Pokemon Sword and Shield Oranguru is a Normal and Psychic Type Sage Pokémon, which makes it weak against Bug, Dark type moves. You can find and catch Oranguru in Glimwood Tangle with a 9% chance to encounter during All Weather weather when walking through tall grass. The Max IV Stats of Oranguru are 90 HP, 60 Attack, 90 SP Attack, 80 Defense, 110 SP Defense, and 60 Speed.
List of Oranguru Max IV Stats in Pokemon SW SH.
Stat | Amount | Bar Graph |
---|---|---|
Total | 490 | |
HP | 90 | |
Attack | 60 | |
Defense | 80 | |
Special Attack | 90 | |
Special Defense | 110 | |
Speed | 60 |
Based on this pokemon's stats we consider the best nature for Oranguru to have is Calm, this will increase it's Sp. Def and decrease it's Attack stats.
Oranguru Abilities
Ability | Type | Effect |
---|---|---|
Inner Focus | Normal | |
Telepathy | Normal | |
Symbiosis | Hidden |
Sword Pokedex Entry
With waves of its fan made from leaves and its own fur—Oranguru skillfully gives instructions to other Pokémon.
Shield Pokedex Entry
It knows the forest inside and out. If it comes across a wounded Pokémon, Oranguru will gather medicinal herbs to treat it.
Pokemon Sword and Shield Oranguru Evolutions
How do i evolve Oranguru in Pokemon Sword and Shield?
Currently Pokemon Sword and Shield Oranguru does not have an evolution form in Generation 8.
Oranguru Locations in Pokemon Sword and Shield
Where do i find and how to get Oranguru?
Spawn locations you can find Oranguru are in the Glimwood Tangle area, with a 9% chance to spawn during All Weather weather.
Oranguru is a Pokemon Shield Exclusive Pokemon and can only be found within the Shield Version of the game.
Non Overworld Spawns (NOT Visible - Randomly found in tall grass)
Pokemon Sword and Shield Oranguru Raids
Where do i find Oranguru Raids?
Oranguru Raid is exclusive and can only be found within the Pokemon Shield Version of the game.
Pokemon Sword and Shield Oranguru Weakness
Oranguru is a Normal and Psychic Type pokemon. This will cause it to take More Damage from Bug, Dark Type Moves and will take Less Damage from Psychic type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | Bug Dark |
0.5x Damage | Psychic |
0.25x Damage | |
Immune to Damage |
What pokemon is Oranguru Weak Against?
Pokemon | Type 1 | Type 2 | CP |
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What pokemon is Oranguru Strong Against?
Pokemon | Type 1 | Type 2 | CP |
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Pokemon SW and SH Oranguru Moves List
What moves can Oranguru learn from TMs, TRs, and Leveling?
Oranguru can learn the type move at level . This move Bolded Pow numbers are adjusted for this pokemon's Normal and Psychic type +50% STAB damage.
Oranguru Level Up Moves
Lvl | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
01 | [] Confusion | ||||||
01 | [] Taunt | ||||||
05 | [] After You | ||||||
10 | [] Calm Mind | ||||||
15 | [] Stored Power | ||||||
20 | [] Psych Up | ||||||
25 | [] Quash | ||||||
30 | [] Nasty Plot | ||||||
35 | [] Zen Headbutt | ||||||
40 | [] Trick Room | ||||||
45 | [] Psychic | ||||||
50 | [] Instruct | ||||||
55 | [] Foul Play | ||||||
60 | [] Future Sight |
TM Moves Oranguru can learn
TM | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM00 | Mega Punch | Physical | 120 | 85 | 20 | ||
TM01 | Mega Kick | Physical | 180 | 75 | 5 | ||
TM08 | Hyper Beam | Special | 225 | 90 | 5 | User must recharge next turn. | |
TM09 | Giga Impact | Physical | 225 | 90 | 5 | User must recharge next turn. | |
TM17 | Light Screen | Status | — | — | 30 | Halves damage from Special attacks for 5 turns. | |
TM18 | Reflect | Status | — | — | 20 | Halves damage from Physical attacks for 5 turns. | |
TM19 | Safeguard | Status | — | — | 25 | The user's party is protected from status conditions. | |
