Stats, type matchups, abilities, learnset, current usage, and build context for Slowbro in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Sp. Def by 2.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Poison - special / 120 BP / 90%
Cannot be selected until the user eats a Berry.
Normal - status
User loses 50% max HP. Maximizes Attack.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Normal - status
Prevents the target from switching out.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
Heals the target by 50% of its max HP.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Psychic - status
No foe can use any move known by the user.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 75 BP / 100%
For 2 turns, the target is prevented from healing.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Water - status
For 5 turns, heavy rain powers Water moves.
Water - physical / 75 BP / 95%
50% chance to lower the target's Defense by 1.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Water - special / 80 BP / 100%
30% chance to burn the target. Thaws target.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
Heals the user by 50% of its max HP.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Electric - status / 90%
Paralyzes the target.
Normal - special / 80 BP / 100%
20% chance to paralyze or burn or freeze target.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Psychic - status
For 5 turns, all Defense and Sp. Def stats switch.
Normal - status
Puts the target to sleep after 1 turn.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.