Oranguru
No entry available for this game era.

Pokédex Data

Classification Sage Pokémon
Height 1.5 m (4'11")
Weight 76.0 kg (167.6 lbs)
Abilities

Training

EV Yield +2 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
5 After You
15 Makes the target act next this turn.
10 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
15 Stored Power
20 100% 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
20 Psych Up
10 Discards the user's stat changes and copies the target's.
25 Quash
100% 15 Makes the target act last this turn.
30 Nasty Plot
20 Raises the user's Special Attack by two stages.
35 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
40 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
45 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
50 Instruct
15 Forces the target to repeat its last used move.
55 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
60 Future Sight
120 100% 10 Hits the target two turns later.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM06 Scary Face
100% 10 Lowers the target's Speed by two stages.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
TM20 Trailblaze
50 100% 20 No effect description available.
TM22 Chilling Water
50 100% 20 No effect description available.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM28 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM32 Swift
60 20 Never misses.
TM41 Stored Power
20 100% 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
TM43 Fling
100% 10 Throws held item at the target; power depends on the item.
TM47 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM49 Sunny Day
5 Changes the weather to sunny for five turns.
TM50 Rain Dance
5 Changes the weather to rain for five turns.
TM54 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
TM58 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM59 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TM62 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
TM66 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM70 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM74 Reflect
20 Reduces damage from physical attacks by half.
TM75 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM85 Rest
5 User sleeps for two turns, completely healing itself.
TM86 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM92 Imprison
10 Prevents the target from using any moves that the user also knows.
TM98 Skill Swap
10 User and target swap abilities.
TM103 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.
TM109 Trick
100% 10 User and target swap items.
TM114 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM117 Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
TM119 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM120 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM122 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM129 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM138 Psychic Terrain
10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM140 Nasty Plot
20 Raises the user's Special Attack by two stages.
TM149 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM158 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM161 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM171 Tera Blast
80 100% 10 No effect description available.
TM178 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
TM181 Knock Off
65 100% 20 Target drops its held item.
TM202 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
TM203 Psych Up
10 Discards the user's stat changes and copies the target's.
TM205 Endeavor
100% 5 Lowers the target's HP to equal the user's.
TM217 Future Sight
120 100% 10 Hits the target two turns later.
TM218 Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
TM228 Psychic Noise
75 100% 10 No effect description available.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Yawn
10 Target sleeps at the end of the next turn.

Base Stats

Hp 90
Attack 60
Defense 80
Sp. Atk 90
Sp. Def 110
Speed 60
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0x
2x