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Slowking-Galar animated sprite
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Slowking-Galar

BST 490
SeasonM-6
Format

Base Stats

Stat spread

BST 490
HP
95
Atk
65
Def
80
SpA
110
SpD
110
Spe
30

Type defenses

Type defenses

Slowking-Galar takes damage from each attacking type below.

Weak to
Ground2xGhost2xDark2x
Resists
Grass1/2xPoison1/2xFairy1/2xFighting1/4x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1x1x1x1/2x1x1/4x1/2x2x1x1x1x1x2x1x2x1x1/2x
Normal1x
Fire1x
Water1x
Electric1x
Grass1/2x
Ice1x
Fighting1/4x
Poison1/2x
Ground2x
Flying1x
Psychic1x
Bug1x
Rock1x
Ghost2x
Dragon1x
Dark2x
Steel1x
Fairy1/2x

Forms / Mega

Available forms

Battle Data

Common choices

Moves

Move usage
10
  1. 1PsychicTrick Room74.7%
  2. 2PoisonSludge Bomb56.3%
  3. 3IceChilly Reception32.8%
  4. 4PsychicExpanding Force31.1%

Held Items

Item usage
10
  1. 1Sitrus Berry31.1%
  2. 2Leftovers17.8%
  3. 3Colbur Berry13%
  4. 4Life Orb7.2%

Nature

Set usage
10
  1. 1QuietSp. Atk↑Speed↓28.8%
  2. 2RelaxedDefense↑Speed↓21.1%
  3. 3SassySp. Def↑Speed↓18.3%

Abilities

Set usage
3
  1. 1Regenerator80.4%
  2. 2Curious Medicine15.5%
  3. 3Own Tempo4.1%

Stat Points

Set usage
30
  1. 1HP32Atk0Def2SpA32SpD0Spe09.3%
  2. 2HP32Atk0Def14SpA0SpD20Spe09%
  3. 3HP32Atk0Def32SpA0SpD2Spe08.3%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Acid Spray4010020Has a 100% chance to lower the target's Special Defense by 2 stages.
Amnesia--20Raises the user's Special Defense by 2 stages.
Avalanche6010010Power doubles if the user was hit by the target this turn.
Belch1209010This 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--10Raises 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.
Blizzard110705Has a 10% chance to freeze the target. If the weather is Snow, this move does not check accuracy.
Block--5Prevents 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 Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Brick Break7510015If 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.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Calm Mind--20Raises the user's Special Attack and Special Defense by 1 stage.
Chilling Water5010020Has a 100% chance to lower the target's Attack by 1 stage.
Chilly Reception--10For 5 turns, the weather becomes Snow. The user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members.
Curse--10If 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.
Dig8010010This 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-10020For 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.
Dive8010010This 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 Punch7510010The 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.
Earthquake10010010Damage doubles if the target is using Dig.
Eerie Spell801005If this move is successful and the user has not fainted, the target loses 3 PP from its last move.
Endure--10The 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 Force8010010If 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.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fire Blast110855Has a 10% chance to burn the target.
Fire Punch7510015Has a 10% chance to burn the target.
Flamethrower9010015Has a 10% chance to burn the target.
Fling-10010The 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 Blast120705Has a 10% chance to lower the target's Special Defense by 1 stage.
Foul Play9510015Damage is calculated using the target's Attack stat, including stat stage changes. The user's Ability, item, and burn are used as normal.
Future Sight12010010Deals 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 Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Grass Knot-10020This 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.
Gunk Shot120805Has a 30% chance to poison the target.
Heal Pulse--10The 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--20The 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.
Hex6510010Power doubles if the target has a non-volatile status condition.
Hydro Pump110805No additional effect.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Ice Beam9010010Has a 10% chance to freeze the target.
Ice Punch7510015Has a 10% chance to freeze the target.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Imprison--10The user prevents all opposing Pokemon from using any moves that the user also knows as long as the user remains active.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Light Screen--20For 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.
Liquidation8510010Has a 20% chance to lower the target's Defense by 1 stage.
Low Sweep6510020Has a 100% chance to lower the target's Speed by 1 stage.
Mud Shot559515Has a 100% chance to lower the target's Speed by 1 stage.
Muddy Water908510Has a 30% chance to lower the target's accuracy by 1 stage.
Nasty Plot--20Raises the user's Special Attack by 2 stages.
Poison Jab8010020Has a 30% chance to poison the target.
Power Gem8010020No additional effect.
Protect--5The 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--10The user copies all of the target's current stat stage changes.
Psychic9010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Psychic Noise7510010For 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--10For 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.
Psyshock8010010Deals damage to the target based on its Defense instead of Special Defense.
Rain Dance--5For 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 Shell759510Has a 50% chance to lower the target's Defense by 1 stage.
Rest--5The 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.
Round6010015If 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--20For 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.
Scary Face-10010Lowers the target's Speed by 2 stages.
Shadow Ball8010015Has a 20% chance to lower the target's Special Defense by 1 stage.
Skill Swap--10The 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--5The user restores 1/2 of its maximum HP, rounded half up.
Sleep Talk--10One 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.
Sludge Bomb9010010Has a 30% chance to poison the target.
Sludge Wave9510010Has a 10% chance to poison the target.
Snarl559515Has a 100% chance to lower the target's Special Attack by 1 stage.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Snowscape--5For 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.
Stomping Tantrum7510010Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows.
Stored Power2010010Power is equal to 20+(X × 20), where X is the user's total stat stage changes that are greater than 0.
Substitute--10The 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--5For 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.
Surf9010015Damage doubles if the target is using Dive.
Swagger-8515Raises the target's Attack by 2 stages and confuses it.
Taunt-10020Prevents the target from using non-damaging moves for its next three turns. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune.
Thunder Punch7510015Has a 10% chance to paralyze the target.
Thunder Wave-9020Paralyzes the target. This move does not ignore type immunity.
Toxic-9010Badly poisons the target. If a Poison-type Pokemon uses this move, the target cannot avoid the attack, even if the target is in the middle of a two-turn move.
Toxic Spikes--20Sets up a hazard on the opposing side of the field, poisoning each opposing Pokemon that switches in, unless it is a Flying-type Pokemon or has the Levitate Ability. Can be used up to two times before failing. Opposing Pokemon become poisoned with one layer and badly poisoned with two layers. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, is hit by Defog, or a grounded Poison-type Pokemon switches in. Safeguard prevents the opposing party from being poisoned on switch-in, but a substitute does not.
Tri Attack8010010Has a 20% chance to either burn, freeze, or paralyze the target.
Trick-10010The 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--5For 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.
Venoshock6510010Power doubles if the target is poisoned.
Water Pulse6010020Has a 20% chance to confuse the target.
Waterfall8010015Has a 20% chance to make the target flinch.
Weather Ball5010010Power 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.
Whirlpool358515Prevents 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--10For 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--10Causes 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 Headbutt809015Has a 20% chance to make the target flinch.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready