Moves
Move usage- 1
Trick Room
51.5% - 2
Scald
45.1% - 3
Expanding Force
44% - 4
Slack Off
39.2%

Pokemon Champions profile
This Pokemon cannot be struck by a critical hit.
Before Mega: Oblivious / Own Tempo / Regenerator
Base Stats
Type defenses
Mega Slowbro takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1/2x | 1/2x | 2x | 2x | 1/2x | 1/2x | 1x | 1x | 1x | 1/2x | 2x | 1x | 2x | 1x | 2x | 1/2x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Amnesia | - | - | 20 | Raises the user's Special Defense by 2 stages. | ||
| Avalanche | 60 | 100 | 10 | Power doubles if the user was hit by the target this turn. | ||
| Belch | 120 | 90 | 10 | This move cannot be selected until the user eats a Berry, either by eating one that was held, stealing and eating one off another Pokemon with Bug Bite or Pluck, or eating one that was thrown at it with Fling. Once the condition is met, this move can be selected and used for the rest of the battle even if the user gains or uses another item or switches out. Consuming a Berry with Natural Gift does not count for the purposes of eating one. | ||
| Belly Drum | - | - | 10 | Raises the user's Attack by 12 stages in exchange for the user losing 1/2 of its maximum HP, rounded down. Fails if the user would faint or if its Attack stat stage is 6. | ||
| Blizzard | 110 | 70 | 5 | Has a 10% chance to freeze the target. If the weather is Snow, this move does not check accuracy. | ||
| Block | - | - | 5 | Prevents the target from switching out. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field. | ||
| Body Press | 80 | 100 | 10 | Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. Other effects that modify the Attack stat are used as normal. | ||
| Body Slam | 85 | 100 | 15 | Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active. | ||
| Brick Break | 75 | 100 | 15 | If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated. | ||
| Bulldoze | 60 | 100 | 20 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Calm Mind | - | - | 20 | Raises the user's Special Attack and Special Defense by 1 stage. | ||
| Chilling Water | 50 | 100 | 20 | Has a 100% chance to lower the target's Attack by 1 stage. | ||
| Curse | - | - | 10 | If the user is not a Ghost type, lowers the user's Speed by 1 stage and raises the user's Attack and Defense by 1 stage. If the user is a Ghost type, the user loses 1/2 of its maximum HP, rounded down and even if it would cause fainting, in exchange for the target losing 1/4 of its maximum HP, rounded down, at the end of each turn while it is active. If the target uses Baton Pass, the replacement will continue to be affected. Fails if there is no target or if the target is already affected. | ||
| Dig | 80 | 100 | 10 | This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn. | ||
| Disable | - | 100 | 20 | For 4 turns, the target's last move used becomes disabled. Fails if one of the target's moves is already disabled, if the target has not made a move, if the target no longer knows the move, or if the move was a Max or G-Max Move. | ||
| Dive | 80 | 100 | 10 | This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Surf and Whirlpool but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn. | ||
| Drain Punch | 75 | 100 | 10 | The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down. | ||
| Earthquake | 100 | 100 | 10 | Damage doubles if the target is using Dig. | ||
| Endure | - | - | 10 | The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Expanding Force | 80 | 100 | 10 | If the current terrain is Psychic Terrain and the user is grounded, this move hits all opposing Pokemon and has its power multiplied by 1.5. | ||
| Facade | 70 | 100 | 20 | Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored. | ||
| Fire Blast | 110 | 85 | 5 | Has a 10% chance to burn the target. | ||
| Flamethrower | 90 | 100 | 15 | Has a 10% chance to burn the target. | ||
| Fling | - | 100 | 10 | The power of this move is based on the user's held item. The held item is lost and it activates for the target if applicable. If there is no target or the target avoids this move by protecting itself, the user's held item is still lost. The user can regain a thrown item with Recycle or the Harvest Ability. Fails if the user has no held item, if the held item cannot be thrown, if the user is under the effect of Embargo or Magic Room, or if the user has the Klutz Ability. | ||
| Focus Blast | 120 | 70 | 5 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Focus Punch | 150 | 100 | 20 | The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move. | ||
| Foul Play | 95 | 100 | 15 | Damage is calculated using the target's Attack stat, including stat stage changes. The user's Ability, item, and burn are used as normal. | ||
| Future Sight | 120 | 100 | 10 | Deals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used. If the user is no longer active at the time, damage is calculated based on the user's natural Special Attack stat, types, and level, with no boosts from its held item or Ability. Fails if this move or Doom Desire is already in effect for the target's position. | ||
| Giga Impact | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Grass Knot | - | 100 | 20 | This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg. | ||
| Heal Pulse | - | - | 10 | The target restores 1/2 of its maximum HP, rounded half up. If the user has the Mega Launcher Ability, the target instead restores 3/4 of its maximum HP, rounded half down. | ||
| Helping Hand | - | - | 20 | The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move. | ||
| Hydro Pump | 110 | 80 | 5 | No additional effect. | ||
| Hyper Beam | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Ice Beam | 90 | 100 | 10 | Has a 10% chance to freeze the target. | ||
| Ice Punch | 75 | 100 | 15 | Has a 10% chance to freeze the target. | ||
| Icy Wind | 55 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Imprison | - | - | 10 | The user prevents all opposing Pokemon from using any moves that the user also knows as long as the user remains active. | ||
| Iron Defense | - | - | 15 | Raises the user's Defense by 2 stages. | ||
| Iron Tail | 100 | 75 | 15 | Has a 30% chance to lower the target's Defense by 1 stage. | ||
| Light Screen | - | - | 20 | For 5 turns, the user and its party members take 0.5× damage from special attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side. | ||
