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Slowking

In-battle formes

HP:95
Attack:75
Defense:80
Sp. Atk:100
Sp. Def:110
Speed:30
Min (-ve nature, 0 IVs)58
Default96
Max Neutral159
Max Positive174
Max Neutral (+1)238
Max Positive (+1)261
Max Neutral (+2)318
Max Positive (+2)348
UnderUsed
Physically Defensive86
Utility Counter86

Evolutions

Strategies

  • en
Formats:
Written by kokoloko

Overview

Slowking is usually overlooked in UU in favor of Slowbro, whose higher physical defense lets it defend against dangerous offensive behemoths such as Darmanitan and Victini. However, there are a few specially offensive threats in UU, most notably Kingdra, that make Slowking worth looking into. With a specially oriented EV spread, Slowking becomes one of the most foolproof Kingdra switch-ins in the tier, and can also provide a reliable answer to Azelf, Nasty Plot Mew, offensive Nidoqueen, and Nidoking.

Aside from the ability to tank such powerful moves as Choice Specs-boosted Draco Meteor from Kingdra, Dragon Tail is the one useful thing Slowking has over Slowbro. Phazing is one of the most traditional, and fundamental strategies of bulky Water-types--handy for blowing away enemies untroubled by their lower powered attacks, and critical against foes with means of getting around status like the aforementioned Kingdra. While Slowbro's lack of a phazing attack sometimes leaves it a liability, Slowking excels in utility where it lacks in physical brawn.

Physically Defensive

Move 1
  • Scald
    30% chance to burn the target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Dragon Tail
    Forces the target to switch to a random ally.
    TypeDragon
    CategoryPhysical
    Power60 BP
    Accuracy90%
    Priority-6
Move 3
Move 4

This variant of Slowking has more general metagame utility than the more specially defensive variants, but often finds itself missing the sheer physical bulk that Slowbro has, which prevents it from checking obscenely powerful threats such as Life Orb Darmanitan. Instead, it trades this physical bulk for access to Dragon Tail and the ability to take on powerful special attackers which Slowbro cannot. Scald is Slowking's obligatory STAB move; it deals consistent damage and has a handy 30% burn rate. Dragon Tail is one of the main reasons to use Slowking over Slowbro, and is very useful for those free turns where Slowking forces a switch. It also throws out foes like Suicune, Kingdra, or Togekiss that use moves like Rest or Heal Bell to get rid of status as they boost. Slack Off provides additional recovery in case Regenerator is not enough. Thunder Wave spreads paralysis for Slowking's teammates to take advantage of, and allows it to cripple many of the Pokemon it'll be switching into.

The given EVs and nature allow Slowking to always break 4/0 Kingdra's Substitutes with Dragon Tail, and then maximize Slowking's physical bulk. Psyshock is a decent alternative in the fourth moveslot, as it gives Slowking a means of badly injuring the common Roserade. Specifically, it OHKOes offensive variants and does upwards of 80% to defensive ones. As another alternative, Fire Blast hits several common switch-ins to Slowking, namely Shaymin and Roserade, decently hard, and also maims threats such as Cobalion and Escavalier. It's worth noting that you should never even consider forgoing Dragon Tail on this set, otherwise you'll literally be using a statistically inferior Slowbro.

Although it might seem as though Slowking can take on offensive behemoths such as Life Orb Darmanitan and Choice Band Victini, it simply does not have the physical bulk to do so. Instead, this Slowking is meant to provide utility, and abuse Regenerator to scout against a wide variety of threats and handle them jointly with the appropriate teammates. Rhyperior thus makes an excellent partner to this set, as it can easily defeat the aforementioned threats, take advantage of the paralysis Slowking spreads, and lay down Stealth Rock for Slowking to take advantage of with Dragon Tail. Escavalier is another great partner to this set as it can take advantage of paralyzed opponents, easily switch into and take out Roserade with Pursuit, and tank Kingdra's Draco Meteor so that Slowking doesn't have to.

