#080 Slowbro

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex
Champions Pokédex

Picture
Normal Sprite
Regular Form Galarian Form
Name Other Names No. Gender Ratio Type
Slowbro
Japan: Yadoran
ヤドラン
French: Flagadoss
German: Lahmus
Korean: 야도란
National: #080
Male :50%
Female :50%
Normal Water-type Psychic-type
Galarian Poison-type Psychic-type
Classification Height Weight
Hermit Crab Pokémon 5'03" / 5'03"
1.6m / 1.6m
173.1lbs / 155.4lbs
78.5kg / 70.5kg
Abilities: Oblivious - Own Tempo - Regenerator (Slowbro) - Quick Draw- Own Tempo - Regenerator (Galarian Form)
Oblivious: The Pokémon cannot be under the Attract condition, Intimidated, or be taunted, while having this ability.
Own Tempo: The Pokémon cannot be Confused while having this ability. Blocks Intimidate :
Regenerator: When the Pokémon switches out of battle, up to 33.3% of its maximum Hit Points are restored
Galarian Form Abilities:
Quick Draw: At the start of each turn, this Pokémon has a 30% chance of moving first in the Speed Priority Bracket
Own Tempo: The Pokémon cannot be Confused while having this ability. Blocks Intimidate :
Regenerator: When the Pokémon switches out of battle, up to 33.3% of its maximum Hit Points are restored

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *0.5 *0.5 *2 *2 *0.5 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *0.5 *1
Damage Taken Galarian Form
*1 *1 *1 *1 *0.5 *1 *0.25 *0.5 *2 *1 *1 *1 *1 *2 *1 *2 *1 *0.5
Evolutionary Chain
Alternate Forms
Kantonian FormGalarian Form
Kantonian FormGalarian Form
Slowbro is one of several Pokémon that have Region Forms. If caught or bred from a parent that in the Galarian Form while holding the Everstone, it will have its Galarian Form
Standard Moves AnchorsGalarian Standard

