Galarian Slowking

Galarian Slowking

Rank #98PoisonPsychic

HP
170
Atk
85
Def
100
SpA
130
SpD
130
Spe
50
Total665

Usage Format

Galarian Slowking Abilities

All Slowking Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SlowkingSlowkingWaterPsychic170951001201305066579.5
Galarian SlowkingGalarian Slowking
PoisonPsychic170851001301305066579.5

Galarian Slowking Type Effectiveness

Weak to

GroundGhostDark

Resistant to

Poison½×Grass½×Fairy½×Fighting¼×

Immune to

Damaged normally by

NormalFlyingRockBugSteelFireWaterElectricPsychicIceDragon

Galarian Slowking Moves

Usage Move Type Category Power Acc PP Prio Description
85.8%Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
51.1%Chilly ReceptionIceStatus120Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokemon.
42%Sludge BombPoisonSpecial90100120Has a 30% chance of poisoning the target.
33.7%Acid SprayPoisonSpecial40100200Lowers the target’s Sp. Def stat by 2 stages.
33.1%PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
32.8%Psychic NoisePsychicSpecial75100120Gives the target the Healing Prevented status for 2 turns.
20.8%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
15.7%Heal PulsePsychicStatus120Restores 1/2 of the target’s max HP.
7.9%Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
6.7%Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
DisableNormalStatus100200Gives the target the Move Disabled status for 4 turns.
FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
Hydro PumpWaterSpecial1108080
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
ToxicPoisonStatus90120Badly poisons the target. If the user is a Poison type, this move will never miss.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
WaterfallWaterPhysical80100160Has a 20% chance of making the target flinch.
AmnesiaPsychicStatus200Boosts the user’s Sp. Def stat by 2 stages.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Tri AttackNormalSpecial80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
Belly DrumNormalStatus120The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
SwaggerNormalStatus85160Boosts the target’s Attack stat by 2 stages and confuses it.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
WhirlpoolWaterSpecial3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
TauntDarkStatus100200Gives the target the Taunted status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
TrickPsychicStatus100120The user and the target swap their held items.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
YawnNormalStatus120Makes the target drowsy. This move never misses.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
DiveWaterPhysical80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
Slack OffNormalStatus80Restores 1/2 of the user’s max HP.
Weather BallNormalSpecial50100120When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Muddy WaterWaterSpecial9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
BlockNormalStatus80Gives the target the Can’t Escape status.
Mud ShotGroundSpecial5595160Lowers the target’s Speed stat by 1 stage.
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
Water PulseWaterSpecial60100200Has a 20% chance of confusing the target.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Toxic SpikesPoisonStatus200Gives the opponent’s side the Toxic Spikes status.
Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
Power GemRockSpecial80100200
Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Nasty PlotDarkStatus200Boosts the user’s Sp. Atk stat by 2 stages.
AvalancheIcePhysical6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Gunk ShotPoisonPhysical1208080Has a 30% chance of poisoning the target.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Wonder RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
VenoshockPoisonSpecial65100120This move’s power is doubled if the target is poisoned or badly poisoned.
Sludge WavePoisonSpecial95100120Has a 10% chance of poisoning targets.
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
Foul PlayDarkPhysical95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Stored PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
HexGhostSpecial65100120This move’s power is doubled if the target has a status condition.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Razor ShellWaterPhysical7595120Has a 50% chance of lowering the target’s Defense stat by 1 stage.
SnarlDarkSpecial5595160Lowers targets’ Sp. Atk stats by 1 stage.
BelchPoisonSpecial12090120This move fails unless the user has eaten a Berry during the battle.
Psychic TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
LiquidationWaterPhysical85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Eerie SpellPsychicSpecial8010080Removes 3 PP from the move last used by the target.
SnowscapeIceStatus80Summons snow for 5 turns.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.