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Oranguru

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Oranguru in Pokémon Sword & Shield

Galar Pokédex #342 • Sage Pokémon

Oranguru in the National Pokédex
Oranguru sprite

Normal

Shiny Oranguru sprite

Shiny

Pokédex entries

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.

Pokémon details

Types

NormalPsychic

Category

Sage Pokémon

Height

1.5 m (4'11")

Weight

76 kg (167.6 lbs)

National Pokédex

#0765

Pokédex

Galar #342

Oranguru in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

90

290

384

Attack

60

112

240

Defense

80

148

284

Sp. Atk

90

166

306

Sp. Def

110

202

350

Speed

60

112

240

Total

490

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Oranguru, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #342Isle of Armor #89
EV yield
2 SpD
Catch rate
45
Base Exp.
172

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
Oranguru

Oranguru

Galar #342

No evolutions

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Glimwood Tangle

Wild Pokémon

Random in Grass34-369%

-

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Sandstorm

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Sandstorm

Forest of Focus

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Forest of Focus

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 13 (common beam)

Max Raid Battle45-5010%

Permanent pool 13, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 13 (common beam)

Max Raid Battle55-6025%

Permanent pool 13, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 40 (common beam)

Max Raid Battle55-6015%

Permanent pool 40, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 40 (common beam)

Max Raid Battle55-6015%

Permanent pool 40, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 40 (common beam)

Max Raid Battle55-6015%

Permanent pool 40, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle45-5020%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

East Lake Axewell

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle45-5020%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle45-5020%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle45-5020%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle55-6025%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

East Lake Axewell

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle55-6025%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle55-6025%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 65 (rare beam)

Max Raid Battle55-6025%

Permanent pool 65, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Glimwood Tangle

Curry visitors

After Making Curry34-36-

Make curry while camping on an eligible mainland route or cave; the party average sociability must be at least 200; carry a Poké Ball, Great Ball or Ultra Ball; sociability is distinct from friendship, 10.17% of the visitor species pool, conditional on attracting a curry visitor; not the chance that a visitor appears

Sword
LocationMethodLevelChanceConditions

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartConfusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
StartTaunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
5After You

The user helps the target and makes it use its move right after the user.

Normal--15
10Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
15Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
20Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
25Quash

The user suppresses the target and makes its move go last.

Dark-10015
30Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Dark--20
35Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
40Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
45Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
50Instruct

The user instructs the target to use the target’s last move again.

Psychic--15
55Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.

Dark9510015
60Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM17Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM18Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM19Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM22Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM43Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
TM57Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM70Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM71Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
TM72Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM81Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Ground6010020
TM91Psychic Terrain

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Psychic--10
TM97Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR10Earthquake

The user sets off an earthquake that strikes every Pokémon around it.

Ground10010010
TR11Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR33Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TR34Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010
TR37Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TR38Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
TR49Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TR64Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Fighting120705
TR65Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.

Grass9010010
TR68Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Dark--20
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR81Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.

Dark9510015
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
TR85Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30

Moves this Pokémon can learn from move tutors in this game.
Class
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010
Terrain Pulse

The user utilizes the power of the terrain to attack. This move’s type and power changes depending on the terrain when it’s used.

Normal5010010

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Dream Eater

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Psychic10010015
Extrasensory

The user attacks with an odd, unseeable power. This may also make the target flinch.

Psychic8010020
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Block

The user blocks the target’s way with arms spread wide to prevent escape.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark6510020
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--15
Nature Power

This attack makes use of nature’s power. Its effects vary depending on the user’s environment.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost-10010
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010

Ability options available to this Pokémon in this game.

Inner Focus

Ability Slot 1

The Pokémon’s intensely focused, and that protects the Pokémon from flinching.

Prevents flinching and prevents Intimidate from lowering Attack.

Telepathy

Ability Slot 2

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

Symbiosis(Hidden Ability)

The Pokémon passes its item to an ally that has used up an item.

Passes the bearer's held item to an ally when the ally uses up its item.

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