Slowbro (Galar)
Is Slowbro (Galar) good in Pokemon Champions?
- Poison/Psychic types
- Base stat total 490
- Weak to Ground, Ghost, Dark
Base Stats
Slowbro (Galar) Weaknesses & Resistances
Slowbro (Galar) Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Slowbro (Galar)'s most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
For five turns, slower Pokémon will act before faster Pokémon.
Can only be used after the user has eaten a berry.
Hits the target two turns later.
Has a chance to poison the target.
Has a chance to poison the target.
Has a chance to lower the target’s Special Defense by one stage.
Inflicts regular damage with no additional effect.
Has a chance to poison the target.
Inflicts regular damage with no additional effect.
Has a chance to poison the target.
Inflicts damage based on the target’s Defense, not Special Defense.
Has a chance to make the target flinch.
Inflicts double damage if the target is Poisoned.
Lowers the target’s Special Defense by two stages.
Power is higher the more the user’s stats have been raised, to a maximum of 31×.
Raises the user’s Special Defense by two stages.
Raises the user’s Special Attack and Special Defense by one stage.
Heals the target for half its max HP.
Prevents the target from using any moves that the user also knows.
Reduces damage from special attacks by 50% for five turns.
Protects Pokémon on the ground from priority moves and increases the power of th…
User sleeps for two turns, completely healing itself.
User and target swap abilities.
Badly poisons the target, inflicting more damage every turn.
Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
User and target swap items.
All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Has a chance to lower the target’s Speed by one stage.
Ally’s next move inflicts half more damage.
Prevents any moves from hitting the user this turn.
Paralyzes the target.
Target sleeps at the end of the next turn.
User foregoes its next turn to recharge.
User foregoes its next turn to recharge.
User receives 1/3 the damage inflicted in recoil.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to freeze the target.
Has a chance to burn the target.
Inflicts regular damage with no additional effect.
Inflicts regular damage and can hit Dig users.
Has a chance to lower the target’s Defense by one stage.
Calculates damage with the target’s attacking stat.
Has a chance to burn the target.
Has a chance to freeze the target.
Has a chance to lower the target’s accuracy by one stage.
Inflicts regular damage and can hit Dive users.
Has a chance to paralyze the target.
Has a chance to lower the target’s Defense by one stage.
User digs underground, dodging all attacks, and hits next turn.
User dives underwater, dodging all attacks, and hits next turn.
Inflicts regular damage with no additional effect.
Has a chance to lower the target’s Special Defense by one stage.
Has a chance to burn, freeze, or paralyze the target.
Has a chance to make the target flinch.
Destroys Reflect and Light Screen.
Drains half the damage inflicted to heal the user.
Has a chance to freeze the target.
Has a chance to lower the target’s Defense by one stage.
Power doubles if user is burned, paralyzed, or poisoned.
Has a chance to freeze the target and a chance to make the target flinch.
Inflicts double damage if the user takes damage before attacking this turn.
Has a chance to lower the target’s Speed by one stage.
Has double power if it’s used more than once per turn.
Has a chance to confuse the target.
Has a chance to lower the target’s Speed by one stage.
Removes any immunity to Ground damage.
Has a chance to make the target flinch. Only works if the user is sleeping.
If there be weather, this move has doubled power and the weather’s type.
Prevents the target from leaving battle and inflicts 1/16 its max HP in damage f…
Hits 2-5 times in one turn.
User pays half its max HP to max out its Attack.
Prevents the target from leaving battle.
Ghosts pay half their max HP to hurt the target every turn. Others decrease Spe…
Disables the target’s last used move for 1-8 turns.
Prevents the user’s HP from lowering below 1 this turn.
Throws held item at the target; power depends on the item.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Resets all Pokémon’s stats, accuracy, and evasion.
Raises the user’s Defense by two stages.
Raises the user’s Special Attack by two stages.
Discards the user’s stat changes and copies the target’s.
Changes the weather to rain for five turns.
Protects the user’s field from major status ailments and confusion for five turn…
Changes the weather to a sandstorm for five turns.
Lowers the target’s Speed by two stages.
Heals the user by half its max HP.
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
Changes the weather to sunny for five turns.
Abilities
“The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate.”
Related Pokémon
Other Poison / Psychic picks worth scouting