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Oranguru (Pokémon)/Generation VIII learnset
Language
Watch
Edit
← Oranguru
Oranguru is available in
Sword and Shield
.
By
leveling up
Generation VIII
Other generations:
VII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Confusion
Psychic
Special
050
50
100
100%
25
01
1
Taunt
Dark
Status
0000
—
100
100%
20
05
5
After You
Normal
Status
0000
—
00—
—%
15
10
10
Calm Mind
Psychic
Status
0000
—
00—
—%
20
15
15
Stored Power
Psychic
Special
020
20
100
100%
10
20
20
Psych Up
Normal
Status
0000
—
00—
—%
10
25
25
Quash
Dark
Status
0000
—
100
100%
15
30
30
Nasty Plot
Dark
Status
0000
—
00—
—%
20
35
35
Zen Headbutt
Psychic
Physical
080
80
090
90%
15
40
40
Trick Room
Psychic
Status
0000
—
00—
—%
5
45
45
Psychic
Psychic
Special
090
90
100
100%
10
50
50
Instruct
Psychic
Status
0000
—
00—
—%
15
55
55
Foul Play
Dark
Physical
095
95
100
100%
15
60
60
Future Sight
Psychic
Special
120
120
100
100%
10
Bold
indicates a move that gets
STAB
when used by Oranguru
Italic
indicates a move that gets STAB only when used by an Evolution of Oranguru
By
TM
/
TR
Generation VIII
Other generations:
VII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM00
TM00
Mega Punch
Normal
Physical
080
80
085}}
85%
20
TM01
TM01
Mega Kick
Normal
Physical
120
120
075}}
75%
5
TM08
TM08
Hyper Beam
Normal
Special
150
150
090}}
90%
5
TM09
TM09
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM17
TM17
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM18
TM18
Reflect
Psychic
Status
0000
—
00—}}
—%
20
TM19
TM19
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM22
TM22
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM24
TM24
Snore
Normal
Special
050
50
100}}
100%
15
TM25
TM25
Protect
Normal
Status
0000
—
00—}}
—%
10
TM31
TM31
Attract
Normal
Status
0000
—
100}}
100%
15
TM33
TM33
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM34
TM34
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM39
TM39
Facade
Normal
Physical
070
70
100}}
100%
20
TM43
TM43
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM44
TM44
Imprison
Psychic
Status
0000
—
00—}}
—%
10
TM57
TM57
Payback
Dark
Physical
050
50
100}}
100%
10
TM59
TM59
Fling
Dark
Physical
0000
—
100}}
100%
10
TM70
TM70
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
TM71
TM71
Wonder Room
Psychic
Status
0000
—
00—}}
—%
10
TM72
TM72
Magic Room
Psychic
Status
0000
—
00—}}
—%
10
TM76
TM76
Round
Normal
Special
060
60
100}}
100%
15
TM81
TM81
Bulldoze
Ground
Physical
060
60
100}}
100%
20
TM91
TM91
Psychic Terrain
Psychic
Status
0000
—
00—}}
—%
10
TM97
TM97
Brutal Swing
Dark
Physical
060
60
100}}
100%
20
TR08
TR08
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TR09
TR09
Thunder
Electric
Special
110
110
070}}
70%
10
TR10
TR10
Earthquake
Ground
Physical
100
100
100}}
100%
10
TR11
TR11
Psychic
Psychic
Special
090
90
100}}
100%
10
TR20
TR20
Substitute
Normal
Status
0000
—
00—}}
—%
10
TR25
TR25
Psyshock
Psychic
Special
080
80
100}}
100%
10
TR26
TR26
Endure
Normal
Status
0000
—
00—}}
—%
10
TR27
TR27
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TR30
TR30
Encore
Normal
Status
0000
—
100}}
100%
5
TR33
TR33
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TR34
TR34
Future Sight
Psychic
Special
120
120
100}}
100%
10
TR37
TR37
Taunt
Dark
Status
0000
—
100}}
100%
20
TR38
TR38
Trick
Psychic
Status
0000
—
100}}
100%
10
TR49
TR49
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TR64
TR64
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TR65
TR65
Energy Ball
Grass
Special
090
90
100}}
100%
10
TR68
TR68
Nasty Plot
Dark
Status
0000
—
00—}}
—%
20
TR69
TR69
Zen Headbutt
Psychic
Physical
080
80
090}}
90%
15
TR81
TR81
Foul Play
Dark
Physical
095
95
100}}
100%
15
TR82
TR82
Stored Power
Psychic
Special
020
20
100}}
100%
10
TR83
TR83
Ally Switch
Psychic
Status
0000
—
00—}}
—%
15
TR85
TR85
Work Up
Normal
Status
0000
—
00—}}
—%
30
Bold
indicates a move that gets
STAB
when used by Oranguru
Italic
indicates a move that gets STAB only when used by an Evolution of Oranguru
By
breeding
Generation VIII
Other generations:
VII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Dream Eater
Psychic
Special
100
100%
15
Extrasensory
Psychic
Special
80
100%
20
Last Resort
Normal
Physical
140
100%
5
Yawn
Normal
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Oranguru in Generation VIII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Oranguru in that game.
Bold
indicates a move that gets
STAB
when used by Oranguru
Italic
indicates a move that gets STAB only when used by an Evolution of Oranguru
By
tutoring
Generation VIII
Other generations:
VII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
Sw
Sh
EP
BD
SP
Expanding Force
Psychic
Special
80
100%
10
Sw
Sh
EP
BD
SP
Terrain Pulse
Normal
Special
50
100%
10
Bold
indicates a move that gets
STAB
when used by Oranguru
Italic
indicates a move that gets STAB only when used by an Evolution of Oranguru
Click on the generation numbers at the top to see Move Tutor moves from other generations
By
transfer
from another generation
Generation VIII
Other generations:
None
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
VII
Block
Normal
Status
0000
—
00—}}
—%
5
VII
Charge Beam
Electric
Special
050
50
090}}
90%
10
VII
Confide
Normal
Status
0000
—
00—}}
—%
20
VII
Covet
Normal
Physical
060
60
100}}
100%
25
VII
Double Team
Normal
Status
0000
—
00—}}
—%
15
VII
Embargo
×
Dark
Status
0000
—
100}}
100%
15
VII
Feint Attack
×
Dark
Physical
060
60
00—}}
—%
20
VII
Frustration
×
Normal
Physical
0000
—
100}}
100%
20
VII
Gravity
Psychic
Status
0000
—
00—}}
—%
5
VII
Hidden Power
×
Normal
Special
060
60
100}}
100%
15
VII
Knock Off
Dark
Physical
065
65
100}}
100%
20
VII
Magic Coat
Psychic
Status
0000
—
00—}}
—%
15
VII
Nature Power
Normal
Status
0000
—
00—}}
—%
20
VII
Pain Split
Normal
Status
0000
—
00—}}
—%
20
VII
Return
×
Normal
Physical
0000
—
100}}
100%
20
VII
Snatch
×
Dark
Status
0000
—
00—}}
—%
10
VII
Spite
Ghost
Status
0000
—
100}}
100%
10
VII
Swagger
Normal
Status
0000
—
085}}
85%
15
VII
Telekinesis
×
Psychic
Status
0000
—
00—}}
—%
15
VII
Toxic
Poison
Status
0000
—
090}}
90%
10
Transferred Pokémon only retain these moves in
Pokémon Sword and Shield
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Oranguru
Italic
indicates a move that gets STAB only when used by an Evolution of Oranguru
×
indicates a move that
cannot be used in Sword and Shield