| National Dex 199 |
Johto Dex 82 |
Hoenn Dex 344 |
Sinnoh Dex - |
| 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. |
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| 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 |
| d p lg g s c |
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Evolve Evolves from Slowpoke |
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Pond |
| ru sa fr e xd co |
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Trade Via trading from Leaf Green |
| 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
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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
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| 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
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