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Amnesia Amnesia - Psychic-type Amnesia: Other Move -- 101 --
Boosts the user's Sp. Def stat by 2 stages.
Avalanche Avalanche - Ice-type Avalanche: Physical Move 60 100 --
This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Belch Belch - Poison-type Belch: Special Move 120 90 --
This move fails unless the user has eaten a Berry during the battle.
Belly Drum Belly Drum - Normal-type Belly Drum: Other Move -- 101 --
The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn't have enough remaining HP.
Blizzard Blizzard - Ice-type Blizzard: Special Move 110 70 10
Has a 10% chance of freezing targets. This move never misses in snow.
Block Block - Normal-type Block: Other Move -- 101 --
Gives the target the Can't Escape status.
Body Press Body Press - Fighting-type Body Press: Physical Move 80 100 --
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 --
Lowers the target's Attack stat by 1 stage.
Curse Curse - Ghost-type Curse: Other Move -- 101 --
Dig Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Disable Disable - Normal-type Disable: Other Move -- 100 --
Gives the target the Move Disabled status for 4 turns.
Dive Dive - Water-type Dive: Physical Move 80 100 --
The user gains the Submerged status on the turn this move is used then attacks on the following turn.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Endure Endure - Normal-type Endure: Other Move -- 101 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Expanding Force Expanding Force - Psychic-type Expanding Force: Special Move 80 100 --
If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Facade Facade - Normal-type Facade: Physical Move 70 100 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fire Blast Fire Blast - Fire-type Fire Blast: Special Move 110 85 10
Has a 10% chance of burning the target.
Flamethrower Flamethrower - Fire-type Flamethrower: Special Move 90 100 10
Has a 10% chance of burning the target.
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 --
This move fails if the user has already taken damage from a move in the same turn.
Foul Play Foul Play - Dark-type Foul Play: Physical Move 95 100 --
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight Future Sight - Psychic-type Future Sight: Special Move 120 100 --
Gives the target's spot the Future Attack status.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Heal Pulse Heal Pulse - Psychic-type Heal Pulse: Other Move -- 101 --
Restores 1/2 of the target's max HP.
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hydro Pump Hydro Pump - Water-type Hydro Pump: Special Move 110 80 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Ice Beam Ice Beam - Ice-type Ice Beam: Special Move 90 100 10
Has a 10% chance of freezing the target.
Ice Punch Ice Punch - Ice-type Ice Punch: Physical Move 75 100 10
Has a 10% chance of freezing the target.
Icy Wind Icy Wind - Ice-type Icy Wind: Special Move 55 95 --
Lowers targets' Speed stats by 1 stage.
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 --
The user gains the Sealing Off status.
Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 --
Boosts the user's Defense stat by 2 stages.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Liquidation Liquidation - Water-type Liquidation: Physical Move 85 100 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mud Shot Mud Shot - Ground-type Mud Shot: Special Move 55 95 --
Lowers the target's Speed stat by 1 stage.
Muddy Water Muddy Water - Water-type Muddy Water: Special Move 90 85 30
Has a 30% chance of lowering targets' accuracy by 1 stage.
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 --
Boosts the user's Sp. Atk stat by 2 stages.
Protect Protect - Normal-type Protect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psych Up Psych Up - Normal-type Psych Up: Other Move -- 101 --
The user copies the target's stat changes.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise Psychic Noise - Psychic-type Psychic Noise: Special Move 75 100 100
Gives the target the Healing Prevented status for 2 turns.
Psychic Terrain Psychic Terrain - Psychic-type Psychic Terrain: Other Move -- 101 --
Turns the entire field into Psychic Terrain for 5 turns.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Razor Shell Razor Shell - Water-type Razor Shell: Physical Move 75 95 50
Has a 50% chance of lowering the target's Defense stat by 1 stage.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round Round - Normal-type Round: Special Move 60 100 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Safeguard Safeguard - Normal-type Safeguard: Other Move -- 101 --
Gives the user's side the Safeguard status for 5 turns.
Scald Scald - Water-type Scald: Special Move 80 100 30
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 --
The user and the target swap their Abilities.
Slack Off Slack Off - Normal-type Slack Off: Other Move -- 101 --
Restores 1/2 of the user's max HP.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape Snowscape - Ice-type Snowscape: Other Move -- 101 --
Summons snow for 5 turns.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 --
Summons harsh sunlight for 5 turns.
Surf Surf - Water-type Surf: Special Move 90 100 --
This move's power is doubled against targets that have the Submerged status.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 --
Paralyzes the target.
Tri Attack Tri Attack - Normal-type Tri Attack: Special Move 80 100 20
Has a 20% chance of leaving the target burned frozen or paralyzed.
Trick Trick - Psychic-type Trick: Other Move -- 100 --
The user and the target swap their held items.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 --
Gives the entire field the Trick Room status for 5 turns.
Water Pulse Water Pulse - Water-type Water Pulse: Special Move 60 100 20
Has a 20% chance of confusing the target.
Waterfall Waterfall - Water-type Waterfall: Physical Move 80 100 20
Has a 20% chance of making the target flinch.
Weather Ball Weather Ball - Normal-type Weather Ball: Special Move 50 100 --
When a weather condition is present this move's power is doubled and its type changes. Harsh sunlight
Fire type. Rain
Water type. Snow
Ice type. Sandstorm
Rock type.
Whirlpool Whirlpool - Water-type Whirlpool: Special Move 35 85 100
Gives the target the Bound status. This move's power is doubled if the target has the Submerged status.
Wonder Room Wonder Room - Psychic-type Wonder Room: Other Move -- 101 --
Gives the entire field the Wonder Room status for 5 turns.
Yawn Yawn - Normal-type Yawn: Other Move -- 101 --
Makes the target drowsy. This move never misses.
Zen Headbutt Zen Headbutt - Psychic-type Zen Headbutt: Physical Move 80 90 20
Has a 20% chance of making the target flinch.

