Slowking
Sun

A poisonous bite reacted with its system, blessing it with the enhanced intellect of a genius. It has full control of its psychic powers.

Moon

This Pokémon is so famed for its intellect that a proverb still persists in some regions: “When in doubt, ask Slowking.”

Ultra Sun

It’s constantly coming up with new ideas that would change the world, but as soon as it hits upon a new idea, it forgets it.

Ultra Moon

It’s called “the sage of the sea.” It engages in battles of wits with Oranguru, but the result is usually a draw.

Evolution Chain

slowpoke
Slowpoke
Level 37
slowbro
Slowbro
🔄
Trade
+
kings-rock kings rock
slowking
Slowking

Pokédex & Training Data

Classification Royal Pokémon
Height 2.0 m (6'07")
Weight 79.5 kg (175.3 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 70
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Monster, Water1

Pokédex Numbers

Johto (G/S/C) #082
Johto (HG/SS) #082
Kalos (Coastal) #135
Alola (S/M) #039
Alola (US/UM) #046
Paldea (S/V) #326
National #199
Isle of Armor #003
Blueberry #077

Held Items

Game Locations

Kalae Bay Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
1 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
1 Yawn
— — 10 Target sleeps at the end of the next turn.
1 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
1 Heal Pulse
— — 10 Heals the target for half its max HP.
5 Growl
— 100% 40 Lowers the target’s Attack by one stage.
9 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Confusion
50 100% 25 Has a 10% chance to confuse the target.
19 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
23 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
32 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
36 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
41 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
45 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
49 Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.
54 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
58 Heal Pulse
— — 10 Heals the target for half its max HP.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
1 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
1 Yawn
— — 10 Target sleeps at the end of the next turn.
1 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
1 Heal Pulse
— — 10 Heals the target for half its max HP.
5 Growl
— 100% 40 Lowers the target’s Attack by one stage.
9 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Confusion
50 100% 25 Has a 10% chance to confuse the target.
19 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
23 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
32 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
36 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
41 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
45 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
49 Trump Card
— — 5 Power increases when this move has less PP, up to a maximum of 200.
54 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
58 Heal Pulse
— — 10 Heals the target for half its max HP.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Block
— — 5 Prevents the target from leaving battle.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
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 one stage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Recycle
— — 10 User recovers the item it last used up.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Trick
— 100% 10 User and target swap items.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 95
Attack 75
Defense 80
Sp. Atk 100
Sp. Def 110
Speed 30
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x
0.5x
2x
2x
2x
0.5x