Slowking

Slowking

Rank #191WaterPsychic

HP
170
Atk
95
Def
100
SpA
120
SpD
130
Spe
50
Total665

Usage Format

Slowking Abilities

All Slowking Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SlowkingSlowking
WaterPsychic170951001201305066579.5
Galarian SlowkingGalarian SlowkingPoisonPsychic170851001301305066579.5

Slowking Type Effectiveness

Weak to

Bug2×Ghost2×Grass2×Electric2×Dark2×

Resistant to

Fighting½×Steel½×Fire½×Water½×Psychic½×Ice½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Dragon1×Fairy1×

Slowking Moves

Usage Move Type Category Target Power Acc PP Prio Description
71.8%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
49.1%ScaldWaterSpecialSingle80100160Has a 30% chance of burning the target. Cures the user and target of being frozen.
34.6%Chilly ReceptionIceStatusField—∞120Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokemon.
32.1%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
29.2%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
24.7%ProtectNormalStatusSelf—∞8+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.
18%Muddy WaterWaterSpecialAll Foes9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
16%Ice BeamIceSpecialSingle90100120Has a 10% chance of freezing the target.
14.7%Heal PulsePsychicStatusSingle—∞120Restores 1/2 of the target’s max HP.
8.7%YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Body SlamNormalPhysicalSingle85100160Has 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.
—DisableNormalStatusSingle—100200Gives the target the Move Disabled status for 4 turns.
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
—Hydro PumpWaterSpecialSingle1108080—
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—BlizzardIceSpecialAll Foes1107080Has a 10% chance of freezing targets. This move never misses in snow.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—WaterfallWaterPhysicalSingle80100160Has a 20% chance of making the target flinch.
—AmnesiaPsychicStatusSelf—∞200Boosts the user’s Sp. Def stat by 2 stages.
—RestPsychicStatusSelf—∞80Fully 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.
—Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—Tri AttackNormalSpecialSingle80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—Belly DrumNormalStatusSelf—∞120The 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 WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—EndureNormalStatusSelf—∞12+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.
—SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—WhirlpoolWaterSpecialSingle3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
—FacadeNormalPhysicalSingle70100200This 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.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—DiveWaterPhysicalSingle80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
—Slack OffNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
—Weather BallNormalSpecialSingle50100120When 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.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
—BlockNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—Water PulseWaterSpecialSingle60100200Has a 20% chance of confusing the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Power GemRockSpecialSingle80100200—
—Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—AvalancheIcePhysicalSingle6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—RoundNormalSpecialSingle60100160If 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 PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Razor ShellWaterPhysicalSingle7595120Has a 50% chance of lowering the target’s Defense stat by 1 stage.
—BelchPoisonSpecialSingle12090120This move fails unless the user has eaten a Berry during the battle.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—SnowscapeIceStatusField—∞80Summons snow for 5 turns.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.