Last updated: 2026-07-27

Related Pokemon
When the Pokémon enters a battle, it removes all stat changes from its allies.
The Pokémon cannot become confused and is unaffected by Intimidate.
The Pokémon has 1/3 of its max HP restored when it switches out of battle.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Pivot Cushion
Sp.Def + Regenerator + Chilling Reception pivot cushion.
Galarian Slowking
| HP | 202 | 32 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 102 | 2 | |
| SpA | 130 | - | |
| SpD↑ | 178 | 32 | |
| Spe | 50 | - |
A matchup-control Galarian Slowking that specializes in HP and Sp.Def to raise its special bulk, deflecting the opponent's attacks while safely bringing in its teammates. It applies pressure with "Future Sight" and switches out with "Chilly Reception," recovering its own HP via its ability or held item to Repeatedly supports backup Pokémon.
Choose between secondary moves and STAB damage
Galarian Slowking can use Flamethrower to improve performance against Steel-types, but If you want a role against Fairy-types, adopting the STAB move Sludge Bomb is also recommended.
Use Toxic to break down opponents
Galarian Slowking learns the excellent status move Toxic.Inflict Toxic on Pokémon switching in to absorb Galarian Slowking, gaining the upper hand in cycle warfare can be done.
It takes on the role of switching in against special attackers, developing the situation with delayed attacks and weather changes, and bringing in its allied ace for free. Since the chip damage to itself can be offset by "Recover" or its ability effect on switch-in, Deflects opposing offense while seizing control of the match — core gameplay.
Weak to Physical Attackers
Since Galarian Slowking is a special wall, Struggles against Pokémon that hit weaknesses with Ground- or Dark-type physical moves — its role. To avoid being broken down in cycle battles, select it alongside Pokémon that can cover Galarian Slowking's weaknesses.
Example Threats
Trick Room Lead Attacker
Trick Room + Chilling Reception pivot/attacker.
Slowking
| HP | 201 | 31 | |
|---|---|---|---|
| Atk | 95 | - | |
| Def | 101 | 1 | |
| SpA↑ | 167 | 32 | |
| SpD | 132 | 2 | |
| Spe↓ | 45 | - |
Slowking build specialized in HP and Sp. Atk to enhance special damage and bulk, with reduced Speed to move first under Trick Room. Recovers with Regenerator Ability and Sitrus Berry while using Chilly Reception to Pivots to safely bring backup Pokémon into play can also be done.
Main weapon candidates
Slowking has multiple Water and Psychic move candidates: Surf and Scald with stable accuracy, Psyshock which hits low-physical-bulk Pokémon, and Future Sight which deals damage alongside other moves — Adopt moves that fit your playstyle.
Secondary moves are candidates for adoption
Slowking learns various special attacking moves. Flamethrower for Steel-types, Thunderbolt for Flying/Water-types, Ice Beam for Dragons, and Adopt moves that work against opponents your other team members find hard to hit weaknesses on.
Plays the role of deploying Trick Room and attacking as an attacker itself, while in unfavorable matchups it changes weather with Chilly Reception and pivots to allies. Leveraging high bulk and recovery, switches in repeatedly, and Manipulating Speed relations on the field and chipping is in charge.
Weak to Physical Attackers
Since Slowking is a special wall, Struggles against Pokémon that hit weaknesses with Ghost- or Dark-type physical moves. Lead alongside Pokémon that complement Slowking's weaknesses.
Example Threats
Type
Category
Target
Properties
100 / 100
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | 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. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | 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. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Tri Attack | Normal | Spec | 80 | 100 | 12 | 1 Foe | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | 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. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | 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. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Block | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. | |
| Slack Off | Normal | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. | |
| Yawn | Normal | Stat | - | - | 12 | 1 Foe | Makes the target drowsy. This move never misses. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Boosts the target’s Attack stat by 2 stages and confuses it. | |
| Endure | Normal | Stat | - | - | 12 | Self | 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. | |
| Belly Drum | Normal | Stat | - | - | 12 | Self | 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. | |
| Protect | Normal | Stat | - | - | 8 | Self | 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. | |
| Substitute | Normal | Stat | - | - | 12 | Self | 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. | |
| Disable | Normal | Stat | - | 100 | 20 | 1 Foe | Gives the target the Move Disabled status for 4 turns. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of burning the target. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Dive | Water | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. |
| Waterfall | Water | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Razor Shell | Water | Phys | 75 | 95 | 12 | ContactCut | 1 Foe | Has a 50% chance of lowering the target’s Defense stat by 1 stage. |
| Hydro Pump | Water | Spec | 110 | 80 | 8 | 1 Foe | An ordinary attacking move. | |
| Muddy Water | Water | Spec | 90 | 85 | 12 | All Foes | Has a 30% chance of lowering targets’ accuracy by 1 stage. | |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Scald | Water | Spec | 80 | 100 | 16 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Whirlpool | Water | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Belch | Poison | Spec | 120 | 90 | 12 | 1 Foe | This move fails unless the user has eaten a Berry during the battle. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Avalanche | Ice | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of freezing the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| Chilly Reception | Ice | Stat | - | - | 12 | Whole Field | Summons snow for 5 turns. The user switches out of battle to be replaced by another party Pokémon. | |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Gives the target’s spot the Future Attack status. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | 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. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Heal Pulse | Psychic | Stat | - | - | 12 | Pulse | 1 Foe | Restores 1/2 of the target’s max HP. |
| Wonder Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Wonder Room status for 5 turns. Using it again while the Wonder Room status is active ends the Wonder Room status. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | 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. | |
| Amnesia | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 2 stages. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Gunk Shot | Poison | Phys | 120 | 80 | 8 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Sludge Wave | Poison | Spec | 95 | 100 | 12 | All | Has a 10% chance of poisoning targets. | |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Venoshock | Poison | Spec | 65 | 100 | 12 | 1 Foe | This move's power is doubled if the target is poisoned or badly poisoned. | |
| Acid Spray | Poison | Spec | 40 | 100 | 20 | Ball | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Toxic Spikes | Poison | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Toxic Spikes status. | |
| Toxic | Poison | Stat | - | 90 | 12 | 1 Foe | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Eerie Spell | Psychic | Spec | 80 | 100 | 8 | Sound | 1 Foe | Removes 3 PP from the move last used by the target. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Snarl | Dark | Spec | 55 | 95 | 16 | Sound | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. |