Essentials

Oranguru

Sage Pokémon

Oranguru

Normal Psychic

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

  • Bug 2
  • Dark 2
  • Dragon 1
  • Electric 1
  • Fairy 1
  • Fighting 1
  • Fire 1
  • Flying 1
  • Ghost 0
  • Grass 1
  • Ground 1
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic ½
  • Rock 1
  • Steel 1
  • Water 1

Pokédex Numbers

Introduced in
Generation 7
National
765
Original Alola
176 Sun, Moon
Original Akala
103 Sun, Moon
Updated Alola
215 Ultra Sun, Ultra Moon
Updated Akala
116 Ultra Sun, Ultra Moon

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

Gender
½ male, ½ female Search:
Egg groups
  • Field
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
172 Search:
Effort points
  • 2 Special Defense
Capture rate
45 Search:
Base happiness
70 Search:
Growth rate
slow Search:

Wild held items

Generation 7 nothing

Evolution

Baby Basic Stage 1 Stage 2
Oranguru

Stats

Pctile Min IVs Max IVs
HP
90
82.6 353 384
Attack
60
29.8 188 219
Defense
80
63.6 228 259
Special Attack
90
70.6 248 279
Special Defense
110
91.2 288 319
Speed
60
41.3 188 219
Total
490
64.5

Flavor

Flavor Text

Generation 7
Sun

Known for its extreme intelligence, this Pokémon will look down on inexperienced Trainers, so it’s best suited to veteran Trainers.

Moon

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.

Ultra Sun

It normally spends its time meditating in the treetops. It throws Poké Balls and gives other Pokémon orders as it pleases.

Ultra Moon

Oranguru don’t get along with each other, so they’re always engaging in battles of wits to decide which one is superior.

Sprites

Oranguru Oranguru

Miscellany

Species
Sage Pokémon Search:
Color
White Search:
Cry
Shape
Anthropomorphic Search:

Height

Trainer dude

Oranguru
15

4'11.1"
1.5 m

Weight

Trainer dudette

Oranguru
760

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.

Generation 7 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Confusion Psychic special 25 50 100%

Has a 10% chance to confuse the target.

4 After You Normal status 15

Makes the target act next this turn.

8 Taunt Dark status 20 100%

For the next few turns, the target can only use damaging moves.

11 Quash Dark status 15 100%

Makes the target act last this turn.

15 Stored Power Psychic special 10 20 100%

Power is higher the more the user's stats have been raised, to a maximum of 31×.

18 Psych Up Normal status 10

Discards the user's stat changes and copies the target's.

22 Feint Attack Dark physical 20 60

Never misses.

25 Nasty Plot Dark status 20

Raises the user's Special Attack by two stages.

29 Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

32 Instruct Psychic status 15

Forces the target to repeat its last used move.

36 Foul Play Dark physical 15 95 100%

Calculates damage with the target's attacking stat.

39 Calm Mind Psychic status 20

Raises the user's Special Attack and Special Defense by one stage.

43 Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

46 Future Sight Psychic special 10 120 100%

Hits the target two turns later.

50 Trick Room Psychic status 5 -7

For five turns, slower Pokémon will act before faster Pokémon.

Generation 7 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
• Extrasensory Psychic special 20 80 100%

Has a 10% chance to make the target flinch.

• Psychic Terrain Psychic status 10

Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.

• Wonder Room Psychic status 10

All Pokémon's Defense and Special Defense are swapped for 5 turns.

Generation 7 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
01 Work Up Normal status 30

Raises the user's Attack and Special Attack by one stage each.

03 Psyshock Psychic special 10 80 100%

Inflicts damage based on the target's Defense, not Special Defense.

04 Calm Mind Psychic status 20

Raises the user's Special Attack and Special Defense by one stage.

06 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

10 Hidden Power Normal special 15 60 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 Sunny Day Fire status 5

Changes the weather to sunny for five turns.

12 Taunt Dark status 20 100%

For the next few turns, the target can only use damaging moves.

16 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

17 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

18 Rain Dance Water status 5

Changes the weather to rain for five turns.

20 Safeguard Normal status 25

Protects the user's field from major status ailments and confusion for five turns.

21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

24 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

25 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

26 Earthquake Ground physical 10 100 100%

Inflicts regular damage and can hit Dig users.

27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

29 Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

30 Shadow Ball Ghost special 15 80 100%

Has a 20% chance to lower the target's Special Defense by one stage.

31 Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

32 Double Team Normal status 15

Raises the user's evasion by one stage.

33 Reflect Psychic status 20

Reduces damage from physical attacks by half.

42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

44 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

52 Focus Blast Fighting special 5 120 70%

Has a 10% chance to lower the target's Special Defense by one stage.

53 Energy Ball Grass special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

56 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

59 Brutal Swing Dark physical 20 60 100%

Inflicts regular damage with no additional effect.

60 Quash Dark status 15 100%

Makes the target act last this turn.

63 Embargo Dark status 15 100%

Target cannot use held items.

66 Payback Dark physical 10 50 100%

Power is doubled if the target has already moved this turn.

68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

77 Psych Up Normal status 10

Discards the user's stat changes and copies the target's.

78 Bulldoze Ground physical 20 60 100%

Has a 100% chance to lower the target's Speed by one stage.

80 Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

85 Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

87 Swagger Normal status 15 85%

Raises the target's Attack by two stages and confuses the target.

88 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90 Substitute Normal status 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.

92 Trick Room Psychic status 5 -7

For five turns, slower Pokémon will act before faster Pokémon.

96 Nature Power Normal status 20

Uses a move which depends upon the terrain.

100 Confide Normal status 20

Lowers the target's Special Attack by one stage.

External Links