Slowbro

Alternate Forms

Sword

Slowpoke became Slowbro when a Shellder bit on to its tail. Sweet flavors seeping from the tail make the Shellder feel as if its life is a dream.

Evolution Chain

Pokédex & Training Data

Classification Hermit Crab Pokémon
Height 1.6 m (5'03")
Weight 70.5 kg (155.4 lbs)
Abilities
EV Yield +2 attack
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Monster, Water1

Pokédex Numbers

Kanto (R/B/Y) #080
Johto (G/S/C) #081
Johto (HG/SS) #081
Kalos (Coastal) #134
Alola (S/M) #038
Alola (US/UM) #045
Paldea (S/V) #325
National #080
Isle of Armor #002
Blueberry #076

Learned Moves

Level Up Moves

Sword/Shield
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 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense 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 Shell Side Arm
90 100% 10 Inflicts regular damage with no additional effect.
9 Yawn
— — 10 Target sleeps at the end of the next turn.
12 Confusion
50 100% 25 Has a 10% chance to confuse the target.
15 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
21 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
24 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
27 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
30 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
33 Slack Off
— — 5 Heals the user by half its max HP.
36 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
39 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
42 Rain Dance
— — 5 Changes the weather to rain for five turns.
45 Heal Pulse
— — 10 Heals the target for half its max HP.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM00 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM01 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM02 Pay Day
40 100% 20 Scatters money on the ground worth five times the user’s level.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM14 Thunder Wave
— 90% 20 Paralyzes the target.
TM15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM35 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM36 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM45 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM46 Weather Ball
50 100% 10 If there be weather, this move has doubled power and the weather’s type.
TM53 Mud Shot
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM55 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM63 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM64 Avalanche
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM74 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM81 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM83 Razor Shell
75 95% 10 Has a 50% chance to lower the target’s Defense by one stage.
TM91 Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM97 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TR02 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TR03 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TR04 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR06 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TR10 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR15 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TR17 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TR19 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TR20 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.
TR22 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR38 Trick
— 100% 10 User and target swap items.
TR40 Skill Swap
— — 10 User and target swap abilities.
TR45 Muddy Water
90 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
TR46 Iron Defense
— — 15 Raises the user’s Defense by two stages.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR57 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TR64 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR77 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TR78 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR84 Scald
80 100% 15 Has a 30% chance to burn the target.
TR98 Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.

Base Stats

Hp 95
Attack 100
Defense 95
Sp. Atk 100
Sp. Def 70
Speed 30
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.25x
0.5x
2x
2x
2x
0.5x