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Pokedex :: Slowking Pokemon
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In-Game

8.1
From 12 votes
Wi-Fi Battle

7.5
From 11 votes
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Slowking

Type:
Water / Psychic
Species:
Royal
Catch Rate:
70 (Low)
Height:
6′07″ (2.0 m) (Low)
Weight:
175.3 (79.5 kg) (Very Low)
 
 
Ability:
Oblivious/ Own Tempo
Egg Groups:
Monster / Water 1
Time to Hatch:
5120 (Very High Speed)
Gender:
50% ♂ 50% ♀
National Dex
199
Johto Dex
82
Hoenn Dex
344
Sinnoh Dex
-
Being bitten by Shellder gave it intelligence comparable to that of award-winning scientists.

Base Stats

HP:
Attack:
Defense:
Sp. Att:
Sp. Def:
Speed:

Effort points:
3 * Sp. Def
Base Exp.:
164 (High)
Happiness:
70 (Very Low)
Growth Rate:
Medium
Color:
Pink

Evolutions


Slowpoke
Basic

Slowbro
Lv. 37

Slowking
Trade (King's Rock)

Game Version Filter IV
pl
IV
d p
III
ru sa fr lg e
II
g s c st2
I
r b y st
Use this filter to just display the moves from certain games instead of all of them. Your settings are saved as you move through the Pokdex to other Pokemon, and may be saved if you return to this Pokdex at a later date

Strengths and Weaknesses
This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage.
BugDarkDragonElectricFightingFireFlyingGhostGrassGroundIceNormalPoisonPsychicRockSteelWater
2 2 1 2 0.5 0.5 1 2 (0) 2 1 0.5 1 1 0.5 1 0.5 0.5

Level Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Level Type Class Power Accuracy PP Description Games
Curse 1 ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. II III IV
Hidden Power 1 normal special n/a 100% 15 A unique attack that varies in type and intensity depending on the Pokemon using it. IV
Power Gem 1 rock special 70 100% 20 The user attacks with a ray of light that sparkles as if it were made of gemstones. pl
Tackle 1 normal physical 35 95% 35 A physical attack in which the user charges and slams into the foe with its whole body. II III IV
Yawn 1 normal none 0 100% 10 The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. III IV
Growl 6 normal none 0 100% 40 The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered. II III IV
Water Gun 15 water special 40 100% 25 The foe is blasted with a forceful shot of water. II ru sa e
Confusion 20 psychic special 50 100% 25 The foe is hit by a weak telekinetic force. It may also leave the foe confused. II ru sa e
Disable 29 normal none 0 80% 20 For several turns, this move prevents the foe from using the move it last used. II ru sa e
Water Pulse 29 water special 60 100% 20 The user attacks the foe with a pulsing blast of water. It may also confuse the foe. IV
Headbutt 34 normal physical 70 100% 15 The user sticks its head out and rams straight forward. It may make the foe flinch. II ru sa e
Zen Headbutt 34 psychic physical 80 90% 15 The user focuses its willpower to its head and rams the foe. It may also make the target flinch. IV
Nasty Plot 39 dark none 0 0% 20 The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. IV
Swagger 43 normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. II IV ru sa e
Psych Up 47 normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. fr lg
Psychic 48 psychic special 90 100% 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. II IV ru sa e

Egg Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Belly Drum normal none 0 100% 10 The user maximizes its Attack stat in exchange for HP equal to half its max HP. II III IV
Block normal none 0 100% 5 The user blocks the foe's way with arms spread wide to prevent escape. IV
Future Sight psychic special 80 90% 15 Two turns after this move is used, the foe is attacked with a hunk of psychic energy. II III IV
Me First normal none 0 0% 20 The user tries to cut ahead of the foe to steal and use the foe's intended move with greater power. IV
Mud Sport ground none 0 100% 15 The user covers itself with mud. It weakens Electric-type moves while the user is in the battle. III IV
Safeguard normal none 0 100% 25 The user creates a protective field that prevents status problems for five turns. II III IV
Sleep Talk normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. III IV
Snore normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. III IV
Stomp normal physical 65 100% 20 The foe is stomped with a big foot. It may also make the target flinch. II III IV
Zen Headbutt psychic physical 80 90% 15 The user focuses its willpower to its head and rams the foe. It may also make the target flinch. IV

