Oranguru is a Normal/Psychic-type Pokémon introduced in Generation VII, with a base stat total of 490 and no standard evolutions.

Oranguru

Oranguru

Abilities

Inner Focus

Prevents flinching.

Telepathy

Anticipates an ally’s attack and dodges it.

Symbiosis

The Pokémon can pass an item to an ally.

Hidden Ability

Base Stats

Total: 490
EV Yield: 2 Sp. Def
HP: 90
Attack: 60
Defense: 80
Sp. Atk: 90
Sp. Def: 110
Speed: 60

Oranguru's Weaknesses and Resistances

Weak To

Resists

Immune To

Evolution Chain

Oranguru does not evolve into or from any other Pokémon.

Oranguru Playthrough, Competitive, and Nuzlocke Usage

Using Oranguru in a Playthrough

Oranguru does not evolve, so any one obtained arrives with its full 90 HP, 90 Special Attack, and 110 Special Defense immediately, although base 60 Speed means it rarely functions as a conventional fast attacker. Normal/Psychic is an unusual defensive typing that grants a Ghost immunity, a Psychic resistance, and only Bug and Dark weaknesses, while Fighting becomes neutral rather than super effective because Psychic offsets Normal's weakness. Its broad special and support movepool can support Psychic STAB, coverage, Calm Mind, screens, Trick Room, and status or utility depending on the game, giving it considerably more flexibility than its modest offensive stats initially suggest. Instruct is the line's defining move but is primarily relevant in doubles, where it orders an ally to repeat its most recent move; Telepathy likewise becomes much more useful in doubles because it protects Oranguru from damaging moves used by its partner. Inner Focus was improved in Generation VIII to block Intimidate as well as flinching, which gives it a small but meaningful advantage against common doubles disruption. Oranguru is version-exclusive in several of its main-series appearances, including Moon/Ultra Moon, Shield, and Scarlet, so availability can be more restrictive than its lack of an evolution requirement would imply; Calm or Modest are reasonable Natures for defensive support or stronger special offense respectively.

Oranguru in Competitive Pokémon

Oranguru's competitive reputation is much more significant in doubles than its low singles usage suggests. In Generation VII singles it was a ZU Pokémon with occasional PU relevance, where its good special bulk, broad movepool, and setup options were undermined by middling Speed, only moderate immediate power, and competition from more efficient Psychic-types. VGC 2017 gave Oranguru its clearest historical role: it could set Trick Room and then use its signature Instruct to make a slow partner such as Torkoal, Alolan Marowak, or another heavy attacker execute a powerful move a second time in the same turn. Telepathy was especially useful on such teams because spread attacks from its own partner could be used without damaging Oranguru, while Inner Focus protected it from flinching and later generations added Intimidate immunity to that Ability. In Sword/Shield singles it remained in ZU and could experiment with Nasty Plot or bulky setup, while Scarlet/Violet also currently lists Oranguru in ZU, confirming that its unusual tools have never translated into sustained high-tier singles usage. Its historical identity is therefore best described as a specialized Trick Room and Instruct enabler in doubles and a niche bulky Psychic-type in lower-tier singles rather than a generally dominant competitive Pokémon.

Oranguru in Nuzlockes

Oranguru can be a dependable Nuzlocke support Pokémon because its solid mixed bulk, Ghost immunity, and only two type weaknesses give it more safe switching opportunities than many Psychic-types. Its low Speed means it often has to take a hit before acting, however, so strong physical Dark- or Bug-type attacks are dangerous despite its respectable HP and Defense. Calm Mind can make it difficult for special attackers to break, but repeated setup creates unnecessary critical-hit exposure when a direct attack, screen, or switch would already secure the matchup. In single battles, Instruct and Telepathy provide little or no value, so a Nuzlocke should judge Oranguru primarily by its bulk, coverage, status options, and Psychic STAB rather than by the doubles gimmicks that define its competitive reputation. Trick Room can be excellent on deliberately slow teams but also changes turn order for the opponent, so it is safest when the opposing roster and Speed relationships are well understood. Inner Focus becomes especially useful from Generation VIII onward because immunity to both flinching and Intimidate removes two common forms of battle variance and disruption.

Learnsets

72 moves · Scarlet Violet

Level Up

1 Confusion psychic type 50 100 special move
1 Taunt dark type --- 100 status move
5 After You normal type --- --- status move
10 Calm Mind psychic type --- --- status move
15 Stored Power psychic type 20 100 special move
20 Psych Up normal type --- --- status move
25 Quash dark type --- 100 status move
30 Nasty Plot dark type --- --- status move
35 Zen Headbutt psychic type 80 90 physical move
40 Trick Room psychic type --- --- status move
45 Psychic psychic type 90 100 special move
50 Instruct psychic type --- --- status move
55 Foul Play dark type 95 100 physical move
60 Future Sight psychic type 120 100 special move

Machine

- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Psybeam psychic type 65 100 special move
- Hyper Beam normal type 150 90 special move
- Thunderbolt electric type 90 100 special move
- Thunder electric type 110 70 special move
- Earthquake ground type 100 100 physical move
- Psychic psychic type 90 100 special move
- Light Screen psychic type --- --- status move
- Reflect psychic type --- --- status move
- Swift normal type 60 --- special move
- Rest psychic type --- --- status move
- Rock Slide rock type 75 90 physical move
- Substitute normal type --- --- status move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Pain Split normal type --- --- status move
- Encore normal type --- 100 status move
- Rain Dance water type --- --- status move
- Sunny Day fire type --- --- status move
- Psych Up normal type --- --- status move
- Shadow Ball ghost type 80 100 special move
- Future Sight psychic type 120 100 special move
- Facade normal type 70 100 physical move
- Taunt dark type --- 100 status move
- Trick psychic type --- 100 status move
- Brick Break fighting type 75 100 physical move
- Knock Off dark type 65 100 physical move
- Endeavor normal type --- 100 physical move
- Skill Swap psychic type --- --- status move
- Imprison psychic type --- --- status move
- Hyper Voice normal type 90 100 special move
- Calm Mind psychic type --- --- status move
- Gravity psychic type --- --- status move
- Fling dark type --- 100 physical move
- Focus Blast fighting type 120 70 special move
- Energy Ball grass type 90 100 special move
- Giga Impact normal type 150 90 physical move
- Nasty Plot dark type --- --- status move
- Zen Headbutt psychic type 80 90 physical move
- Trick Room psychic type --- --- status move
- Charge Beam electric type 50 90 special move
- Psyshock psychic type 80 100 special move
- Foul Play dark type 95 100 physical move
- Stored Power psychic type 20 100 special move
- Bulldoze ground type 60 100 physical move
- Psychic Terrain psychic type --- --- status move
- Expanding Force psychic type 80 100 special move
- Tera Blast normal type 80 100 special move
- Trailblaze grass type 50 100 physical move
- Chilling Water water type 50 100 special move
- Psychic Noise psychic type 75 100 special move

Egg

- Dream Eater psychic type 100 100 special move
- Yawn normal type --- --- status move
- Extrasensory psychic type 80 100 special move
- Last Resort normal type 140 100 physical move

Pokédex Entries

6 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.

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.

Where To Find Oranguru

1 locations
Lush Jungle · AlolaWalking, Bubbling Spots · version details vary

Lush Jungle North

Moon max 5%
Walking · Lv. 18–21 · 5%
Ultra Moon max 5%
Walking · Lv. 19–22 · 5%

Lush Jungle South

Moon max 5%
Walking · Lv. 18–21 · 5%
Ultra Moon max 35%
Bubbling Spots · Lv. 19–22 · 30%Walking · Lv. 19–22 · 5%

Lush Jungle West

Moon max 5%
Walking · Lv. 18–21 · 5%
Ultra Moon max 35%
Bubbling Spots · Lv. 19–22 · 30%Walking · Lv. 19–22 · 5%

Additional Images

PokeAPI sprites

Open this section to load extra PokeAPI sprite images.

Oranguru Biology and Behavior

Oranguru is a solitary forest-dwelling Pokémon that spends long periods meditating high in trees and becomes increasingly long-furred with age. Despite its aloof behavior, it gives food to hungry Pokémon and medicine to injured ones, and its intelligence is high enough that it has been observed using human tools and even Poké Balls. Ancient people regarded Oranguru as people of the forest, while modern accounts emphasize that it often gives orders to other Pokémon and may be difficult for a Trainer to command. Members of its own species do not readily cooperate; Oranguru instead challenge one another in contests of intelligence to establish superiority. It also travels to beaches to match wits with Slowking, providing a rare documented intellectual rivalry between two Pokémon species. The fan it carries is constructed from leaves woven together with strands of its own purple fur.

Oranguru Biological Data

National Pokédex
#765
Species
Sage Pokémon
Height
4' 11" (1.5 m)
Weight
167.6 lbs (76.0 kg)
Habitat
Currently Unknown
Color
White
Body Style
Humanoid
Gender
50% female / 50% male

Misc

Catch Rate: 45

Base Experience: 172 Exp

Hatch Counter: 20

Oranguru Size Comparison: BETA

Oranguru is listed at 4' 11" (1.5 m); this chart uses a pose-adjusted visual scale.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
oranguru
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.

Oranguru currently uses a pose-adjusted visual scale.