Competitive Information for Slowking [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Slowking slowking
Base Stats for Slowking

Water / Psychic

Abilities:
ObliviousOblivious: This Pokemon cannot be infatuated or taunted.
,
Own TempoOwn Tempo: This Pokemon cannot be confused.
,
RegeneratorRegenerator: This Pokemon restores 1/3 of its maximum HP, rounded down, when it switches out.


Evolutions / Family:
Slowpoke
Slowbro
Slowking

Weakness Chart for Water/Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
2x
  
0.5x
0.5x
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
  
0.5x
  
  
0.5x
  
0.5x
0.5x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SlowkingVisit Serebii's Pokedex for location, breeding, and other game details about SlowkingVisit Bulbapedia for more information about SlowkingVisit Pikalytics for competitive usage stats on Slowking

Movesets for Singles


What is a good competitive moveset for Slowking? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Slowking in Pokemon Sun/Moon:

GliscorAlakazamGengarScizor-MegaKommo-oDittoHydreigonVenusaur-MegaAvaluggDoubladeMalamarDrampa


Slowking is an awesome Water and Psychic-typed Pokemon. It's normal to find yourself dealing with Slowking when battling in the 7th generation meta. Slowking is weak to Bug, Dark, Electric, Ghost, and Grass-typed attacks.


Species: Slowking
Item: Leftovers / Rocky Helmet
Ability: Regenerator
Nature: Calm (+SpD, -Atk)
EVs: 252 Hp / 4 SpA / 252 SpD
Moveset:
- Flamethrower
- Scald
- Calm Mind
- Slack Off

Special Wall Slowking (Popular/Trending)

Slowking is a decent Special Wall. It is designed to take a decent amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Slowking last longer regaining it's healthiness every turn. With Regenerator, Slowking restores 1/3 of its maximum hp rounded down when it switches out.

Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Calm Mind is a status move (raises your Slowking's special attack and special defense by 1 stage).
Slack Off is a status move (heals your Slowking by 50% of its max hp).




Species: Slowking
Item: Psychium Z / Life Orb
Ability: Oblivious
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Surf / Scald
- Belch
- Ice Beam

Special Sweeper Slowking (Oblivious)

Slowking is an outstanding Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Slowking's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Oblivious, Slowking cannot be infatuated or taunted.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Belch is a special 120-base power Poison-type move (cannot be selected until your Slowking eats a berry).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).




Species: Slowking
Item: Leftovers
Ability: Regenerator
Nature: Quiet (+SpA, -Spe)
EVs: 248 Hp / 252 SpA / 8 SpD
Moveset:
- Trick Room
- Fire Blast
- Psychic
- Surf

Slowking Special Tank (Trick Room King)

Slowking is a notable Special Tank. It is meant to take a substantial amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Slowking last longer regaining it's life every turn. With Regenerator, Slowking restores 1/3 of its maximum hp rounded down when it switches out. I think Slowking is one of the best Trick Room users in the game (it's even in the name!). With good bulk and typing, it can set up Trick Room several times, and heal up on the switch thanks to Regenerator. Surf, Psychic, and Fire Blast offer great coverage for a super strong and super slow special sweeper.

Trick Room is a status move (goes last. for 5 turns, turn order is reversed).
Fire Blast is a special 110-base power Fire-type move (10% chance to burn the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).




Species: Slowking
Item: Life Orb
Ability: Own Tempo
Nature: Quiet (+SpA, -Spe)
EVs: 252 Hp / 6 Def / 249 SpA
Moveset:
- Calm Mind
- Fire Blast
- Ice Beam
- Surf

Slowking Special Tank (A Good Day To Be King)

Slowking is a stupendous Special Tank. It's meant to take a good amount of hits from special attacks while dealing some decent damage. Life Orb boosts the power of Slowking's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Own Tempo, Slowking cannot be confused.

Calm Mind is a status move (raises your Slowking's special attack and special defense by 1 stage).
Fire Blast is a special 110-base power Fire-type move (10% chance to burn the target).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).
Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).



Movesets for Doubles


What is a good doubles moveset for Slowking? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Slowking in Pokemon Sun/Moon:

GliscorAlakazamGengarScizor-MegaKommo-oDittoHydreigonVenusaur-MegaAvaluggDoubladeMalamarDrampa


Species: Slowking
Item: Waterium Z / Life Orb
Ability: Oblivious
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Psychic / Psyshock
- Incinerate
- Belch

Doubles Special Sweeper Slowking (Oblivious)

Slowking is a sensational Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Slowking's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Oblivious, Slowking cannot be infatuated or taunted.

Surf is a special STAB-boosted 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target. thaws target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Incinerate is a special 60-base power Fire-type move (destroys the foes berry/gem).
Belch is a special 120-base power Poison-type move (cannot be selected until your Slowking eats a berry).



Movepool


Wondering what moves can Slowking learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Belch
120
90%
10
Cannot be selected until the user eats a Berry.
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Power Gem
80
100%
20
No additional effect.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Psywave
--
100%
15
Random damage equal to 0.5x-1.5x user's level.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target. Thaws target.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Trump Card
--
--
5
More power the fewer PP this move has left.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aqua Tail
90
90%
10
No additional effect.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dragon Tail
60
90%
10
Forces the target to switch to a random ally.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fissure
--
30%
5
OHKOs the target. Fails if user is a lower level.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pay Day
40
100%
20
Scatters coins.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Stomp
65
100%
20
30% chance to flinch the target.
Strength
80
100%
15
No additional effect.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Ally Switch
--
--
15
The user swaps positions with its ally.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Block
--
--
5
Prevents the target from switching out.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Pulse
--
--
10
Heals the target by 50% of its max HP.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Mimic
--
--
10
The last move the target used replaces this one.
Mud Sport
--
--
15
For 5 turns, Electric-type attacks have 1/3 power.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Quash
--
100%
15
Forces the target to move last this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Slack Off
--
--
10
Heals the user by 50% of its max HP.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Slowking can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Slowking

Create a build


Have an idea in mind for Slowking that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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