#765 Oranguru
General Location Attacks Stats Egg Moves
Picture Name Other Names No. Gender Ratio Type
Oranguru
Japan: Yareyuutan
ヤレユータン
French: Gouroutan
German: Kommandutan
Korean: 하랑우탄
National: #765
Alola: #176
Melemele: #---
Akala: #103
Ula'ula: #---
Poni: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Sage Pokémon 4'11"
1.5m
167.5lbs
76.0kg
455,120
Abilities: Inner Focus - Telepathy - Symbiosis (Hidden Ability)
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch.
Telepathy: Prevents damage from team-mates during Double and Triple battles
Hidden Ability (Not Available):
Symbiosis: Passes the Pokémon's hold item to its adjacent ally when that ally consumes its hold item
Experience Growth Base Happiness Effort Values Earned S.O.S. Calling
1,250,000 Points
Slow
70 2 Sp. Defense Point(s)
Often
Damage Taken
*1 *1 *1 *1 *1 *1 *1 *1 *1 *1 *0.5 *2 *1 *0 *1 *2 *1 *1
Wild Hold Item Egg Groups
 
Field
Evolutionary Chain
Locations - In-Depth Details
Sun Trade from Moon
Moon Lush JungleDetails
Trainer Locations  Details
Flavor Text
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.

Sun/Moon Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. This may also confuse the target.
4 After You -- -- 15 --
The user helps the target and makes it use its move right after the user.
8 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
11 Quash -- 100 15 --
The user suppresses the target and makes its move go last.
15 Stored Power 20 100 10 --
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.
18 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
22 Feint Attack 60 -- 20 --
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
25 Nasty Plot -- -- 20 --
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
29 Zen Headbutt 80 90 15 20
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
32 Instruct -- -- 15 --
The user instructs the target to use the target's last move again.
36 Foul Play 95 100 15 --
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
39 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
43 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
46 Future Sight 120 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
50 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM01 Work Up -- -- 30 --
The user is roused, and its Attack and Sp. Atk stats increase.
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect -- -- 10 --
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status conditions for five turns.
TM21 Frustration ?? 100 20 --
This full-power attack grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM26 Earthquake 100 100 10 --
The user sets off an earthquake that strikes every Pokémon around it.
TM27 Return ?? 100 20 --
This full-power attack grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
TM31 Brick Break 75 100 15 --
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
TM42 Facade 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM52 Focus Blast 120 70 5 10
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
TM53 Energy Ball 90 100 10 10
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
TM56 Fling ?? 100 10 --
The user flings its held item at the target to attack. This move's power and effects depend on the item.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM59 Brutal Swing 60 100 20 --
The user swings its body around violently to inflict damage on everything in its vicinity.
TM60 Quash -- 100 15 --
The user suppresses the target and makes its move go last.
TM63 Embargo -- 100 15 --
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
TM66 Payback 50 100 10 --
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user can't move on the next turn.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM78 Bulldoze 60 100 20 100
The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.
TM80 Rock Slide 75 90 10 30
Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.
TM87 Swagger -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
TM96 Nature Power -- -- 20 --
This attack makes use of nature's power. Its effects vary depending on the user's environment.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Extrasensory 80 100 20 10 Details
The user attacks with an odd, unseeable power. This may also make the target flinch.
Wonder Room -- -- 10 -- Details
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Psychic Terrain -- -- 10 -- Details
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/120(Spe) -- 1 --
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
All-Out Pummeling 140(Phy)/190(Spe) -- 1 --
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
Tectonic Rage 180 -- 1 --
The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.
Continental Crush 140 -- 1 --
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.
Never-Ending Nightmare 160 -- 1 --
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
Bloom Doom 175 -- 1 --
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
Gigavolt Havoc 185 -- 1 --
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
Shattered Psyche 160(Phy)/190(Spe) -- 1 --
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
Black Hole Eclipse 175 -- 1 --
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 90 60 80 90 110 60
Max Stats
Hindering Nature
Lv. 50 150 - 197 58 - 100 76 - 118 85 - 127 103 - 145 58 - 100
Lv. 100 290 - 384 112 - 197 148 - 233 166 - 251 202 - 287 112 - 197
Max Stats
Neutral Nature
Lv. 50 150 - 197 65 - 112 85 - 132 95 - 142 115 - 162 65 - 112
Lv. 100 290 - 384 125 - 219 165 - 259 185 - 279 225 - 319 125 - 219
Max Stats
Beneficial Nature
Lv. 50 150 - 197 71 - 123 93 - 145 104 - 156 126 - 178 71 - 123
Lv. 100 290 - 384 137 - 240 181 - 284 203 - 306 247 - 350 137 - 240

<--- #764
Comfey
#766
Passimian
--->

 
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