Oranguru
Sword

With waves of its fan—made from leaves and its own fur—Oranguru skillfully gives instructions to other Pokémon.

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

Learned Moves

Level Up Moves

Sword/Shield
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

Sword/Shield
Name Class Power Acc. PP Effect
TM00 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM01 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM57 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM72 Magic Room
— — 10 Negates held items for five turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM81 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM91 Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM97 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TR08 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TR09 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TR10 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR30 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR37 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TR38 Trick
— 100% 10 User and target swap items.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR64 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR83 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TR85 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
Terrain Pulse
50 100% 10 Inflicts regular damage with no additional effect.

Egg Moves

Sword/Shield
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