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Oranguru (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Oranguru
By
leveling up
Generation VII
Other generations:
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Confusion
Psychic
Special
050
50
100
100%
25
04
4
After You
Normal
Status
0000
—
00—
—%
15
08
8
Taunt
Dark
Status
0000
—
100
100%
20
11
11
Quash
Dark
Status
0000
—
100
100%
15
15
15
Stored Power
Psychic
Special
020
20
100
100%
10
18
18
Psych Up
Normal
Status
0000
—
00—
—%
10
22
22
Feint Attack
Dark
Physical
060
60
00—
—%
20
25
25
Nasty Plot
Dark
Status
0000
—
00—
—%
20
29
29
Zen Headbutt
Psychic
Physical
080
80
090
90%
15
32
32
Instruct
Psychic
Status
0000
—
00—
—%
15
36
36
Foul Play
Dark
Physical
095
95
100
100%
15
39
39
Calm Mind
Psychic
Status
0000
—
00—
—%
20
43
43
Psychic
Psychic
Special
090
90
100
100%
10
46
46
Future Sight
Psychic
Special
120
120
100
100%
10
50
50
Trick Room
Psychic
Status
0000
—
00—
—%
5
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
Generation VII
Other generations:
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM01
TM01
Work Up
Normal
Status
0000
—
00—}}
—%
30
TM03
TM03
Psyshock
Psychic
Special
080
80
100}}
100%
10
TM04
TM04
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM12
TM12
Taunt
Dark
Status
0000
—
100}}
100%
20
TM16
TM16
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM20
TM20
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM24
TM24
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TM25
TM25
Thunder
Electric
Special
110
110
070}}
70%
10
TM26
TM26
Earthquake
Ground
Physical
100
100
100}}
100%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM29
TM29
Psychic
Psychic
Special
090
90
100}}
100%
10
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM33
TM33
Reflect
Psychic
Status
0000
—
00—}}
—%
20
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM52
TM52
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TM53
TM53
Energy Ball
Grass
Special
090
90
100}}
100%
10
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM57
TM57
Charge Beam
Electric
Special
050
50
090}}
90%
10
TM59
TM59
Brutal Swing
Dark
Physical
060
60
100}}
100%
20
TM60
TM60
Quash
Dark
Status
0000
—
100}}
100%
15
TM63
TM63
Embargo
Dark
Status
0000
—
100}}
100%
15
TM66
TM66
Payback
Dark
Physical
050
50
100}}
100%
10
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
TM78
TM78
Bulldoze
Ground
Physical
060
60
100}}
100%
20
TM80
TM80
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM85
TM85
Dream Eater
Psychic
Special
100
100
100}}
100%
15
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM92
TM92
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
TM96
TM96
Nature Power
Normal
Status
0000
—
00—}}
—%
20
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
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 VII
Other generations:
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Extrasensory
Psychic
Special
80
100%
20
Psychic Terrain
Psychic
Status
—
—%
10
Wonder Room
Psychic
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Oranguru in Generation VII
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 VII
Other generations:
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
After You
Normal
Status
—
—%
15
S
M
US
UM
Ally Switch
Psychic
Status
—
—%
15
S
M
US
UM
Block
Normal
Status
—
—%
5
S
M
US
UM
Covet
Normal
Physical
60
100%
25
S
M
US
UM
Foul Play
Dark
Physical
95
100%
15
S
M
US
UM
Gravity
Psychic
Status
—
—%
5
S
M
US
UM
Knock Off
Dark
Physical
65
100%
20
S
M
US
UM
Magic Coat
Psychic
Status
—
—%
15
S
M
US
UM
Magic Room
Psychic
Status
—
—%
10
S
M
US
UM
Pain Split
Normal
Status
—
—%
20
S
M
US
UM
Snatch
Dark
Status
—
—%
10
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Spite
Ghost
Status
—
100%
10
S
M
US
UM
Telekinesis
Psychic
Status
—
—%
15
S
M
US
UM
Trick
Psychic
Status
—
100%
10
S
M
US
UM
Wonder Room
Psychic
Status
—
—%
10
S
M
US
UM
Zen Headbutt
Psychic
Physical
80
90%
15
A black or white abbreviation in a colored box indicates that Oranguru can be tutored the move in that game
A colored abbreviation in a white box indicates that Oranguru cannot be tutored the move 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
events
Generation VII
Other generations:
VIII
-
IX
Event
Move
Type
Cat.
Pwr.
Acc.
PP
Easter Egg Oranguru
Korean Egg Oranguru
Psychic Terrain
Psychic
Status
—
—%
10
Pokémon Bank Hidden Ability Oranguru
Ally Switch
S
M
Psychic
Status
—
—%
15
A superscript level indicates that Oranguru can learn this move normally in Generation VII
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