Utility Counter

Move 1
  • Scald
    30% chance to burn the target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Dragon Tail
    Forces the target to switch to a random ally.
    TypeDragon
    CategoryPhysical
    Power60 BP
    Accuracy90%
    Priority-6
Move 3
Move 4

While Slowking might seem to be outclassed by its fellow bulky Water-types Slowbro and Milotic, it does fill a good niche in being one of the--if not the--best Kingdra switch-ins in the tier. This set steers away from the traditional role of bulky Water-types as physical tanks, and instead opts to check special attackers such as Nidoking and Azelf. Dragon Tail is vital for this purpose, as it allows Slowking to phaze away Dragon Dance Kingdra; phazing is generally useful to have as well. Scald gives Slowking a reliable STAB move with a handy 30% burn rate, which helps patch up its weaker defensive stat. Slack Off gives Slowking greater staying power and keeps it healthy throughout the game, while Thunder Wave spreads paralysis for Slowking's teammates to take advantage of. Alternatively, Fire Blast provides good coverage as it fends off Grass-type switch-ins by hitting Shaymin and Roserade for about 50%. At the same time, it gives Slowking a good move to combat other dangerous threats, such as Escavalier and Cobalion.

The given EVs guarantee Slowking can accomplish the following things: survive any two consecutive Dragon attacks from all special Kingdra after accounting for Stealth Rock and one round of Leftovers, break 4/0 Kingdra's Substitutes with Dragon Tail, and survive +1 Outrage from maximum Attack Kingdra after Stealth Rock. If Slowking is instead hit with an unboosted Outrage on the switch-in, it will be 2HKOed, but thanks to Regenerator, it can switch out to a Steel-type and regain most of the lost HP. It's worth noting that even with a Speed-hindering nature, Slowking still outspeeds Escavalier, which allows Slowking to roast it with Fire Blast before it can move. Slowking can also opt to run Psyshock in the fourth moveslot for a good secondary STAB; as it hits Roserade super effectively on its weaker defensive stat, Psyshock discourages it from switching in.

Keep in mind that this set fills a completely different niche to the typical bulky Water-type, and should be sure to steer clear of powerful physically offensive behemoths, such as Darmanitan and Flygon. Because of this, Pokemon such as Rhyperior and Bronzong, who can take on the aforementioned threats, make for excellent partners. Offensively, Pokemon that appreciate the paralysis support Slowking provides are also good partners. Machamp is one such Pokemon, and as a bonus, it will gladly switch into Bug-type attacks, such as Megahorn, aimed at Slowking.

Other Options

Many of Slowking's alternative options are done better by Slowbro, whose physical bulk makes it a better fit for the metagame. However, it does receive several moves, such as Trick Room and Nasty Plot, that Slowbro does not, which it can use effectively, both separately and together. Slowking can also take a more offensive approach by utilizing Choice Specs along with a moveset of Surf, Psyshock, Grass Knot, and Fire Blast, but again, its more physically defensive cousin does this job better.

Checks and Counters

Countering Slowking is all about knowing which set it's running; even though its not very threatening offensively, it could easily cripple a few of your Pokemon if you let it. The physically defensive set shares many of its checks with Slowbro. Specifically, Shaymin and Roserade make excellent counters, especially if Slowking lacks a coverage move. Raikou can switch in as long as it avoids status, and proceed to set up with Substitute and possibly even Calm Mind. Zapdos also dislikes status, but it can demolish Slowking with its obscenely strong STAB Thunderbolt. More specially defensive variants of Slowking might take you by surprise by being able to tank a Thunderbolt or Seed Flare though, so you have to be careful. Heracross is another excellent check, as it can switch in relatively easily and destroy Slowking with its powerful Megahorn. Toxic Spikes are also a huge thorn in Slowking's side, as they prevent it from staying in for prolonged periods of time, and ensure it won't be able to stall out any of your Pokemon.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
20
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
100
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
Weakens Electric-type attacks to 1/3 their power.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
70
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
5
More power the fewer PP this move has left.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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