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Oranguruin Pokémon Heart & Soul

normalpsychic
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Pokédex Entry

Sage Pokémon

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.

Oranguru in Pokémon Heart & Soul

Oranguru is #765 in the Pokédex for Pokémon Heart & Soul. This page covers its normal/psychic typing, base stats, abilities, level-up and TM/HM moves, evolution, and where to find it.

Type
NormalPsychic
Dex
#765
Abilities
Inner Focus(Primary)

Prevents flinching.

Telepathy(Secondary)

Can't be damaged by an ally.

Symbiosis(Hidden)

Passes its item to an ally.

Growth Rate
slow
Gender Ratio
50% Male, 50% Female
Egg Groups
field
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
45
pokeball
Poké Ball5.3%
greatball
Great Ball7.5%
ultraball
Ultra Ball8.9%
Base Exp
172
EV Yield
2 SpecialDefense
Wild Held Items
None
Weak To
bug ×2dark ×2
Resists
psychic ×0.5
Immune To
ghost

How to Obtain

Oranguru has no wild encounters recorded in this game, and no other in-game source is recorded yet.

Gen 7 Moves

The movepool a new game starts with.

Level Up (15)

ConfusionLevel: 1psychic
PWR50ACC100PP25
A psychic attack that may cause confusion.
After YouLevel: 4normal
PWR0ACC0PP15
Helps out the target, letting it move next.
TauntLevel: 8dark
PWR0ACC100PP20
Taunts the foe into only using attack moves.
QuashLevel: 11dark
PWR0ACC100PP15
Suppresses the foe, making it move last.
Stored PowerLevel: 15psychic
PWR20ACC100PP10
The higher the user's stats the more damage caused.
Psych UpLevel: 18normal
PWR0ACC0PP10
Copies foe's stat changes and gives to the user.
Feint AttackLevel: 22dark
PWR60ACC0PP20
Draws the foe close, then strikes without fail.
Nasty PlotLevel: 25dark
PWR0ACC0PP20
Thinks bad thoughts to sharply boost Sp. Atk.
Zen HeadbuttLevel: 29psychic
PWR80ACC90PP15
Hits with a strong head- butt. May cause flinching.
InstructLevel: 32psychic
PWR0ACC0PP15
Orders the target to use its last move again.
Foul PlayLevel: 36dark
PWR95ACC100PP15
The higher the foe's Attack the more damage caused.
Calm MindLevel: 39psychic
PWR0ACC0PP20
Raises Sp. Atk and Sp. Def by focusing the mind.
PsychicLevel: 43psychic
PWR90ACC100PP10
A powerful psychic attack that may lower Sp. Def.
Future SightLevel: 46psychic
PWR80ACC0PP0
Heightens inner power to strike 2 turns later.
Trick RoomLevel: 50psychic
PWR0ACC0PP5
Slower Pokémon get to move first for 5 turns.

Egg Moves (3)

Extrasensorypsychic
PWR80ACC100PP0
Attacks with a peculiar power. May cause flinching.
Wonder Roompsychic
PWR0ACC0PP10
Defense and Sp. Def stats are swapped for 5 turns.
Psychic Terrainpsychic
PWR0ACC0PP10
The ground turns weird for 5 turns. Blocks priority.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (15)

ConfusionLevel: 1psychic
PWR50ACC100PP25
A psychic attack that may cause confusion.
After YouLevel: 4normal
PWR0ACC0PP15
Helps out the target, letting it move next.
TauntLevel: 8dark
PWR0ACC100PP20
Taunts the foe into only using attack moves.
QuashLevel: 11dark
PWR0ACC100PP15
Suppresses the foe, making it move last.
Stored PowerLevel: 15psychic
PWR20ACC100PP10
The higher the user's stats the more damage caused.
Psych UpLevel: 18normal
PWR0ACC0PP10
Copies foe's stat changes and gives to the user.
Feint AttackLevel: 22dark
PWR60ACC0PP20
Draws the foe close, then strikes without fail.
Nasty PlotLevel: 25dark
PWR0ACC0PP20
Thinks bad thoughts to sharply boost Sp. Atk.
Zen HeadbuttLevel: 29psychic
PWR80ACC90PP15
Hits with a strong head- butt. May cause flinching.
InstructLevel: 32psychic
PWR0ACC0PP15
Orders the target to use its last move again.
Foul PlayLevel: 36dark
PWR95ACC100PP15
The higher the foe's Attack the more damage caused.
Calm MindLevel: 39psychic
PWR0ACC0PP20
Raises Sp. Atk and Sp. Def by focusing the mind.
PsychicLevel: 43psychic
PWR90ACC100PP10
A powerful psychic attack that may lower Sp. Def.
Future SightLevel: 46psychic
PWR80ACC0PP0
Heightens inner power to strike 2 turns later.
Trick RoomLevel: 50psychic
PWR0ACC0PP5
Slower Pokémon get to move first for 5 turns.

TM/HM Moves (42)

Attractnormal
PWR0ACC100PP15TM45
Makes the opposite gender less likely to attack.
Brick Breakfighting
PWR75ACC100PP15TM31
Destroys barriers such as REFLECT and causes damage.
Calm Mindpsychic
PWR0ACC0PP20TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
Dream Eaterpsychic
PWR100ACC100PP15TM85
Takes one half the damage inflicted on a sleeping foe.
Earthquakeground
PWR100ACC100PP10TM26
A powerful quake that hits all other POKéMON.
Embargodark
PWR0ACC100PP15TM63
Prevents the foe from using any items.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Energy Ballgrass
PWR0ACC100PP10TM53
Draws power from nature to attack. May lower Sp. Def.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Flingdark
PWR1ACC100PP10TM56
The effectiveness varies with the held item.
Focus Blastfighting
PWR120ACC70PP5TM52
Attacks at full power. May lower Sp. Def.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Giga Impactnormal
PWR150ACC90PP5TM68
Leaves the user immobile if target is not KO'd.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Hyper Beamnormal
PWR150ACC90PP5TM15
Leaves the user immobile if target is not KO'd.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Paybackdark
PWR50ACC100PP10TM66
Attack that gains power if the user moves last.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Psychicpsychic
PWR90ACC100PP10TM29
A powerful psychic attack that may lower Sp. Def.
Psych Upnormal
PWR0ACC0PP10TM77
Copies foe's stat changes and gives to the user.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Rock Sliderock
PWR75ACC90PP10TM80
Hits the foe with an avalanche of rocks.
Safeguardnormal
PWR0ACC0PP25TM20
Protects allies from status problems for 5 turns.
Shadow Ballghost
PWR80ACC100PP15TM30
Hurls a black blob that may lower the foe's Sp. Def.
Skill Swappsychic
PWR0ACC0PP10TM48
The user swaps special abilities with the target.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Snatchdark
PWR0ACC0PP10TM49
Steals the effects of the move the target uses next.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
PWR0ACC0PP5TM11
Boosts the power of Fire- type moves for 5 turns.
Swaggernormal
PWR0ACC0PP15TM87
Confuses the foe, but also sharply raises its Attack.
Tauntdark
PWR0ACC100PP20TM12
Taunts the foe into only using attack moves.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Toxicpoison
PWR0ACC0PP10TM06
Poisons the foe with an intensifying toxin.
Trick Roompsychic
PWR0ACC0PP5TM92
Slower Pokémon get to move first for 5 turns.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.

Type Summary

2
Weaknesses
1
Resistances
1
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Oranguru. Use these types to counter it effectively.

Resistances & Immunities

Types that Oranguru resists or is immune to. Avoid using these types against it.

Immunities (0×)

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