Oranguru • Generation VIII Pokédex

Scarlet/Violet support is in the works!

Thank you for your interest in having the Marriland Pokédex updated to support Pokémon Scarlet & Violet! This has been something that I've been wanting to update for awhile, and it is my current project to implement support for the new games and The Teal Mask DLC. Thank you for your patience as I work on this over the coming week or two!

Oranguru
Pokédex Page for Oranguru

This is the Marriland Pokédex page for Oranguru, showing its information and moves in Pokémon Sword & Shield. Oranguru is not available in Pokémon Brilliant Diamond or Shining Pearl and cannot be used in or sent to those versions.

Oranguru

Oranguru
Sprite of Oranguru in Pokémon HOME

Oranguru's Type

NORMAL
PSYCHIC

Oranguru's Pokédex #s

National #
765
Galar #
342
Armor #
89
Crown #
--

Oranguru's Base Stats

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

Misc. Info

Height:
4'11" (1.5m)
Weight:
167.6 lbs. (76 kg)
Gender Ratio:
Egg Groups:
Field
EXP At Lv. 100:
1,250,000
EV Yield:
2 Sp. Def
Base EXP:
172
Catch Rate:
45
Base Happiness:
70

Oranguru's Abilities

Here are what abilities Oranguru can possibly have, along with their effects.
Inner Focus
Oranguru cannot flinch.
Telepathy
Oranguru does not take damage from any of its allies moves.
Symbiosis
Whenever Oranguru's ally consumes or loses its item, Oranguru passes its held item to that Pokémon.

Weaknesses & Resistances

Below is a list of what Oranguru's weakness and resistance is to various types.
BUG
DARK
½
PSYCHIC
immune
GHOST

Oranguru's Evolution Line

Oranguru does not evolve into any other known or available Pokémon.

Oranguru's Moves in Sword & Shield

Below is a list of all of the moves that Oranguru can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Oranguru learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
1
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
5
After You
If the target hasn't already acted this turn, causes the target to act immediately after Oranguru.
NORMAL
STATUS
-- -- 15 One Target
10
Calm Mind
Raises Oranguru's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
15
Stored Power
Increases power by 20 for each positive stat modifier Oranguru has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
20
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
25
Quash
If the target hasn't already acted this turn, causes the target to act last this turn.
DARK
STATUS
-- 100% 15 One Target
30
Nasty Plot
Raises Oranguru's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
35
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
40
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
45
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
50
Instruct
Forces the target to immediately use its last used move. This does not count as its move for the turn.
PSYCHIC
STATUS
-- -- 15 One Target
55
Foul Play
Foul Play uses the target's Attack stat instead of Oranguru's to calculate damage.
DARK
PHYSICAL
95 100% 15 One Target
60
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target

TM Moves

Here are all of the moves that Oranguru can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM19
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM21
Rest
Oranguru restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Oranguru from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Oranguru is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM44
Imprison
Oranguru can't use any moves Oranguru knows.
PSYCHIC
STATUS
-- -- 10 User
TM57
Payback
Does double damage if Oranguru attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM59
Fling
Throws Oranguru's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM70
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM71
Wonder Room
For the next 5 turns, all Pokémon's Defense and Special Defense stats are swapped.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM72
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM91
Psychic Terrain
Activates Psychic Terrain for 5 turns, which protects non-airborne Pokémon from priority moves and powers up Psychic-type moves by 50%.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM97
Brutal Swing
Damages all nearby Pokémon.
DARK
PHYSICAL
60 100% 20 All But Self

TR Moves

Here are all of the moves that Oranguru can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR20
Substitute
Costs 25% of Oranguru's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Oranguru's moves at random.
NORMAL
STATUS
-- -- 10 User
TR30
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR34
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
TR37
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TR38
Trick
Switches Oranguru's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR49
Calm Mind
Raises Oranguru's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR65
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TR68
Nasty Plot
Raises Oranguru's Special Attack by two stages.
DARK
STATUS
-- -- 20 User
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR81
Foul Play
Foul Play uses the target's Attack stat instead of Oranguru's to calculate damage.
DARK
PHYSICAL
95 100% 15 One Target
TR82
Stored Power
Increases power by 20 for each positive stat modifier Oranguru has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
TR83
Ally Switch
Switches places with Oranguru for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User
TR85
Work Up
Raises Oranguru's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User

Egg Moves

Here are all of the moves that Oranguru can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Oranguru.
Move Type Category Power Acc.% PP Target Info
EGG
Extrasensory
Has a 10% chance of causing the target to flinch.
PSYCHIC
SPECIAL
80 100% 20 One Target
EGG
Yawn
Makes the target fall asleep at the end of the next turn.
NORMAL
STATUS
-- -- 10 One Target
EGG
Last Resort
Fails unless all other moves have been used at least once first.
NORMAL
PHYSICAL
140 100% 5 One Target
EGG
Dream Eater
Heals Oranguru by half the damage dealt. Fails unless foe is asleep.
PSYCHIC
SPECIAL
100 100% 15 One Target

Move Tutor Moves

Here are all of the moves that Oranguru can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Terrain Pulse
If a Terrain is active, Terrain Pulse becomes the type that matches that Terrain and its power is doubled (before applying the boost of the Terrain). (If used as Max Strike, the type-changing effect of Terrain Pulse still applies.)
NORMAL
SPECIAL
50 100% 10 One Target
TUTOR
Expanding Force
If used during Psychic Terrain, Expanding Force does 50% more damage and additionally targets both enemy Pokémon if in a Double Battle instead.
PSYCHIC
SPECIAL
80 100% 10 One Target

Oranguru's Detailed Stats

Below you'll find a more detailed table containing Oranguru's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Oranguru's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Oranguru is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
290 321 353 384 90
Attack
125 156 188 219 60
Defense
165 196 228 259 80
Sp. Atk
185 216 248 279 90
Sp. Def
225 256 288 319 110
Speed
125 156 188 219 60
Total
490

Where to Find Oranguru in Sword & Shield

If you're looking for where to find Oranguru, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Oranguru in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)
Exclusive to Pokémon Shield

Oranguru is exclusive to Pokémon Shield, so if you are playing Pokémon Sword, you will need to trade with someone playing Pokémon Shield in order to obtain it for your Pokédex.

Special Ways to Get Oranguru

Catchable (with Hidden Ability) during Dynamax Adventures in Crown Tundra (DLC), level 65. (Regardless of version.)

Oranguru in the Wild

Glimwood Tangle

Overworld Encounters
Any Weather
Shield
4%
Lv. 34-36
Random Encounters
Any Weather
Shield
9%
Lv. 34-36

Forest of Focus

Overworld Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Shield
5%
Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15 Lv. 10-15

Pokédex Entries for Oranguru

Generation 8 Pokédex Entries

Sword
With waves of its fan—made from leaves and its own fur—Oranguru skillfully gives instructions to other Pokémon.
Shield
It knows the forest inside and out. If it comes across a wounded Pokémon, Oranguru will gather medicinal herbs to treat it.

Generation 7 Pokédex Entries

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.
©2000–2012, 2016–2024 Marriland and its licensors. All rights reserved.
Pokémon characters and names are copyright © The Pokémon Company and/or Nintendo.