#765 Oranguru

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Oranguru
Japan: Yareyuutan
ヤレユータン
French: Gouroutan
German: Kommandutan
Korean: 하랑우탄
National: #765
Male :50%
Female :50%
Normal-type Psychic-type
Classification Height Weight
Sage Pokémon 4'11"
1.5m
167.5lbs
76kg
Abilities: Inner Focus - Telepathy - Symbiosis
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch. Also prevents stats from being lowered by the ability Intimidate
Telepathy: Prevents damage from team-mates during Double battles
Symbiosis: Passes the Pokémon's hold item to its adjacent ally when that ally consumes its hold item

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *1 *1 *1 *1 *1 *1 *1 *0.5 *2 *1 *0 *1 *2 *1 *1
Evolutionary Chain
Oranguru

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
After You After You - Normal-type After You: Other Move -- 101 16 --
Makes the target move immediately after the user.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 16 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 20 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 20 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 12 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 20 --
Lowers the target's Attack stat by 1 stage.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 12 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Encore Encore - Normal-type Encore: Other Move -- 100 8 --
Gives the target the Encore status.
Endeavor Endeavor - Normal-type Endeavor: Physical Move ?? 100 8 --
Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Energy Ball Energy Ball - Grass-type Energy Ball: Special Move 90 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Expanding Force Expanding Force - Psychic-type Expanding Force: Special Move 80 100 12 --
If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Extrasensory Extrasensory - Psychic-type Extrasensory: Special Move 80 100 20 10
Has a 10% chance of making the target flinch.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fling Fling - Dark-type Fling: Physical Move ?? 100 12 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 8 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Foul Play Foul Play - Dark-type Foul Play: Physical Move 95 100 16 --
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight Future Sight - Psychic-type Future Sight: Special Move 120 100 12 --
Gives the target's spot the Future Attack status.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Gravity Gravity - Psychic-type Gravity: Other Move -- 101 8 --
Gives the entire field the Gravity status for 5 turns.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Hyper Voice Hyper Voice - Normal-type Hyper Voice: Special Move 90 100 12 --
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 12 --
The user gains the Sealing Off status.
Instruct Instruct - Psychic-type Instruct: Other Move -- 101 16 --
The user makes the target reuse the last move it used.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 20 --
This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Last Resort Last Resort - Normal-type Last Resort: Physical Move 140 100 8 --
This move fails unless the user has already used all the other moves it knows.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 20 --
Gives the user's side the Light Screen status for 5 turns.
Magic Room Magic Room - Psychic-type Magic Room: Other Move -- 101 12 --
Gives the entire field the Magic Room status for 5 turns.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 8 --
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 20 --
Boosts the user's Sp. Atk stat by 2 stages.
Pain Split Pain Split - Normal-type Pain Split: Other Move -- 101 20 --
The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Payback Payback - Dark-type Payback: Physical Move 50 100 12 --
This move's power is doubled if the user attacks after the target.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psych Up Psych Up - Normal-type Psych Up: Other Move -- 101 12 --
The user copies the target's stat changes.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise Psychic Noise - Psychic-type Psychic Noise: Special Move 75 100 12 100
Gives the target the Healing Prevented status for 2 turns.
Psychic Terrain Psychic Terrain - Psychic-type Psychic Terrain: Other Move -- 101 12 --
Turns the entire field into Psychic Terrain for 5 turns.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 12 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Quash Quash - Dark-type Quash: Other Move -- 100 16 --
Causes the target to move last in the turn.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 20 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 12 30
Has a 30% chance of making targets flinch.
Round Round - Normal-type Round: Special Move 60 100 16 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Safeguard Safeguard - Normal-type Safeguard: Other Move -- 101 20 --
Gives the user's side the Safeguard status for 5 turns.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 12 --
Lowers the target's Speed stat by 2 stages.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 16 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 12 --
The user and the target swap their Abilities.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 12 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 8 --
Summons harsh sunlight for 5 turns.
Taunt Taunt - Dark-type Taunt: Other Move -- 100 20 --
Gives the target the Taunted status.
Terrain Pulse Terrain Pulse - Normal-type Terrain Pulse: Special Move 50 100 12 --
This move's power is doubled if the user is under the effect of a terrain. This move's type depends on the terrain.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 12 30
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 16 10
Has a 10% chance of paralyzing the target.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 20 --
Boosts the user's Speed stat by 1 stage.
Trick Trick - Psychic-type Trick: Other Move -- 100 12 --
The user and the target swap their held items.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 8 --
Gives the entire field the Trick Room status for 5 turns.
Wonder Room Wonder Room - Psychic-type Wonder Room: Other Move -- 101 12 --
Gives the entire field the Wonder Room status for 5 turns.
Yawn Yawn - Normal-type Yawn: Other Move -- 101 12 --
Makes the target drowsy. This move never misses.
Zen Headbutt Zen Headbutt - Psychic-type Zen Headbutt: Physical Move 80 90 16 20
Has a 20% chance of making the target flinch.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 90 60 80 90 110 60
Max Stats
Hindering Nature
Standard 165 - 197 72 - 100 90 - 118 99 - 127 117 - 145 72 - 100
Max Stats
Neutral Nature
Standard 165 - 197 80 - 112 100 - 132 110 - 142 130 - 162 80 - 112
Max Stats
Beneficial Nature
Standard 165 - 197 88 - 123 110 - 145 121 - 156 143 - 178 88 - 123
90
60
80
60
110
90

<--- Tsareena #763
Tsareena
#766
Passimian
Passimian --->