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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

What Oranguru learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level14

  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 1TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • 5After YounormalStatus15 PPMakes the target act next this turn.
  • 10Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 15Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • 20Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • 25QuashdarkStatus100% acc15 PPMakes the target act last this turn.
  • 30Nasty PlotdarkStatus20 PPRaises the user’s Special Attack by two stages.
  • 35Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 40Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • 45PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 50InstructpsychicStatus15 PPForces the target to repeat its last used move.
  • 55Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • 60Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.

Egg4

  • Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
  • ExtrasensorypsychicSpecial80 BP100% acc20 PPHas a chance to make the target flinch.
  • Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • YawnnormalStatus10 PPTarget sleeps at the end of the next turn.

TM/HM54

  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • 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.
  • Chilling WaterwaterSpecial50 BP100% acc20 PPThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Expanding ForcepsychicSpecial80 BP100% acc10 PPIf Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%.
  • 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.
  • Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
  • Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Nasty PlotdarkStatus20 PPRaises the user’s Special Attack by two stages.
  • Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 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.
  • Psychic NoisepsychicSpecial75 BP100% acc10 PPThe user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
  • Psychic TerrainpsychicStatus10 PPProtects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • 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.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Skill SwappsychicStatus10 PPUser and target swap abilities.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • 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.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • 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