Essentials
Abilities
- Inner Focus
Prevents flinching.
- Telepathy
Protects against friendly Pokémon's damaging moves.
Hidden Ability
- Symbiosis
Passes the bearer's held item to an ally when the ally uses up its item.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 765
- Original Alola
- 176
- Original Akala
- 103
- Updated Alola
- 215
- Updated Akala
- 116
Names
- Japanese
- ヤレユータン (yareyuutan)
- ヤレユータン
- Korean
- 하랑우탄
- Chinese
- 智揮猩
- 智挥猩
- French
- Gouroutan
- German
- Kommandutan
- Spanish
- Oranguru
- Italian
- Oranguru
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
---|---|---|---|
Oranguru |
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 82.6 | 353 | 384 | |
Attack | 29.8 | 188 | 219 | |
Defense | 63.6 | 228 | 259 | |
Special Attack | 70.6 | 248 | 279 | |
Special Defense | 91.2 | 288 | 319 | |
Speed | 41.3 | 188 | 219 | |
Total | 64.5 |
Flavor
Flavor Text
-
Known for its extreme intelligence, this Pokémon will look down on inexperienced Trainers, so it’s best suited to veteran Trainers.
Deep in the jungle, high in the lofty canopy, this Pokémon abides. On rare occasions, it shows up at the beach to match wits with Slowking.
It normally spends its time meditating in the treetops. It throws Poké Balls and gives other Pokémon orders as it pleases.
Oranguru don’t get along with each other, so they’re always engaging in battles of wits to decide which one is superior.
Sprites
Height
4'11.1"
1.5 m
Weight
167.6 lb
76.0 kg
Locations
Moves
Normal and Psychic moves get STAB, and have their type highlighted in green.
Special moves better suit Oranguru's higher Special Attack, and have their class highlighted in green.
Move | Type | Class | PP | Power | Acc | Pri | Effect | |
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Confusion | 25 | 50 | 100% | Has a 10% chance to confuse the target. |
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4 | After You | 15 | — | — | Makes the target act next this turn. |
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8 | Taunt | 20 | — | 100% | For the next few turns, the target can only use damaging moves. |
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11 | Quash | 15 | — | 100% | Makes the target act last this turn. |
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15 | Stored Power | 10 | 20 | 100% | Power is higher the more the user's stats have been raised, to a maximum of 31×. |
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18 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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22 | Feint Attack | 20 | 60 | — | Never misses. |
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25 | Nasty Plot | 20 | — | — | Raises the user's Special Attack by two stages. |
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29 | Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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32 | Instruct | 15 | — | — | Forces the target to repeat its last used move. |
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36 | Foul Play | 15 | 95 | 100% | Calculates damage with the target's attacking stat. |
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39 | Calm Mind | 20 | — | — | Raises the user's Special Attack and Special Defense by one stage. |
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43 | Psychic | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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46 | Future Sight | 10 | 120 | 100% | Hits the target two turns later. |
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50 | Trick Room | 5 | — | — | -7 | For five turns, slower Pokémon will act before faster Pokémon. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Extrasensory | 20 | 80 | 100% | Has a 10% chance to make the target flinch. |
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Psychic Terrain | 10 | — | — | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. |
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Wonder Room | 10 | — | — | All Pokémon's Defense and Special Defense are swapped for 5 turns. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
01 | Work Up | 30 | — | — | Raises the user's Attack and Special Attack by one stage each. |
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03 | Psyshock | 10 | 80 | 100% | Inflicts damage based on the target's Defense, not Special Defense. |
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04 | Calm Mind | 20 | — | — | Raises the user's Special Attack and Special Defense by one stage. |
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06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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12 | Taunt | 20 | — | 100% | For the next few turns, the target can only use damaging moves. |
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16 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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20 | Safeguard | 25 | — | — | Protects the user's field from major status ailments and confusion for five turns. |
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21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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26 | Earthquake | 10 | 100 | 100% | Inflicts regular damage and can hit Dig users. |
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27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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29 | Psychic | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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30 | Shadow Ball | 15 | 80 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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31 | Brick Break | 15 | 75 | 100% | Destroys Reflect and Light Screen. |
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32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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52 | Focus Blast | 5 | 120 | 70% | Has a 10% chance to lower the target's Special Defense by one stage. |
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53 | Energy Ball | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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56 | Fling | 10 | * | 100% | Throws held item at the target; power depends on the item. |
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57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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59 | Brutal Swing | 20 | 60 | 100% | Inflicts regular damage with no additional effect. |
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60 | Quash | 15 | — | 100% | Makes the target act last this turn. |
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63 | Embargo | 15 | — | 100% | Target cannot use held items. |
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66 | Payback | 10 | 50 | 100% | Power is doubled if the target has already moved this turn. |
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68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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77 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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78 | Bulldoze | 20 | 60 | 100% | Has a 100% chance to lower the target's Speed by one stage. |
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80 | Rock Slide | 10 | 75 | 90% | Has a 30% chance to make the target flinch. |
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85 | Dream Eater | 15 | 100 | 100% | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. |
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87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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92 | Trick Room | 5 | — | — | -7 | For five turns, slower Pokémon will act before faster Pokémon. |
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96 | Nature Power | 20 | — | — | Uses a move which depends upon the terrain. |
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100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |