Oranguru
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.

Pokédex & Training Data

Classification Sage Pokémon
Height 1.5 m (4'11")
Weight 76.0 kg (167.6 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Alola (S/M) #176
Alola (US/UM) #215
Galar (Sw/Sh) #342
Paldea (S/V) #313
National #765
Isle of Armor #089

Game Locations

Lush Jungle North
Lush Jungle South
Lush Jungle West

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
4 After You
— — 15 Makes the target act next this turn.
8 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
11 Quash
— 100% 15 Makes the target act last this turn.
15 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
18 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
22 Feint Attack
60 — 20 Never misses.
25 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
32 Instruct
— — 15 Forces the target to repeat its last used move.
36 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
39 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
43 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
46 Future Sight
120 100% 10 Hits the target two turns later.
50 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
4 After You
— — 15 Makes the target act next this turn.
8 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
11 Quash
— 100% 15 Makes the target act last this turn.
15 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
18 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
22 Feint Attack
60 — 20 Never misses.
25 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
32 Instruct
— — 15 Forces the target to repeat its last used move.
36 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
39 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
43 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
46 Future Sight
120 100% 10 Hits the target two turns later.
50 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Block
— — 5 Prevents the target from leaving battle.
Covet
60 100% 25 Takes the target’s item.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

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