Tutor Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Body Slam normal physical 85 100% 15 The user drops onto the foe with its full body weight. It may leave the foe paralyzed. fr lg e
Counter fighting physical n/a 100% 20 A retaliation move that counters any physical attack, inflicting double the damage taken. fr lg e
Double-Edge normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. fr lg e
Dream Eater psychic special 100 100% 15 An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. fr lg e
DynamicPunch fighting physical 100 50% 5 The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. e
Endure normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. e
Flamethrower fire special 95 100% 15 The foe is scorched with an intense blast of fire. The target may also be left with a burn. c
Fury Cutter bug physical 10 95% 20 The foe is slashed with scythes or claws. Its power increases if it hits in succession. e
Ice Beam ice special 95 100% 10 The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. c
Ice Punch ice physical 75 100% 15 The foe is punched with an icy fist. It may leave the target frozen. e
Icy Wind ice special 55 95% 15 The user attacks with a gust of chilled air. It also lowers the target's Speed stat. e
Mega Kick normal physical 120 75% 5 The foe is attacked by a kick launched with muscle-packed power. fr lg e
Mega Punch normal physical 80 85% 20 The foe is slugged by a punch thrown with muscle-packed power. fr lg e
Mimic normal none 0 100% 10 The user copies the move last used by the foe. The move can be used for the rest of the battle. fr lg e
Mud-Slap ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. e
Psych Up normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. e
Seismic Toss fighting physical n/a 100% 20 The foe is thrown using the power of gravity. It inflicts damage equal to the user's level. fr lg e
Sleep Talk normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. e
Snore normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. e
Substitute normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. fr lg e
Swagger normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. e
Swift normal special 60 100% 20 Star-shaped rays are shot at the foe. This attack never misses. e
Thunder Wave electric none 0 100% 20 A weak electric charge is launched at the foe. It causes paralysis if it hits. fr lg e

Machine Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move TM Type Class Power Accuracy PP Description Games
DynamicPunch TM01 fighting physical 100 50% 5 The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. II
Focus Punch TM01 fighting physical 150 100% 20 The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. III IV
Headbutt TM02 normal physical 70 100% 15 The user sticks its head out and rams straight forward. It may make the foe flinch. II
Curse TM03 ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. II
Water Pulse TM03 water special 60 100% 20 The user attacks the foe with a pulsing blast of water. It may also confuse the foe. III IV
Calm Mind TM04 psychic none 0 100% 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. III IV
Toxic TM06 poison none 0 85% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn. II III IV
Hail TM07 ice none 0 100% 10 The user summons a hailstorm lasting five turns. It damages all Pokemon except the Ice type. III IV
Zap Cannon TM07 electric special 120 50% 5 The user fires an electric blast like a cannon to inflict damage and cause paralysis. II
Hidden Power TM10 normal special n/a 100% 15 A unique attack that varies in type and intensity depending on the Pokemon using it. II III IV
Sunny Day TM11 fire none 0 0% 5 The user intensifies the sun for five turns, powering up Fire-type moves. II III IV
Ice Beam TM13 ice special 95 100% 10 The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. III IV
Snore TM13 normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. II
Blizzard TM14 ice special 120 70% 5 A howling blizzard is summoned to strike the foe. It may also freeze the target solid. II III IV
Hyper Beam TM15 normal special 150 90% 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. II III IV
Icy Wind TM16 ice special 55 95% 15 The user attacks with a gust of chilled air. It also lowers the target's Speed stat. II
Light Screen TM16 psychic none 0 100% 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns. IV
Protect TM17 normal none 0 0% 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. II III IV
Rain Dance TM18 water none 0 0% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves. II III IV
Safeguard TM20 normal none 0 100% 25 The user creates a protective field that prevents status problems for five turns. III IV
Frustration TM21 normal physical n/a 100% 20 A full-power attack that grows more powerful the less the user likes its Trainer. II III IV
Iron Tail TM23 steel physical 100 75% 15 The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. II III IV
Earthquake TM26 ground physical 100 100% 10 The user sets off an earthquake that hits all the Pokemon in the battle. II III IV
Return TM27 normal physical n/a 100% 20 A full-power attack that grows more powerful the more the user likes its Trainer. II III IV
Dig TM28 ground physical 80 100% 10 The user burrows, then attacks on the second turn. It can also be used to exit dungeons. II III IV
Psychic TM29 psychic special 90 100% 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. II III IV
Shadow Ball TM30 ghost special 80 100% 15 The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. II III IV
Brick Break TM31 fighting physical 75 100% 15 The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. III IV
Mud-Slap TM31 ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. II
Double Team TM32 normal none 0 100% 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. II III IV
Ice Punch TM33 ice physical 75 100% 15 The foe is punched with an icy fist. It may leave the target frozen. II
Flamethrower TM35 fire special 95 100% 15 The foe is scorched with an intense blast of fire. The target may also be left with a burn. III IV
Fire Blast TM38 fire special 120 85% 5 The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. II III IV
Swift TM39 normal special 60 100% 20 Star-shaped rays are shot at the foe. This attack never misses. II
Facade TM42 normal physical 70 100% 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. III IV
Secret Power TM43 normal physical 70 100% 20 The user attacks with a secret power. Its added effects vary depending on the user's environment. III IV
Rest TM44 psychic none 0 100% 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. II III IV
Attract TM45 normal none 0 100% 15 If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. II III IV
Skill Swap TM48 psychic none 0 100% 10 The user employs its psychic power to exchange abilities with the foe. III IV
Fury Cutter TM49 bug physical 10 95% 20 The foe is slashed with scythes or claws. Its power increases if it hits in succession. II
Nightmare TM50 ghost none 0 100% 15 A sleeping foe is shown a nightmare that inflicts some damage every turn. II
Focus Blast TM52 fighting special 120 70% 5 The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. IV
Brine TM55 water special 65 100% 10 If the foe's HP is down to about half, this attack will hit with double the power. IV
Fling TM56 dark physical n/a 100% 10 The user flings its held item at the foe to attack. Its power and effects depend on the item. IV
Endure TM58 (TM20) normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. II IV
Drain Punch TM60 fighting physical 60 100% 5 An energy-draining punch. The user's HP is restored by half the damage taken by the target. IV
Recycle TM67 normal none 0 100% 10 The user recycles a single-use item that has been used in battle so it can be used again. IV
Giga Impact TM68 normal physical 150 90% 5 The user charges at the foe using every bit of its power. The user must rest on the next turn. IV
Flash TM70 (HM05) normal none 0 100% 20 The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. II III IV
Avalanche TM72 ice physical 60 100% 10 An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn. IV
Thunder Wave TM73 electric none 0 100% 20 A weak electric charge is launched at the foe. It causes paralysis if it hits. IV
Psych Up TM77 (TM09) normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. II IV
Captivate TM78 normal none 0 100% 20 If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. IV
Sleep Talk TM82 (TM35) normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. II IV
Natural Gift TM83 normal physical n/a 100% 15 The user draws power to attack by using its held Berry. The Berry determines its type and power. IV
Dream Eater TM85 (TM42) psychic special 100 100% 15 An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. II IV
Grass Knot TM86 grass special n/a 100% 20 The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. IV
Swagger TM87 (TM34) normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. II IV
Substitute TM90 normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. IV
Trick Room TM92 psychic none 0 0% 5 The user creates a bizarre area in which slower Pokemon get to move first for five turns. IV
Surf HM03 water special 95 100% 15 It swamps the entire battlefield with a giant wave. It can also be used for crossing water. II III IV
Strength HM04 normal physical 80 100% 15 The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. II III IV
Rock Smash HM06 (TM08) fighting physical 40 100% 15 The user slugs the foe with a shattering punch. It can also smash cracked boulders. II III IV
Whirlpool HM06 water special 15 70% 15 The user traps the foe inside a fast, vicious whirlpool that lasts for two to five turns. II
Dive HM08 water physical 80 100% 10 A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. III