| Liquidation | 85 | 100 | 10 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Mud Shot | 55 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Muddy Water | 90 | 85 | 10 | Has a 30% chance to lower the target's accuracy by 1 stage. | ||
| Nasty Plot | - | - | 20 | Raises the user's Special Attack by 2 stages. | ||
| Protect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Psych Up | - | - | 10 | The user copies all of the target's current stat stage changes. | ||
| Psychic | 90 | 100 | 10 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Psychic Noise | 75 | 100 | 10 | For 2 turns, the target is prevented from restoring any HP as long as it remains active. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. If an affected Pokemon uses Baton Pass, the replacement will remain unable to restore its HP. Pain Split and the Regenerator Ability are unaffected. | ||
| Psychic Terrain | - | - | 10 | For 5 turns, the terrain becomes Psychic Terrain. During the effect, the power of Psychic-type attacks made by grounded Pokemon is multiplied by 1.3 and grounded Pokemon cannot be hit by moves with priority greater than 0, unless the target is an ally. Camouflage transforms the user into a Psychic type, Nature Power becomes Psychic, and Secret Power has a 30% chance to lower the target's Speed by 1 stage. Fails if the current terrain is Psychic Terrain. | ||
| Psyshock | 80 | 100 | 10 | Deals damage to the target based on its Defense instead of Special Defense. | ||
| Rain Dance | - | - | 5 | For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain. | ||
| Razor Shell | 75 | 95 | 10 | Has a 50% chance to lower the target's Defense by 1 stage. | ||
| Rest | - | - | 5 | The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep. | ||
| Round | 60 | 100 | 15 | If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user. | ||
| Safeguard | - | - | 20 | For 5 turns, the user and its party members cannot have non-volatile status conditions or confusion inflicted on them by other Pokemon. Pokemon on the user's side cannot become affected by Yawn but can fall asleep from its effect. It is removed from the user's side if the user or an ally is successfully hit by Defog. Fails if the effect is already active on the user's side. | ||
| Scald | 80 | 100 | 15 | Has a 30% chance to burn the target. The target thaws out if it is frozen. | ||
| Shadow Ball | 80 | 100 | 15 | Has a 20% chance to lower the target's Special Defense by 1 stage. | ||
| Skill Swap | - | - | 10 | The user swaps its Ability with the target's Ability. Fails if either the user or the target's Ability is As One, Battle Bond, Comatose, Commander, Disguise, Embody Aspect, Hunger Switch, Ice Face, Illusion, Multitype, Neutralizing Gas, Poison Puppeteer, Power Construct, Protosynthesis, Quark Drive, RKS System, Schooling, Shields Down, Stance Change, Tera Shell, Tera Shift, Teraform Zero, Wonder Guard, Zen Mode, or Zero to Hero. | ||
| Slack Off | - | - | 5 | The user restores 1/2 of its maximum HP, rounded half up. | ||
| Sleep Talk | - | - | 10 | One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move. | ||
| Snore | 50 | 100 | 15 | Has a 30% chance to make the target flinch. Fails if the user is not asleep. | ||
| Snowscape | - | - | 5 | For 5 turns, the weather becomes Snow. During the effect, the Defense of Ice-type Pokemon is multiplied by 1.5 when taking damage from a physical attack. Lasts for 8 turns if the user is holding Icy Rock. Fails if the current weather is Snow. | ||
| Stored Power | 20 | 100 | 10 | Power is equal to 20+(X × 20), where X is the user's total stat stage changes that are greater than 0. | ||
| Substitute | - | - | 10 | The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute. | ||
| Sunny Day | - | - | 5 | For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun. | ||
| Surf | 90 | 100 | 15 | Damage doubles if the target is using Dive. | ||
| Thunder Wave | - | 90 | 20 | Paralyzes the target. This move does not ignore type immunity. | ||
| Tri Attack | 80 | 100 | 10 | Has a 20% chance to either burn, freeze, or paralyze the target. | ||
| Trick | - | 100 | 10 | The user swaps its held item with the target's held item. Fails if both the user and the target have no held item, or if the user is trying to give or take a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask to or from a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. The target is immune to this move if it has the Sticky Hold Ability. | ||
| Trick Room | - | - | 5 | For 5 turns, the Speed of every Pokemon is recalculated for the purposes of determining turn order. During the effect, each Pokemon's Speed is considered to be (10000 - its normal Speed), and if this value is greater than 8191, 8192 is subtracted from it. If this move is used during the effect, the effect ends. | ||
| Water Pulse | 60 | 100 | 20 | Has a 20% chance to confuse the target. | ||
| Waterfall | 80 | 100 | 15 | Has a 20% chance to make the target flinch. | ||
| Weather Ball | 50 | 100 | 10 | Power doubles if a weather condition other than Strong Winds is active, and this move's type changes to match. Ice type during Snow, Water type during Heavy Rain or Rain, Rock type during Sandstorm, and Fire type during Intense Sun or Sun. If the user is holding Utility Umbrella and uses Weather Ball during Heavy Rain, Rain, Intense Sun, or Sun, this move remains Normal type and does not double in power. | ||
| Whirlpool | 35 | 85 | 15 | Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move. | ||
| Wonder Room | - | - | 10 | For 5 turns, all active Pokemon have their Defense and Special Defense stats swapped. Stat stage changes are unaffected. If this move is used during the effect, the effect ends. | ||
| Yawn | - | - | 10 | Causes the target to fall asleep at the end of the next turn. Fails when used if the target cannot fall asleep or if it already has a non-volatile status condition. At the end of the next turn, if the target is still active, does not have a non-volatile status condition, and can fall asleep, it falls asleep. If the target becomes affected, this effect cannot be prevented by Safeguard or a substitute, or by falling asleep and waking up during the effect. | ||
| Zen Headbutt | 80 | 90 | 15 | Has a 20% chance to make the target flinch. |