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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
OverUsed
Specially Defensive Pivot58

Evolutions

Formes

Strategies

Written by Katy

Overview

Slowking's great typing, excellent ability in Regenerator, and special bulk make it one of the most reliable pivots and special walls in the metagame, and these traits with the combination of Future Sight and Teleport let it help its teammates to force progress against opposing teams. Regenerator allows Slowking to keep itself healthy, which helps it switch into threats more easily and gives it more opportunities to use Future Sight. With its great bulk and defensive typing, Slowking is able to check threatening specially offensive Pokemon such as Heatran, Nidoking, Tapu Lele, and Latios and use them as Future Sight fodders. However, Slowking is very vulnerable to physical wallbreakers like Landorus-T and Garchomp, as its physical bulk is mediocre and doesn't allow it to tank strong hits from them. Slowking's typing and mediocre physical bulk also leave it very vulnerable to Knock Off and U-turn. This is an issue, as these moves are very frequently run and often safe to use, further limiting Slowking's utility as a defensive pivot. In addition, Toxic is worrisome, as it forces Slowking to use Slack Off more often and limits its potential to consistently switch into dangerous Pokemon such as the aforementioned Heatran, Nidoking, and Tapu Lele.

Specially Defensive Pivot

Move 1
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
Move 3
Move 4

Scald is a reliable STAB move and can severely punish potential checks such as Rillaboom, Kartana, Zeraora, and Ferrothorn with a burn if they attempt to hard switch into it. Future Sight pressures opposing teams and works well with Slowking's teammates to increase their wallbreaking potential and force progress. Slack Off lets Slowking stay healthy to reliably check special wallbreakers without having to rely on Teleport or switches. Teleport is not only a solid pivoting option, but it works well in tandem with Future Sight, as Slowking can bring in a more offensive teammate safely to capitalize on the Future Sight. Heavy-Duty Boots lets Slowking pivot in more freely without getting whittled down by entry hazards and helps to maintain healing from Regenerator. 0 Speed IVs with a Sassy nature allow for it to underspeed or Speed tie with opposing Slowking and Slowbro with Teleport.

Slowking fits best on bulky offense and balance, as it is able to check dangerous Pokemon such as Heatran and Nidoking, which are threatening to those team archetypes, while being able to maintain momentum. A lot of offensive Pokemon appreciate the additional pressure of Future Sight as well as Slowking's ability to bring them in safely with Teleport. Garchomp likes having its defensive answers like Tangrowth and Landorus-T pressured by Future Sight, providing it with easier wallbreaking opportunities. Slowking is weak to strong physical attackers such as Rillaboom and Kartana, so switch-ins like Tangrowth and Mandibuzz make great partners; in return, Slowking checks problematic Pokemon such as Heatran for them. Dark- and Ghost-types such as Dragapult and Hydreigon can threaten Slowking, making Mandibuzz and Clefable effective partners. In return, Slowking can check Heatran, Tapu Lele, and Nidoking for them. Additionally, Clefable can capitalize on Dark-types such as Hydreigon and Mandibuzz that Slowking pivots against. Electric-types such as Tapu Koko and Zeraora are threatening, making defensive Landorus-T and Grass-types like Ferrothorn and the aforementioned Tangrowth good partners that can help keep them at bay. When pivoted into battle via Teleport, both Landorus-T and Ferrothorn can force progress with their own Knock Off or set their respective entry hazards. Furthermore, Slowking checks Tapu Lele, Heatran, and Nidoking for them in return.

Other Options

Flamethrower is a great option to make Slowking a lure to Steel-types such as Ferrothorn, but it comes at the opportunity cost of pressuring the opposing team with Future Sight. Thunder Wave is another good option to cripple threatening setup sweepers such as Hydreigon and Nasty Plot variants of Tornadus-T, but losing the utility of Future Sight for it is not recommended.

Checks and Counters

Grass-types: Common Grass-types like Rillaboom and Kartana threaten Slowking with their super effective STAB options. Ferrothorn is especially annoying, as it can use Slowking as Spikes fodder and it can dish out a strong Power Whip. However, all of them have to fear a possible burn by Scald.

Electric-types: Tapu Koko, Zapdos, and Zeraora threaten Slowking with their respective STAB moves and can easily wear it down with pivoting moves. However, Zeraora can't risk switching into a Scald.

Ghost-types: Dragapult and Aegislash threaten Slowking with their strong STAB moves, but the former has to be wary of a Scald burn if it's running Dragon Darts.

Dark-types: Both Hydreigon and Mandibuzz threaten Slowking, as the former isn't scared by Scald and can use it as setup fodder, while the latter can threaten a Knock Off to remove its Heavy-Duty Boots.

Physical Wallbreakers: Physical wallbreakers such as Landorus-T, Garchomp, and Melmetal can all easily overwhelm Slowking. Landorus-T can easily pivot with U-turn on it or use Knock Off, Garchomp can dish out heavy damage with its STAB moves, and Melmetal can overwhelm it with coverage options. However, they must be wary of Scald's burn chance.

Toxic: Toxic is annoying for Slowking, as it limits its utility on the field by forcing more switches and uses of Slack Off. Although Slowking can normally check it, Heatran can lure in Slowking and cripple it with a debilitating Toxic.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
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
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
110
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
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
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
PP
20
Lowers the target's Sp. Atk by 1.
 
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
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
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
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
120
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
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
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
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
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
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
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
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
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
5 turns. Grounded: +Psychic power, priority-safe.
 
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
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
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. Thaws target.
 
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
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
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
50
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
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
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
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
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
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
20
User switches out.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze 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
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
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
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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