Slowpoke
Sun

Its long tail often breaks off. It doesn’t really feel any pain, though, and the tail grows back, so Slowpoke isn’t particularly bothered.

Moon

Alolan home cooking involves drying Slowpoke tails and then simmering them into a salty stew.

Ultra Sun

There are some places where Slowpoke is worshiped because of a long-standing belief that whenever Slowpoke yawns, it rains.

Ultra Moon

Although their tails, which fall off naturally, can easily be found lying around, they’re a precious ingredient for cooking.

Lets Go Pikachu/Lets Go Eevee

Incredibly slow and sluggish. It is quite content to loll about without worrying about the time.

Evolution Chain

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

Pokédex & Training Data

Classification Dopey Pokémon
Height 1.2 m (3'11")
Weight 36.0 kg (79.4 lbs)
Abilities
EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Monster, Water1

Pokédex Numbers

Kanto (R/B/Y) #079
Johto (G/S/C) #080
Johto (HG/SS) #080
Kalos (Coastal) #133
Alola (S/M) #037
Alola (US/UM) #044
Paldea (S/V) #324
National #079
Isle of Armor #001
Blueberry #075

Held Items

Game Locations

Alola Route 1 Hauoli Outskirts
Alola Route 15 Main
Alola Route 16 East
Alola Route 16 Main
Alola Route 16 West
Kalae Bay Area
Poke Pelago Elite Four Defeated
Poke Pelago Poni Island Reached
Poke Pelago Ulaula Island Reached

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 Yawn
— — 10 Target sleeps at the end of the next turn.
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 Slack Off
— — 5 Heals the user by half its max HP.
41 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
45 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
49 Rain Dance
— — 5 Changes the weather to rain for five turns.
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 Yawn
— — 10 Target sleeps at the end of the next turn.
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 Slack Off
— — 5 Heals the user by half its max HP.
41 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
45 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
49 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Yawn
— — 10 Target sleeps at the end of the next turn.
6 Growl
— 100% 40 Lowers the target’s Attack by one stage.
12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
18 Confusion
50 100% 25 Has a 10% chance to confuse the target.
24 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
30 Rest
— — 5 User sleeps for two turns, completely healing itself.
36 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
42 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
48 Amnesia
— — 20 Raises the user’s Special Defense by two stages.

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.
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.
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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
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.
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.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM04 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
— — 20 Reduces damage from physical attacks by half.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM16 Thunder Wave
— 90% 20 Paralyzes the target.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM29 Scald
80 100% 15 Has a 30% chance to burn the target.
TM33 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user’s level.
TM59 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Block
— — 5 Prevents the target from leaving battle.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
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.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Belly Drum
— — 10 User pays half its max HP to max out its Attack.
Block
— — 5 Prevents the target from leaving battle.
Future Sight
120 100% 10 Hits the target two turns later.
Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
Mud Sport
— — 15 Halves all Electric-type damage.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stomp
65 100% 20 Has a 30% chance to make the target flinch.
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 90
Attack 65
Defense 65
Sp. Atk 40
Sp. Def 40
Speed 15
Total 315

Type Defenses

(vs. Gen 6+ rules)

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