Oranguru Evolution
Oranguru Abilities
Prevents flinching.
Protects against friendly Pokémon's damaging moves.
Passes the bearer's held item to an ally when the ally uses up its item.
Oranguru Moves
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | Method▲ | Description |
|---|---|---|---|---|---|---|
| Confusion | psychic | special | 50 | 100 | Level 1 | The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. |
| Taunt | dark | status | – | 100 | Level 1 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
| After You | normal | status | – | – | Level 5 | The user helps the target and makes it use its move right after the user. |
| Calm Mind | psychic | status | – | – | Level 10 | The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
| Stored Power | psychic | special | 20 | 100 | Level 15 | The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. |
| Psych Up | normal | status | – | – | Level 20 | The user hypnotizes itself into copying any stat change made by the target. |
| Quash | dark | status | – | 100 | Level 25 | The user suppresses the target and makes its move go last. |
| Nasty Plot | dark | status | – | – | Level 30 | The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat. |
| Zen Headbutt | psychic | physical | 80 | 90 | Level 35 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
| Trick Room | psychic | status | – | – | Level 40 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
| Psychic | psychic | special | 90 | 100 | Level 45 | The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat. |
| Instruct | psychic | status | – | – | Level 50 | The user instructs the target to reuse the move last used by the target. |
| Foul Play | dark | physical | 95 | 100 | Level 55 | The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts. |
| Future Sight | psychic | special | 120 | 100 | Level 60 | Two turns after this move is used, a hunk of psychic energy attacks the target. |
| Body Slam | normal | physical | 85 | 100 | TM | The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. |
| Brick Break | fighting | physical | 75 | 100 | TM | The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. |
| Bulldoze | ground | physical | 60 | 100 | TM | The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. |
| Charge Beam | electric | special | 50 | 90 | TM | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Chilling Water | water | special | 50 | 100 | TM | The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. |
| Earthquake | ground | physical | 100 | 100 | TM | The user sets off an earthquake that strikes every Pokémon around it. |
| Encore | normal | status | – | 100 | TM | The user compels the target to keep using the move it encored for three turns. |
| Endeavor | normal | physical | – | 100 | TM | The user inflicts damage by cutting down the target's HP to roughly equal the user's HP. |
| Endure | normal | status | – | – | TM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Energy Ball | grass | special | 90 | 100 | TM | The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. |
| Expanding Force | psychic | special | 80 | 100 | TM | The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. |
| Facade | normal | physical | 70 | 100 | TM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Fling | dark | physical | – | 100 | TM | The user flings its held item at the target to attack. This move's power and effects depend on the item. |
| Focus Blast | fighting | special | 120 | 70 | TM | The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat. |
| Giga Impact | normal | physical | 150 | 90 | TM | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Gravity | psychic | status | – | – | TM | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
| Hyper Beam | normal | special | 150 | 90 | TM | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Hyper Voice | normal | special | 90 | 100 | TM | The user attacks by letting loose a horribly loud, resounding cry. |
| Imprison | psychic | status | – | – | TM | If opposing Pokémon know any move also known by the user, they are prevented from using it. |
| Knock Off | dark | physical | 65 | 100 | TM | The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item. |
| Light Screen | psychic | status | – | – | TM | A wondrous wall of light is put up to reduce damage from special moves for five turns. |
| Pain Split | normal | status | – | – | TM | The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself. |
| Protect | normal | status | – | – | TM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Psybeam | psychic | special | 65 | 100 | TM | The target is attacked with a peculiar ray. This may also confuse the target. |
| Psychic Noise | psychic | special | 75 | 100 | TM | The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. |
| Psychic Terrain | psychic | status | – | – | TM | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
| Psyshock | psychic | special | 80 | 100 | TM | The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
| Rain Dance | water | status | – | – | TM | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
| Reflect | psychic | status | – | – | TM | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
| Rest | psychic | status | – | – | TM | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Rock Slide | rock | physical | 75 | 90 | TM | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
| Scary Face | normal | status | – | 100 | TM | The user frightens the target with a scary face to harshly lower its Speed stat. |
| Shadow Ball | ghost | special | 80 | 100 | TM | The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat. |
| Skill Swap | psychic | status | – | – | TM | The user employs its psychic power to exchange Abilities with the target. |
| Sleep Talk | normal | status | – | – | TM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Substitute | normal | status | – | – | TM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Sunny Day | fire | status | – | – | TM | The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks. |
| Swift | normal | special | 60 | – | TM | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Take Down | normal | physical | 90 | 85 | TM | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Tera Blast | normal | special | 80 | 100 | TM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Thunder | electric | special | 110 | 70 | TM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Thunderbolt | electric | special | 90 | 100 | TM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Trailblaze | grass | physical | 50 | 100 | TM | The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. |
| Trick | psychic | status | – | 100 | TM | The user catches the target off guard and swaps the target's held item with its own. |
| Dream Eater | psychic | special | 100 | 100 | Egg | The user eats the dreams of a sleeping target. The user's HP is restored by up to half the damage taken by the target. |
| Extrasensory | psychic | special | 80 | 100 | Egg | The user attacks with an odd, unseeable power. This may also make the target flinch. |
| Last Resort | normal | physical | 140 | 100 | Egg | This move can be used only after the user has used all the other moves it knows in the battle. |
| Yawn | normal | status | – | – | Egg | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |
Oranguru Sprites
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.
With waves of its fan—made from leaves and its own fur—Oranguru skillfully gives instructions to other Pokémon.
Oranguru's Japanese name is Yareyuutan (ヤレユータン). Here are all the official names for Oranguru across different languages:
Oranguru Breeding
How to Get Oranguru
Oranguru can be encountered in the wild across multiple Pokemon games. Here is how to obtain Oranguru in every game where it is available:
About Oranguru
Oranguru is a Normal/Psychic-type Pokemon introduced in Generation 7. With a Base Stat Total (BST) of 490, Oranguru is classified as a Sage Pokémon and is part of the Oranguru evolution line.
In competitive play, Oranguru is placed in the Doubles Ubers tier where it holds a 0.87% usage rate. Its key abilities are Inner Focus and Telepathy and Symbiosis, which allow it to function as a versatile team member. Oranguru is weak to Bug, Dark-type moves, so trainers should plan around these vulnerabilities.
Oranguru can learn 91 moves across Level-up, TM, Tutor, and Egg methods. Its most popular competitive moves include Instruct, Trick Room, Protect, Foul Play. Standing at 1.5m tall and weighing 76kg, Oranguru has been a fan favorite since its debut in the Alola region games.