Skip to content

199 - Slowking

TypeAbility

(1) Regenerator
(2) Own Tempo
(HA) Regenerator
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Slowpoke
Use King's Rock
Slowking
Level 33
Slowbro

Stats

HP
95
ATK
75
DEF
80
SPA
100
SPD
110
SPE
30
BST
490

Wild Hold Items

  • 5%: King's Rock

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1CurseNoneNone10Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
1Tackle5010030Priority: 0. Inflicts regular damage.
1YawnNoneNone10Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
4GrowlNone10040Priority: 0. Lowers the target's Attack by one stage.
7Water Gun4010025Priority: 0. Inflicts regular damage.
10Confusion5010020Priority: 0. Has a 10% chance to confuse the target.
13DisableNone10020Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
16Brine6510010Priority: 0. If the target has less than half its max HP remaining, this move has double power.
19Headbutt7010015Priority: 0. Has a 30% chance to make the target flinch.
22Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
25AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
28Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
31Aqua Tail1008510Priority: 0. Inflicts regular damage.
33WithdrawNoneNone40Priority: 0. Raises the user's Defense by one stage.
37Belly DrumNoneNone10Priority: 0. User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail.
41Bubble Beam7010020Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
45Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
49Future Sight12010010Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
53Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
57Heal PulseNoneNone10Priority: 0. Heals the target for half its max HP.
61Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.
65Slack OffNoneNone10Priority: 0. Heals the user for half its max HP.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM3Psyshock8010010Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM20Tri Attack8010010Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn the target.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM46Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
TM49Echoed Voice5010015Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM55Scald8010010Priority: 0. Has a 30% chance to burn the target.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM60QuashNone10015Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM66Power Gem9010010Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM82Dragon Tail609510Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM92Trick RoomNoneNone5Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4Strength8510010Priority: 0. 10% Raise Attack
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
After YouNoneNone15Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
Aqua Tail1008510Priority: 0. Inflicts regular damage.
BlockNoneNone5Priority: 0. The target cannot switch out normally.
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
TrickNone10010Priority: 0. User and target permanently swap held items.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Pre-Evolution Moves

Species Method Move
Slowpoke Lvl 53 Body Slam