Oranguru [QC: 1/2 Written]

[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 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.
 
Last edited:
amcheck

[OVERVIEW]
  • The following is straight from the Doubles C&C Guide: "The Overview should not be comprised of things that any random internet user could figure out by looking at the dex." Your first two bullet points are exactly that, so edit them and perhaps talk more about how these traits are beneficial for a Trick Room setter, thus giving Oranguru a more distinguishing niche (e.g. "since Fake Out is a common means of disrupting Trick Room setters, Inner Focus is a great asset for Oranguru" or something along those lines).
  • Mentioning Knock Off so specifically in the Overview is a bit odd cause Knock Off doesn't absolutely destroy Oranguru. Like yeah it's threatening, but it's not to the same degree of like how weak Deo-A is to priority.
  • You should add some sort of concluding sentence, something like "Oranguru is a good/bad/mediocre choice for the following reasons..."
[SET]
  • You make no mention of Foul Play in either the set itself, Set Comments, or Other Options, but I think it should definitely be in there somewhere (possibly not slashed but still in Set Comments).
  • Slash Sitrus Berry next to Mental Herb, I know you mentioned it in OO but imo it deserves a place on the main set.
  • Looks pretty swell otherwise.
[SET COMMENTS]
  • Add bullet points for Sitrus Berry and Foul Play.
  • For team options add Fake Out users (e.g. Kangaskhan, Scrafty) because they allow Oranguru to set Trick Room much more reliably.
  • Checks to Amoonguss are needed since it's really fast under Trick Room and can freely spam Spore if you aren't prepared for it.
[STRATEGY COMMENTS]
  • Remove the bullet on Sitrus Berry, assuming you add it to the main set.
  • Checks and counters is where you need the most edits. You aren't following the list of allowed tags. If you want to check those out, click here (scroll down a ways).
    • Super Effective Attacks is not an acceptable tag, instead turn this into **Dark-type Pokemon**. It's not worth mentioning Bug-types because there are so few viable ones outside of Phermosa and Buzzwole, both of which you check with Psychic.
    • Add a **Steel-type Pokemon** tag. Steel-types are super threatening because they resist Psychic and can also freely set up a Sub/Leech Seed (depending on which Steel you're talking about) while you set TR.
    • The **Taunt and Encore** tag is not necessary because Mental Herb is the first slash. If this gets changed you may want to add this back, tho. Also, Encore is barely worth mentioning because it has so low distribution, and after TR is up you can just KO the Encore user.
    • Remove the **Psychic Resistant Pokemon** tag.
:toast:
 
amcheck

[OVERVIEW]
  • The following is straight from the Doubles C&C Guide: "The Overview should not be comprised of things that any random internet user could figure out by looking at the dex." Your first two bullet points are exactly that, so edit them and perhaps talk more about how these traits are beneficial for a Trick Room setter, thus giving Oranguru a more distinguishing niche (e.g. "since Fake Out is a common means of disrupting Trick Room setters, Inner Focus is a great asset for Oranguru" or something along those lines).
  • Mentioning Knock Off so specifically in the Overview is a bit odd cause Knock Off doesn't absolutely destroy Oranguru. Like yeah it's threatening, but it's not to the same degree of like how weak Deo-A is to priority.
  • You should add some sort of concluding sentence, something like "Oranguru is a good/bad/mediocre choice for the following reasons..."
[SET]
  • You make no mention of Foul Play in either the set itself, Set Comments, or Other Options, but I think it should definitely be in there somewhere (possibly not slashed but still in Set Comments).
  • Slash Sitrus Berry next to Mental Herb, I know you mentioned it in OO but imo it deserves a place on the main set.
  • Looks pretty swell otherwise.
[SET COMMENTS]
  • Add bullet points for Sitrus Berry and Foul Play.
  • For team options add Fake Out users (e.g. Kangaskhan, Scrafty) because they allow Oranguru to set Trick Room much more reliably.
  • Checks to Amoonguss are needed since it's really fast under Trick Room and can freely spam Spore if you aren't prepared for it.
[STRATEGY COMMENTS]
  • Remove the bullet on Sitrus Berry, assuming you add it to the main set.
  • Checks and counters is where you need the most edits. You aren't following the list of allowed tags. If you want to check those out, click here (scroll down a ways).
    • Super Effective Attacks is not an acceptable tag, instead turn this into **Dark-type Pokemon**. It's not worth mentioning Bug-types because there are so few viable ones outside of Phermosa and Buzzwole, both of which you check with Psychic.
    • Add a **Steel-type Pokemon** tag. Steel-types are super threatening because they resist Psychic and can also freely set up a Sub/Leech Seed (depending on which Steel you're talking about) while you set TR.
    • The **Taunt and Encore** tag is not necessary because Mental Herb is the first slash. If this gets changed you may want to add this back, tho. Also, Encore is barely worth mentioning because it has so low distribution, and after TR is up you can just KO the Encore user.
    • Remove the **Psychic Resistant Pokemon** tag.
:toast:
I like a lot of this, thanks! For Checks and Counters I was debating splitting them up but I decided not to but now that you say this I did split it up. I slashed Foul Play since that move is sick and I didnt even knew it got it. Im thinking of keeping taunt/encore since double taunt is threatening but ill take it out for now. ive seen you been doing a lot of amcheck/rates and i think there all p good so keep it up :D
 
  • "Psychic is the lone direct attacking move which gains STAB and allows it not to be complete Taunt bait after Mental Herb is used. It can also be used to hit Fighting and Psychic types for super effective damage such as Terrakion and Nihilego."
    theres an error, i think it should say Fighting- and Poison- types
 
  • "Psychic is the lone direct attacking move which gains STAB and allows it not to be complete Taunt bait after Mental Herb is used. It can also be used to hit Fighting and Psychic types for super effective damage such as Terrakion and Nihilego."
    theres an error, i think it should say Fighting- and Poison- types
you are correct. thanks!
 

