitrus Berry is an option over Mental Herb which sacrifices the ability to escape Taunt or Encore once, but gives Oranguru more survivability.
- Trick Room should try to be set as early as possible since Oranguru functions best under it, allowing it usually move first and use Instruct on its partners to provide good offensive pressure.
- Keeping alive Oranguru and a strong Trick Room attacker for late game is very useful as it gives you a win condition.
- Instead of using Psychic to deal damage, Instruct is generally better since common partners of Oranguru are strong Trick Room attackers, and two of the same attack off said Trick Room attacker, is almost always stronger than Oranguru's Psychic.
- Avoid pairing Oranguru with subpar attacks so Instruct doesn't become useless.
- Strong attackers to take advantage of Oranguru's ability to set Trick Room. Some examples include Mega Charizard Y, Tapu Bulu, or Azumarill.
- Since Steel types are problamtic due to resisting Oranguru's sole direct attacking move, Pokemon that can take down Steel-types such as Heatran and Landorus-T really help Oranguru.
- Amoonguss and Jirachi are both redirectors that help every team, but especially help Oranguru since it gives it an easier time setting up Trick Room.
- Since Bug and Dark are Oranguru's only two weaknesses, and Dark is the only relevant one, Pokemon that can handle Dark-types such as Tapu Koko and Azumarill give Oranguru an easier time to set-up Trick Room.
- Fake Out users such as Scrafty help set up Trick Room more efficiently.
- Quash, After You, and Taunt are all acceptable filler options which can replace Protect, but are not recommended. While being able to direct the order in which Pokemon move with Quash and Encore or stopping opposing status moves with Taunt seems useful, they affects are generally outclassed by the ability to deal major damage with Instruct, having a direct way to attack and not being Taunt bait with Psychic, and being able to help with positioning with Protect.
- Lots of other EV Spreads are available to use depending on the team Oranguru is featured on. For instance, if your team is well covered against Genesect, the Defensive EVs can be lowered to 20 in order to only survive Max Attack Mega Salamence, but dump the remaining EVs into Special Defensive.
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