#0080.1
Mega Slowbro

Mega Slowbro

Water Psychic

Abilities

  • Shell Armor Attacks landed on the Pokémon will never be critical hits.

Stat Points

HP
95
ATK
75
DEF
180
Sp. Atk
130
Sp. Def
80
SPE
30

Weakness and Resistance

2x ⦿ Super Effective
Grass Electric Bug Ghost Dark
1x – Normal
Normal Poison Ground Flying Rock Dragon Fairy
0.5x △ Resists
Fire Water Ice Fighting Psychic Steel

Learnable Moves (78)

Name Type Category Power PP Description
Amnesia status - 20 Boosts the user's Sp. Def stat by 2 stages.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Belch special 120 12 This move fails unless the userhas eaten a Berry during the battle.
Belly Drum status - 12 The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Block status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Expanding Force special 80 12 If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Heal Pulse status - 12 Restores 1/2 of the target's max HP.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise special 75 12 Gives the target the Healing Prevented status, where the Pokémon is unable to restore HP from moves, abilities, or held items, for 2 turns.
Psychic Terrain status - 12 Turns the entire field into Psychic Terrain for 5 turns.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Rain Dance status - 8 Summons rain for 5 turns.
Razor Shell physical 75 12 Has a 50% chance of lowering the target's Defense stat by 1 stage.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Scald special 80 16 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap status - 12 The user and the target swap their Abilities.
Slack Off status - 8 Restores 1/2 of the user's max HP.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Thunder Wave status - 20 Paralyzes the target.
Tri Attack special 80 12 Has a 20% chance of leaving the target burned, frozen, or paralyzed.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.
Wonder Room status - 12 Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
Yawn status - 12 Makes the target drowsy. This move never misses.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.