slowbro #80 slowbro

Datos del Pokémon

water psychic
Altura: 1.6 m
Peso: 78.5 kg

Habilidades

  • oblivious

    Prevents infatuation and protects against captivate.

  • own-tempo

    Prevents confusion.

  • regenerator

    Heals for 1/3 max HP upon switching out.

Movimientos Descripción
mega-punch Inflicts regular damage with no additional effect.
pay-day Scatters money on the ground worth five times the user’s level.
ice-punch Has a 10% chance to freeze the target.
stomp Has a 30% chance to make the target flinch.
mega-kick Inflicts regular damage with no additional effect.
headbutt Has a 30% chance to make the target flinch.
tackle Inflicts regular damage with no additional effect.
body-slam Has a 30% chance to paralyze the target.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
growl Lowers the target’s Attack by one stage.
disable Disables the target’s last used move for 1-8 turns.
flamethrower Has a 10% chance to burn the target.
water-gun Inflicts regular damage with no additional effect.
hydro-pump Inflicts regular damage with no additional effect.
surf Inflicts regular damage and can hit Dive users.
ice-beam Has a 10% chance to freeze the target.
blizzard Has a 10% chance to freeze the target.
psybeam Has a 10% chance to confuse the target.
bubble-beam Has a 10% chance to lower the target’s Speed by one stage.
hyper-beam User foregoes its next turn to recharge.
submission User receives 1/4 the damage it inflicts in recoil.
counter Inflicts twice the damage the user received from the last physical hit it took.
seismic-toss Inflicts damage equal to the user’s level.
strength Inflicts regular damage with no additional effect.
thunder-wave Paralyzes the target.
earthquake Inflicts regular damage and can hit Dig users.
fissure Causes a one-hit KO.
dig User digs underground, dodging all attacks, and hits next turn.
toxic Badly poisons the target, inflicting more damage every turn.
confusion Has a 10% chance to confuse the target.
psychic Has a 10% chance to lower the target’s Special Defense by one stage.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
mimic Copies the target’s last used move.
double-team Raises the user’s evasion by one stage.
withdraw Raises the user’s Defense by one stage.
light-screen Reduces damage from special attacks by 50% for five turns.
reflect Reduces damage from physical attacks by half.
bide User waits for two turns, then hits back for twice the damage it took.
metronome Randomly selects and uses any move in the game.
fire-blast Has a 10% chance to burn the target.
waterfall Has a 20% chance to make the target flinch.
swift Never misses.
skull-bash Raises the user’s Defense by one stage. User charges for one turn before attacking.
amnesia Raises the user’s Special Defense by two stages.
dream-eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
flash Lowers the target’s accuracy by one stage.
psywave Inflicts damage between 50% and 150% of the user’s level.
rest User sleeps for two turns, completely healing itself.
tri-attack Has a 20% chance to burn, freeze, or paralyze the target.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
nightmare Target loses 1/4 its max HP every turn as long as it’s asleep.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
protect Prevents any moves from hitting the user this turn.
mud-slap Has a 100% chance to lower the target’s accuracy by one stage.
zap-cannon Has a 100% chance to paralyze the target.
icy-wind Has a 100% chance to lower the target’s Speed by one stage.
endure Prevents the user’s HP from lowering below 1 this turn.
swagger Raises the target’s Attack by two stages and confuses the target.
fury-cutter Power doubles every turn this move is used in succession after the first, maxing out after five turns.
attract Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
safeguard Protects the user’s field from major status ailments and confusion for five turns.
dynamic-punch Has a 100% chance to confuse the target.
iron-tail Has a 30% chance to lower the target’s Defense by one stage.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
psych-up Discards the user’s stat changes and copies the target’s.
shadow-ball Has a 20% chance to lower the target’s Special Defense by one stage.
future-sight Hits the target two turns later.
rock-smash Has a 50% chance to lower the target’s Defense by one stage.
whirlpool Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
hail Changes the weather to a hailstorm for five turns.
facade Power doubles if user is burned, paralyzed, or poisoned.
focus-punch If the user takes damage before attacking, the attack is canceled.
helping-hand Ally’s next move inflicts half more damage.
trick User and target swap items.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
brick-break Destroys Reflect and Light Screen.
yawn Target sleeps at the end of the next turn.
skill-swap User and target swap abilities.
imprison Prevents the target from using any moves that the user also knows.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
dive User dives underwater, dodging all attacks, and hits next turn.
slack-off Heals the user by half its max HP.
weather-ball If there be weather, this move has doubled power and the weather’s type.
signal-beam Has a 10% chance to confuse the target.
muddy-water Has a 30% chance to lower the target’s accuracy by one stage.
aerial-ace Never misses.
iron-defense Raises the user’s Defense by two stages.
block Prevents the target from leaving battle.
mud-shot Has a 100% chance to lower the target’s Speed by one stage.
calm-mind Raises the user’s Special Attack and Special Defense by one stage.
water-pulse Has a 20% chance to confuse the target.
brine Has double power against Pokémon that have less than half their max HP remaining.
natural-gift Power and type depend on the held berry.
fling Throws held item at the target; power depends on the item.
aqua-tail Inflicts regular damage with no additional effect.
drain-punch Drains half the damage inflicted to heal the user.
focus-blast Has a 10% chance to lower the target’s Special Defense by one stage.
giga-impact User foregoes its next turn to recharge.
nasty-plot Raises the user’s Special Attack by two stages.
avalanche Inflicts double damage if the user takes damage before attacking this turn.
zen-headbutt Has a 20% chance to make the target flinch.
trick-room For five turns, slower Pokémon will act before faster Pokémon.
captivate Lowers the target’s Special Attack by two stages if it’s the opposite gender.
grass-knot Inflicts more damage to heavier targets, with a maximum of 120 power.
wonder-room All Pokémon’s Defense and Special Defense are swapped for 5 turns.
psyshock Inflicts damage based on the target’s Defense, not Special Defense.
telekinesis Moves have 100% accuracy against the target for three turns.
foul-play Calculates damage with the target’s attacking stat.
after-you Makes the target act next this turn.
round Has double power if it’s used more than once per turn.
echoed-voice Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
stored-power Power is higher the more the user’s stats have been raised, to a maximum of 31×.
scald Has a 30% chance to burn the target.
heal-pulse Heals the target for half its max HP.
incinerate Destroys the target’s held berry.
bulldoze Has a 100% chance to lower the target’s Speed by one stage.
razor-shell Has a 50% chance to lower the target’s Defense by one stage.
confide Lowers the target’s Special Attack by one stage.
psychic-terrain Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
liquidation Has a 20% chance to lower the target’s Defense by one stage.
body-press
expanding-force Inflicts regular damage with no additional effect.
tera-blast
snowscape
chilling-water
psychic-noise

Estadísticas Base

hp 95
attack 75
defense 110
special attack 100
special defense 80
speed 30