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Oranguru Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Oranguru, a Normal/Psychic type creature first seen in Generation 7. Oranguru live solitary lives deep in the forests, and also, do not usually take much action. Instead, they position themselves high up in the trees to meditate. Long ago, people thought that Oranguru were humans who dwelled in the forest depths, so they called them the people of the forests. Oranguru is kind to the other creature living in the forest, providing medicine for injured creature, and also, food for the hungry. The fan-like objects held by Oranguru are handmade by the Oranguru themselves. These fans appear to be made of layers of leaves bound together with Oranguru's own fur.

Oranguru #0765
Sage Pokémon
Pokemon Profile
Pokédex Data
National No. #0765
Type normal psychic
Species Sage Pokémon
Height 1.5 m (4'108")
Weight 76.0 kg (167.6 lbs)
Abilities Inner focus,Telepathy,Symbiosis
Color White
Introduced in Generation 7
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 90 19%
Attack 60 13%
Defense 80 17%
Sp. Atk 90 19%
Sp. Def 110 23%
Speed 60 13%
Total 490
Evolution

Oranguru does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Oranguru learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
43 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
22 Feint Attack The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. Physical Dark 60 0 20
18 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
46 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
8 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
39 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
25 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
29 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
50 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
36 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 15
4 After You The user helps the target and makes it use its move right after the user. Status Normal 0 0 15
15 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
11 Quash The user suppresses the target and makes its move go last. Status Dark 0 100 15
32 Instruct The user instructs the target to use the target’s last move again. Status Psychic 0 0 15

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Yawn The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. Status Normal 0 0 10
0 Extrasensory The user attacks with an odd, unseeable power. This may also make the target flinch. Special Psychic 80 100 20
0 Last Resort This move can be used only after the user has used all the other moves it knows in the battle. Physical Normal 140 100 5
0 Wonder Room The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. Status Psychic 0 0 10
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10

Oranguru Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Nature Power An attack that makes use of nature’s power. Its effects vary depending on the user’s environment. Status Normal 0 0 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage. Special Normal 90 100 10
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Work Up The user is roused, and its Attack and Sp. Atk stats increase. Status Normal 0 0 30
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity. Physical Dark 60 100 20
0 Tera Blast Special Normal 80 100 10
0 Trailblaze Physical Grass 50 100 20
0 Chilling Water Special Water 50 100 20

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