Slowking Locations
d p lg g s c
Evolve
Evolves from Slowpoke
pp Pond
ru sa fr e xd co
Trade
Via trading from Leaf Green
Trainer Tips
Below you can find some tips for this Pokemon by trainers who are members of SuperCheats.com. This section is not for asking questions, please make those in the forum or via our submission system. If you would like to make a trainer tip, please submit one.

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Sorting: Top Rated | Newest | Oldest
Member: bugsteelice
I prefer the moves
trick room
trump card(I think that is only on platinum beacuse I have one on daimend and platinum and the one on daimend never learned it.
psychic
surf

1 Jul 09 15:20
0
Member: IronFox722
This "pink smurf pinyata wearer" is one of my favorits it has great sp attack, great sp defence, and although the pokedex says otherwise also hase great defence its attack is ok but mine has no phisical moves
my moves
Trick room
toxic
Psychic
surf
this pokemon can be unbilevibly fast with trick roomplus he is a great survivor on top of that he does great in dubble battels with my spiritoom and tyranitar becaus of trick room, and type advantiges, i just cant use surf when working with tyranitar
one of its only downsides is it doesent lern slowbro's slackoff

26 Apr 09 16:17
0
Member: totheend999
ok where do i start with this nightmare of a pokemon. he is soo powerful and yet soo uselessly slow. Put rocky balboa in a wheel chair and make him fight mike tyson thats how just about every battle with slowking goes. he is strong but in most double and single battles is soo slow he doesn't even get a chance to show it. one thunder or solarbeam and hes done. also he looks like a pink smurf wearing a pinyata
but seeing how i took the time to write this i might as well give u stubborn fools a move set

- shadow ball
- substitute
- psychic
- thunder wave

the only way to make this thing useful is to paralyze the foe soo yeah good luck

25 Nov 08 18:02
1