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#0765

Oranguru

Oranguru
NormalPsychic

Height 1.5 m·Weight 76.0 kg

Base stats

HP
90
Atk
60
Def
80
SpA
90
SpD
110
Spe
60
Total490

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Inner Focus

    The Pokémon's intense focus prevents it from flinching or being affected by Intimidate.

  • Telepathy

    The Pokémon anticipates and dodges the attacks of its allies.

  • Symbiosis

    The Pokémon passes its held item to an ally that has used up an item.

Learnable moves

65 moves
  • Power 120Acc. 75PP 8
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Lowers target's Speed by 2

    Power Acc. 100PP 12
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Protects the party from status conditions for 5 turns

    Power Acc. PP 20
  • Averages HP with the target

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Copies the target's stat changes

    Power Acc. PP 12
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • Yawn

    The target falls asleep at the end of next turn

    Power Acc. PP 12
  • Cuts the target's HP to match the user's

    Power Acc. 100PP 8
    Contact
  • Power 90Acc. 100PP 12
    Sound
  • Usable only after all other moves have been used

    Power 140Acc. 100PP 8
    Contact
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Makes the target act next this turn

    Power Acc. PP 16
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Power 50Acc. 100PP 12
    Pulse
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Lowers target's Attack by 1

    Power 50Acc. 100PP 20
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
    Ball & bomb
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 10% chance: paralysis

    Power 90Acc. 100PP 16
  • 30% chance: paralysis

    Power 110Acc. 70PP 12
  • 70% chance: Raises own Sp. Atk by 1

    Power 50Acc. 90PP 12
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Also hits Pokémon using Dig

    Power 100Acc. 100PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 100PP 20
  • 10% chance: confusion

    Power 50Acc. 100PP 20
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Halves physical damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Hits the target two turns later

    Power 120Acc. 100PP 12
  • Swaps held items with the target

    Power Acc. 100PP 12
  • Swaps abilities with the target

    Power Acc. PP 12
  • Blocks moves the user also knows

    Power Acc. PP 12
  • 10% chance: flinch

    Power 80Acc. 100PP 20
  • Raises own Sp. Atk·Sp. Def by 1

    Power Acc. PP 20
  • 5 turns: grounds all Pokémon and boosts accuracy

    Power Acc. PP 8
  • 20% chance: flinch

    Power 80Acc. 90PP 16
    Contact
  • [Priority -7] For 5 turns, slower Pokémon move first

    Power Acc. PP 8
  • Swaps everyone's Defense and Sp. Def for 5 turns

    Power Acc. PP 12
  • Special move that hits the target's Defense

    Power 80Acc. 100PP 12
  • Negates held items for 5 turns

    Power Acc. PP 12
  • +20 power per stat boost on the user

    Power 20Acc. 100PP 12
  • 5 turns: blocks priority moves; Psychic moves boosted

    Power Acc. PP 12
  • Makes the target repeat its last move immediately

    Power Acc. PP 16
  • Power 80Acc. 100PP 12
  • Blocks the target's healing for 2 turns

    Power 75Acc. 100PP 12
    Sound
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • 20% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 16
    Ball & bomb
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Removes the target's item; 1.5× power if it holds one

    Power 65Acc. 100PP 20
    Contact
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Raises own Sp. Atk by 2

    Power Acc. PP 20
  • Uses the target's Attack to calculate damage

    Power 95Acc. 100PP 16
    Contact
  • Makes the target act last this turn

    Power Acc. 100PP 16