Slowbro

Alternate Forms

slowbro
Base
Sun

It spaces out while gazing at the sea. With Shellder’s poison flowing through its body, it becomes even spacier.

Moon

Whenever Shellder bites down hard on its tail, it gives Slowbro a flash of inspiration...which it forgets a moment later.

Ultra Sun

Spacing out is basically all it does. It turns back into Slowpoke if its tail, along with Shellder, breaks off.

Ultra Moon

Shellder, in its greed to suck out more and more sweetness from Slowbro’s tail, has metamorphosed into a spiral-shaped shell.

Lets Go Pikachu/Lets Go Eevee

Lives lazily by the sea. If the Shellder on its tail comes off, it becomes a Slowpoke again.

Evolution Chain

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

Pokédex Data

Classification Hermit Crab Pokémon
Height 1.6 m (5'03")
Weight 78.5 kg (173.1 lbs)
Abilities

Held Items

Game Locations

  • Kalae Bay Area

Training

EV Yield +2 defense
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Monster, Water1

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 Growl
100% 40 Lowers the target's Attack by one stage.
1 Withdraw
40 Raises the user's Defense by one stage.
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.
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 Slack Off
5 Heals the user by half its max HP.
43 Amnesia
20 Raises the user's Special Defense by two stages.
49 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
55 Rain Dance
5 Changes the weather to rain for five turns.
62 Psych Up
10 Discards the user's stat changes and copies the target's.
68 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 Growl
100% 40 Lowers the target's Attack by one stage.
1 Withdraw
40 Raises the user's Defense by one stage.
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.
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 Slack Off
5 Heals the user by half its max HP.
43 Amnesia
20 Raises the user's Special Defense by two stages.
49 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
55 Rain Dance
5 Changes the weather to rain for five turns.
62 Psych Up
10 Discards the user's stat changes and copies the target's.
68 Heal Pulse
10 Heals the target for half its max HP.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Withdraw
40 Raises the user's Defense by one stage.
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.
49 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
62 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.
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.
TM40 Aerial Ace
60 20 Never misses.
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.
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.
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.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
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.
TM21 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
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.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
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.
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 110
Sp. Atk 100
Sp. Def 80
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

Mega Slowbro

Mega Slowbro
Hp 95
Attack 75
Defense 180
Sp. Atk 130
Sp. Def 80
Speed 30
Total 590