Pocket

be the upgraded version of me
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fyi mega camerupt isn't accessible in sm iirc

it's also worth noting that Instruct isn't only good for nuking twice, but also for setting up twice on the same turn. For instance, Sylveon can set up Calm Mind twice on 1st turn of TR followed by double Hyper Voice next turn. Mega Kangaskhan can PuP 4x(?!) and Aegislash can use SD twice (lol). Even outside of TR setting, Instruct can allow Mega Mence to set up DD twice, Volcarona to set up QD twice, etc
 
fyi mega camerupt isn't accessible in sm iirc

it's also worth noting that Instruct isn't only good for nuking twice, but also for setting up twice on the same turn. For instance, Sylveon can set up Calm Mind twice on 1st turn of TR followed by double Hyper Voice next turn. Mega Kangaskhan can PuP 4x(?!) and Aegislash can use SD twice (lol). Even outside of TR setting, Instruct can allow Mega Mence to set up DD twice, Volcarona to set up QD twice, etc
yeah its not my b
and yeah instruct is the biggest reason to run this thing imo so ill add it in. thanks!
 

Bughouse

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The fact that with a Mental Herb it literally has an unstoppable TR with great bulk NEEDS to be like the first sentence of the OP. Instruct is a cool meme and that's a plus too, but really Mental Herb and Inner Focus is the main key as far as I'm concerned.
 
The fact that with a Mental Herb it literally has an unstoppable TR with great bulk NEEDS to be like the first sentence of the OP. Instruct is a cool meme and that's a plus too, but really Mental Herb and Inner Focus is the main key as far as I'm concerned.
ill add it in, thanks
 
You could also try after you or taunt instead of protect, both amazing moves you can use, but are more vgc oriented than DOU
 
You could also try after you or taunt instead of protect, both amazing moves you can use, but are more vgc oriented than DOU
i mentioned them in OO since I dont think they are good enough for the main set. if a qc member wants me to change that i will. thanks though!
 

Idyll

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RBTT Champion
OV

This is p good, only thing is that you should really showcase Instruct more, rn you're making it sound like an afterthought. That's one of the biggest niches it has so like, say stuff about it allowing monkey to provide the juicy offensive pressure. I'd also refrain mentioning Cress rn; say something else like P2 for the TR setters point and Necrozma for the "can CM" point. Also, "under Trick Room." isn't really necessary for point # 4 and just axe the 5th point entirely, this isn't true at all :|. You don't need a "conclusion"-ish sentence to end the thing and you already said those points so axe the 6th point as well.

Also, on the first point, Oranguru is not the only mon that can have Mental Herb @_@. You should really reword that lol. Also, explicitly mention that Inner Focus grants it immunity to flinches from Fake Out.

Moves

You're trying to be too wordy here. Just say what the moves do and move on, that's all that needs to happen here. "lone direct attacking move", "is Oranguru strongest niche", and "the main reason to use Oranguru" just makes this section unnecessary longer and tells the reader nothing of value.

On Psychic, also say that it lets it deal some general damage as an aside to what you said already. Instruct is too long wtf, cut that down.

Lastly, Foul Play's line should be after Psychic's

SD

Standard procedure is to say what the EV is benchmarked for then whatever else is "dump"; the zard y heat wave 3hko, mega mence dedge, and mega gengar 3hko is p much irrelevant to what you need to say. For Inner Focus, mention Fake Outs first as they're the actual relevant thing; flinches from other stuff are an afterthought.

Usage Tips

This section feels really lacking tbh, add some more juice here. Stuff like "avoid pairing this with useless shitters" or something like that.

TO

The attackers don't need to be "Trick Room" ones in order to be good. Also, there's probably a better 3rd example than Amoonguss tbhfam. Refrain from saying "killers" and fix the fourth point, Bug isn't relevant as a typing so just say things that can smash Darks. (Also, Tapu Lele doesn't resist Bug c'mon)

OO: Don't get rid of Instruct and Psychic fam.

C&C: Add Taunt here, it's still a threat after the Herb gets used up and you also have Sitrus there so /shrug.

Tag me after
 

Idyll

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Usage Tips: "Trick Room should try to be set as early as possible since Oranguru functions best under it" - explain why

As an aside, the overiew you have there atm... it feels kinda choppy? I know it's not gonna look like that but it's something you should take note of. Make sure to nail that down; it's the very first thing a reader sees and it's what "sells" the mon in a way. Make sure to have that one smooth part where you say clean-cut what the mon does and how it stands up! For example, on Mega Mane: "While Mega Manectric does possess blazing Speed and good coverage, its only decent Special Attack and frailty let it down, holding it back from being a decent attacker in DOU."

Good enough for 1/2, write this up

 

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