Galarian Form Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Acid Spray Acid Spray - Poison-type Acid Spray: Special Move 40 100 --
Lowers the target's Sp. Def stat by 2 stages.
Amnesia Amnesia - Psychic-type Amnesia: Other Move -- 101 --
Boosts the user's Sp. Def stat by 2 stages.
Avalanche Avalanche - Ice-type Avalanche: Physical Move 60 100 --
This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Belch Belch - Poison-type Belch: Special Move 120 90 --
This move fails unless the user has eaten a Berry during the battle.
Belly Drum Belly Drum - Normal-type Belly Drum: Other Move -- 101 --
The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn't have enough remaining HP.
Blizzard Blizzard - Ice-type Blizzard: Special Move 110 70 10
Has a 10% chance of freezing targets. This move never misses in snow.
Block Block - Normal-type Block: Other Move -- 101 --
Gives the target the Can't Escape status.
Body Press Body Press - Fighting-type Body Press: Physical Move 80 100 --
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 --
Lowers the target's Attack stat by 1 stage.
Curse Curse - Ghost-type Curse: Other Move -- 101 --
Dig Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Disable Disable - Normal-type Disable: Other Move -- 100 --
Gives the target the Move Disabled status for 4 turns.
Dive Dive - Water-type Dive: Physical Move 80 100 --
The user gains the Submerged status on the turn this move is used then attacks on the following turn.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 --
The user takes 1/3 of the damage dealt by this move.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Endure Endure - Normal-type Endure: Other Move -- 101 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Expanding Force Expanding Force - Psychic-type Expanding Force: Special Move 80 100 --
If the user is under the effect of Psychic Terrain this move's power is boosted by 50% and its range extends to all opponents.
Facade Facade - Normal-type Facade: Physical Move 70 100 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fire Blast Fire Blast - Fire-type Fire Blast: Special Move 110 85 10
Has a 10% chance of burning the target.
Flamethrower Flamethrower - Fire-type Flamethrower: Special Move 90 100 10
Has a 10% chance of burning the target.
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Foul Play Foul Play - Dark-type Foul Play: Physical Move 95 100 --
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight Future Sight - Psychic-type Future Sight: Special Move 120 100 --
Gives the target's spot the Future Attack status.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Gunk Shot Gunk Shot - Poison-type Gunk Shot: Physical Move 120 80 30
Has a 30% chance of poisoning the target.
Haze Haze - Ice-type Haze: Other Move -- 101 --
Eliminates every stat change on the entire field.
Heal Pulse Heal Pulse - Psychic-type Heal Pulse: Other Move -- 101 --
Restores 1/2 of the target's max HP.
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hydro Pump Hydro Pump - Water-type Hydro Pump: Special Move 110 80 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Ice Beam Ice Beam - Ice-type Ice Beam: Special Move 90 100 10
Has a 10% chance of freezing the target.
Ice Punch Ice Punch - Ice-type Ice Punch: Physical Move 75 100 10
Has a 10% chance of freezing the target.
Icy Wind Icy Wind - Ice-type Icy Wind: Special Move 55 95 --
Lowers targets' Speed stats by 1 stage.
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 --
The user gains the Sealing Off status.
Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 --
Boosts the user's Defense stat by 2 stages.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Liquidation Liquidation - Water-type Liquidation: Physical Move 85 100 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mud Shot Mud Shot - Ground-type Mud Shot: Special Move 55 95 --
Lowers the target's Speed stat by 1 stage.
Muddy Water Muddy Water - Water-type Muddy Water: Special Move 90 85 30
Has a 30% chance of lowering targets' accuracy by 1 stage.
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 --
Boosts the user's Sp. Atk stat by 2 stages.
Poison Jab Poison Jab - Poison-type Poison Jab: Physical Move 80 100 30
Has a 30% chance of poisoning the target.
Power Gem Power Gem - Rock-type Power Gem: Special Move 80 100 --
Protect Protect - Normal-type Protect: Other Move -- 101 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Terrain Psychic Terrain - Psychic-type Psychic Terrain: Other Move -- 101 --
Turns the entire field into Psychic Terrain for 5 turns.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Razor Shell Razor Shell - Water-type Razor Shell: Physical Move 75 95 50
Has a 50% chance of lowering the target's Defense stat by 1 stage.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Blast Rock Blast - Rock-type Rock Blast: Physical Move 25 90 --
The user attacks 2 to 5 times in a row.
Round Round - Normal-type Round: Special Move 60 100 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Safeguard Safeguard - Normal-type Safeguard: Other Move -- 101 --
Gives the user's side the Safeguard status for 5 turns.
Sandstorm Sandstorm - Rock-type Sandstorm: Other Move -- 101 --
Summons a sandstorm for 5 turns.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 --
Lowers the target's Speed stat by 2 stages.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shell Side Arm Shell Side Arm - Poison-type Shell Side Arm: Special Move 90 100 20
Has a 20% chance of poisoning the target. Becomes a physical move if that will deal more damage.
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 --
The user and the target swap their Abilities.
Slack Off Slack Off - Normal-type Slack Off: Other Move -- 101 --
Restores 1/2 of the user's max HP.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb Sludge Bomb - Poison-type Sludge Bomb: Special Move 90 100 30
Has a 30% chance of poisoning the target.
Sludge Wave Sludge Wave - Poison-type Sludge Wave: Special Move 95 100 10
Has a 10% chance of poisoning targets.
Smack Down Smack Down - Rock-type Smack Down: Physical Move 50 100 --
If the target is off the ground it gains the Landed status. This move can hit a target that has the Sky-High status.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape Snowscape - Ice-type Snowscape: Other Move -- 101 --
Summons snow for 5 turns.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 --
Summons harsh sunlight for 5 turns.
Surf Surf - Water-type Surf: Special Move 90 100 --
This move's power is doubled against targets that have the Submerged status.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 --
Paralyzes the target.
Toxic Toxic - Poison-type Toxic: Other Move -- 90 --
Badly poisons the target. If the user is a Poison type this move will never miss.
Toxic Spikes Toxic Spikes - Poison-type Toxic Spikes: Other Move -- 101 --
Gives the opponent's side the Toxic Spikes status.
Tri Attack Tri Attack - Normal-type Tri Attack: Special Move 80 100 20
Has a 20% chance of leaving the target burned frozen or paralyzed.
Trick Trick - Psychic-type Trick: Other Move -- 100 --
The user and the target swap their held items.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 --
Gives the entire field the Trick Room status for 5 turns.
Venoshock Venoshock - Poison-type Venoshock: Special Move 65 100 --
This move's power is doubled if the target is poisoned or badly poisoned.
Water Pulse Water Pulse - Water-type Water Pulse: Special Move 60 100 20
Has a 20% chance of confusing the target.
Waterfall Waterfall - Water-type Waterfall: Physical Move 80 100 20
Has a 20% chance of making the target flinch.
Weather Ball Weather Ball - Normal-type Weather Ball: Special Move 50 100 --
When a weather condition is present this move's power is doubled and its type changes. Harsh sunlight
Fire type. Rain
Water type. Snow
Ice type. Sandstorm
Rock type.
Whirlpool Whirlpool - Water-type Whirlpool: Special Move 35 85 100
Gives the target the Bound status. This move's power is doubled if the target has the Submerged status.
Wonder Room Wonder Room - Psychic-type Wonder Room: Other Move -- 101 --
Gives the entire field the Wonder Room status for 5 turns.
Yawn Yawn - Normal-type Yawn: Other Move -- 101 --
Makes the target drowsy. This move never misses.
Zen Headbutt Zen Headbutt - Psychic-type Zen Headbutt: Physical Move 80 90 20
Has a 20% chance of making the target flinch.


Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 95 75 110 100 80 30
Max Stats
Hindering Nature
Standard 170 - 202 85 - 114 117 - 145 108 - 136 90 - 118 45 - 73
Max Stats
Neutral Nature
Standard 170 - 202 95 - 127 130 - 162 120 - 152 100 - 132 50 - 82
Max Stats
Beneficial Nature
Standard 170 - 202 104 - 139 143 - 178 132 - 167 110 - 145 55 - 90
95
75
110
30
80
100

Stats - Galarian Slowbro

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 95 100 95 100 70 30
Max Stats
Hindering Nature
Standard 155 - 202 108 - 136 103 - 132 108 - 136 81 - 109 45 - 73
Max Stats
Neutral Nature
Standard 155 - 202 120 - 152 115 - 147 120 - 152 90 - 122 50 - 82
Max Stats
Beneficial Nature
Standard 155 - 202 132 - 167 126 - 161 132 - 167 99 - 134 55 - 90
95
100
95
30
70
100


Mega Slowbro

Picture
Name Other Names No. Type
Mega Slowbro
Japan: Mega Yadoran
メガヤドラン
French: Mega Flagadoss
German: Mega -Lahmus
Korean: 메가야도란
National: #080
Classification Height Weight Capture Rate
Hermit Crab Pokémon 6'07"
2m
264.6lbs
120kg
Abilities: Shell Armor
Shell Armor: Opponent’s moves cannot Critical Hit.
Damage Taken
Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *0.5 *0.5 *2 *2 *0.5 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *0.5 *1


Stats -

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 590 95 75 180 130 80 30
Max Stats
Hindering Nature
Standard 170 - 202 85 - 114 180 - 208 135 - 163 90 - 118 45 - 73
Max Stats
Neutral Nature
Standard 170 - 202 95 - 127 200 - 232 150 - 182 100 - 132 50 - 82
Max Stats
Beneficial Nature
Standard 170 - 202 104 - 139 220 - 255 165 - 200 110 - 145 55 - 90
95
75
180
30
80
130

<--- Victreebel #071
Victreebel
#094
Gengar
Gengar --->