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Galarian Slowbro

Galarian Slowbro
PoisonPsychic

Height 1.6 m·Weight 70.5 kg

  • Slowbro
  • Galarian Slowbro

Base stats

HP
95
Atk
100
Def
95
SpA
100
SpD
70
Spe
30
Total435

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Quick Draw

    30% chance to act first within its priority bracket

  • Own Tempo

    The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate.

  • Regenerator

    restores 1/3 max HP when switching out

Learnable moves

92 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • 20% chance: paralysis, burn, or freeze

    Power80Acc.100PP12
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • HP −1/2 (of max HP) · Attack rank → 6 · fails if HP below 1/2 · fails if Attack already maxed

    PowerAcc.PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • Yawn

    target falls asleep at end of next turn

    PowerAcc.Sure-hitPP12
  • restores 1/2 of max HP

    PowerAcc.PP8
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power90Acc.100PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • Dive

    turn 1: dives underwater, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • 30% chance: target's accuracy −1

    Power90Acc.85PP12
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • 50% chance: target's Defense −1

    Power75Acc.95PP12
    ContactSlicing
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • target's Attack −1

    Power50Acc.100PP20
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • paralysis

    PowerAcc.90PP20
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: freeze

    Power90Acc.100PP12
  • 10% chance: freeze · never misses in snow

    Power110Acc.70PP8
    Wind
  • Haze

    resets every Pokémon's stat changes

    PowerAcc.PP20
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • [Priority -4] damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • 10% chance: freeze · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • snow for 5 turns · Ice types' Defense ×1.5

    PowerAcc.PP8
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • poison · never misses when used by a Poison type

    PowerAcc.90PP12
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • 30% chance: poison

    Power120Acc.80PP8
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • 10% chance: poison

    Power95Acc.100PP12
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • usable only after eating a Berry

    Power120Acc.90PP12
  • 20% chance: poison

    Power90Acc.100PP12
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's Speed −1

    Power55Acc.95PP16
  • target's Speed −1

    Power60Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • user's Sp. Def +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2 turns later

    Power120Acc.100PP12
  • swaps held items with the target

    PowerAcc.100PP12
  • swaps Abilities with the target

    PowerAcc.Sure-hitPP12
  • foes can't use moves the user knows

    PowerAcc.PP12
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • everyone's Defense and Sp. Def swapped for 5 turns

    PowerAcc.PP12
  • hits the target's Defense

    Power80Acc.100PP12
  • power +20 per stat boost on the user

    Power20Acc.100PP12
  • restores 1/2 of max HP · heals the target

    PowerAcc.Sure-hitPP12
    Pulse
  • Psychic Terrain for 5 turns · grounded Pokémon immune to priority moves · Psychic-type moves boosted

    PowerAcc.PP12
  • on Psychic Terrain: power ×1.5 · hits all opponents

    Power80Acc.100PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • hits 2–5 times

    Power25Acc.90PP12
    Ball & bomb
  • Power80Acc.100PP20
  • grounds the target · Ground-type moves can hit it

    Power50Acc.100PP16
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • user's Defense +2

    PowerAcc.PP16