TM21 | Rest | Status | — | — | 10 | User sleeps for 2 turns, but user is fully healed. | |
TM22 | Rock Slide | Physical | 75 | 90 | 10 | May cause flinching. | |
TM24 | Snore | Special | 75 | 100 | 15 | Can only be used if asleep. May cause flinching. | |
TM25 | Protect | Status | — | — | 10 | Protects the user, but may fail if used consecutively. | |
TM31 | Attract | Status | — | 100 | 15 | If opponent is the opposite gender, it's less likely to attack. | |
TM33 | Rain Dance | Status | — | — | 5 | Makes it rain for 5 turns. | |
TM34 | Sunny Day | Status | — | — | 5 | Makes it sunny for 5 turns. | |
TM39 | Facade | Physical | 105 | 100 | 20 | Power doubles if user is burned, poisoned, or paralyzed. | |
TM43 | Brick Break | Physical | 75 | 100 | 15 | Breaks through Reflect and Light Screen barriers. | |
TM44 | Imprison | Status | — | — | 10 | Opponent is unable to use moves that the user also knows. | |
TM57 | Payback | Physical | 50 | 100 | 10 | Power doubles if the user was attacked first. | |
TM59 | Fling | Physical | — | 100 | 10 | Power depends on held item. | |
TM70 | Trick Room | Status | — | — | 5 | Slower Pokémon move first in the turn for 5 turns. | |
TM71 | Wonder Room | Status | — | — | 10 | Swaps every Pokémon's Defense and Special Defense for 5 turns. | |
TM72 | Magic Room | Status | — | — | 10 | Suppresses the effects of held items for five turns. | |
TM76 | Round | Special | 90 | 100 | 15 | Power increases if teammates use it in the same turn. | |
TM81 | Bulldoze | Physical | 60 | 100 | 20 | Lowers opponent's Speed. | |
TM91 | Psychic Terrain | Status | — | — | 10 | Prevents priority moves from being used for 5 turns. | |
TM97 | Brutal Swing | Physical | 60 | 100 | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Oranguru TR Moves
TR | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TR08 | Thunderbolt | Special | 90 | 100 | 15 | May paralyze opponent. | |
TR09 | Thunder | Special | 110 | 70 | 10 | May paralyze opponent. | |
TR10 | Earthquake | Physical | 100 | 100 | 10 | Power is doubled if opponent is underground from using Dig. | |
TR11 | Psychic | Special | 135 | 100 | 10 | May lower opponent's Special Defense. | |
TR20 | Substitute | Status | — | — | 10 | Uses HP to creates a decoy that takes hits. | |
TR25 | Psyshock | Special | 120 | 100 | 10 | Inflicts damage based on the target's Defense, not Special Defense. | |
TR26 | Endure | Status | — | — | 10 | Always left with at least 1 HP, but may fail if used consecutively. | |
TR27 | Sleep Talk | Status | — | — | 10 | User performs one of its own moves while sleeping. | |
TR30 | Encore | Status | — | 100 | 5 | Forces opponent to keep using its last move for 3 turns. | |
TR33 | Shadow Ball | Special | 80 | 100 | 15 | May lower opponent's Special Defense. | |
TR34 | Future Sight | Special | 180 | 100 | 10 | Damage occurs 2 turns later. | |
TR37 | Taunt | Status | — | 100 | 20 | Opponent can only use moves that attack. | |
TR38 | Trick | Status | — | 100 | 10 | Swaps held items with the opponent. | |
TR49 | Calm Mind | Status | — | — | 20 | Raises user's Special Attack and Special Defense. | |
TR64 | Focus Blast | Special | 120 | 70 | 5 | May lower opponent's Special Defense. | |
TR65 | Energy Ball | Special | 90 | 100 | 10 | May lower opponent's Special Defense. | |
TR68 | Nasty Plot | Status | — | — | 20 | Sharply raises user's Special Attack. | |
TR69 | Zen Headbutt | Physical | 120 | 90 | 15 | May cause flinching. | |
TR81 | Foul Play | Physical | 95 | 100 | 15 | Uses the opponent's Attack stat. | |
TR82 | Stored Power | Special | 30 | 100 | 10 | Power increases when user's stats have been raised. | |
TR83 | Ally Switch | Status | — | — | 15 | User switches with opposite teammate. | |
TR85 | Work Up | Status | — | — | 30 | Raises user's Attack and Special Attack. |
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