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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Oranguru sprite

#0765

Oranguru

normalpsychic1.5 m · 76.0 kg

Base stats 490 total

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

Abilities

  • Inner Focus
  • Telepathy
  • Symbiosis hidden

Learnset

Showing Ultra Sun / Ultra Moonpick a game to switch.

Level15

  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 4After YounormalStatus15 PPMakes the target act next this turn.
  • 8TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • 11QuashdarkStatus100% acc15 PPMakes the target act last this turn.
  • 15Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • 18Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • 22Feint AttackdarkPhysical60 BP20 PPNever misses.
  • 25Nasty PlotdarkStatus20 PPRaises the user’s Special Attack by two stages.
  • 29Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 32InstructpsychicStatus15 PPForces the target to repeat its last used move.
  • 36Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • 39Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 43PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 46Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • 50Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.

Egg3

  • ExtrasensorypsychicSpecial80 BP100% acc20 PPHas a chance to make the target flinch.
  • Psychic TerrainpsychicStatus10 PPProtects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
  • Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.

TM/HM43

  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EmbargodarkStatus100% acc15 PPTarget cannot use held items.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Nature PowernormalStatus20 PPUses a move which depends upon the terrain.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • QuashdarkStatus100% acc15 PPMakes the target act last this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Tutor17

  • After YounormalStatus15 PPMakes the target act next this turn.
  • Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • BlocknormalStatus5 PPPrevents the target from leaving battle.
  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
  • Magic RoompsychicStatus10 PPNegates held items for five turns.
  • Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • SnatchdarkStatus10 PPSteals the target’s move, if it’s self-targeted.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • SpiteghostStatus100% acc10 PPLowers the PP of the target’s last used move by 4.
  • TelekinesispsychicStatus15 PPMoves have 100% accuracy against the target for three turns.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 5 games

  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Scarlet / Violet
  • champions