About
It knows the forest inside and out. If it comes across a wounded Pokémon, Oranguru will gather medicinal herbs to treat it.
- Abilities
-
Prevents flinching.
-
Protects against friendly Pokémon's damaging moves.
Symbiosis Hidden ability
Passes the bearer's held item to an ally when the ally uses up its item.
- Height
- 1.5 m 4′11″
- Weight
- 76.0 kg 167.6 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 90 | 290–384 | |
| Attack | 60 | 112–240 | |
| Defense | 80 | 148–284 | |
| Sp. Atk | 90 | 166–306 | |
| Sp. Def | 110 | 202–350 | |
| Speed | 60 | 112–240 | |
| Total | 490 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- BugDark
- Resists ½×
- Psychic
- Immune
- Ghost
Same-type attacks
- Super effective 2×
- FightingPoison
- Not very effective ½×
- Steel
Evolution
Oranguru does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Confusion STAB Has a chance to confuse the target. | Psychic | Special | 50 | 100% | 25 |
| 1 | For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| 5 | Makes the target act next this turn. | Normal | Status | — | — | 15 |
| 10 | Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| 15 | Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| 20 | Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
| 25 | Makes the target act last this turn. | Dark | Status | — | 100% | 15 |
| 30 | Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| 35 | Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| 40 | For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
| 45 | Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
| 50 | Forces the target to repeat its last used move. | Psychic | Status | — | — | 15 |
| 55 | Calculates damage with the target’s attacking stat. | Dark | Physical | 95 | 100% | 15 |
| 60 | Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Body Slam STAB Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| 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. | Water | Special | 50 | 100% | 20 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
Endeavor STAB Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
Expanding Force STAB If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | Psychic | Special | 80 | 100% | 10 |
Facade STAB Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| Calculates damage with the target’s attacking stat. | Dark | Physical | 95 | 100% | 15 |
Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
Giga Impact STAB User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
Hyper Beam STAB User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
Hyper Voice STAB Inflicts regular damage with no additional effect. | Normal | Special | 90 | 100% | 10 |
| Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| Sets the user’s and targets’s HP to the average of their current HP. | Normal | Status | — | — | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
Psybeam STAB Has a chance to confuse the target. | Psychic | Special | 65 | 100% | 20 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
Psychic Noise STAB 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 | Special | 75 | 100% | 10 |
| Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | Psychic | Status | — | — | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 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. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
Swift STAB Never misses. | Normal | Special | 60 | — | 20 |
Take Down STAB User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
Tera Blast STAB 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. | Normal | Special | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | Grass | Physical | 50 | 100% | 20 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Dream Eater STAB Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | Psychic | Special | 100 | 100% | 15 |
Extrasensory STAB Has a chance to make the target flinch. | Psychic | Special | 80 | 100% | 20 |
Last Resort STAB Can only be used after all of the user’s other moves have been used. | Normal | Physical | 140 | 100% | 5 |
| Target sleeps at the end of the next turn. | Normal | Status | — | — | 10 |
Training and breeding
Training
- EV yield
- 2 Sp. Def
- Catch rate
- 45
- Base friendship
- 70
- Base experience
- 172
- Growth rate
- Slow
Breeding
- Egg groups
- Ground
- Egg cycles
- 20 (about 5,140 steps)