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Slowpoke

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Slowpoke in Pokémon Black & White

#79 in the National Pokédex • Dopey Pokémon

Slowpoke in the National Pokédex
Slowpoke sprite

Normal

Shiny Slowpoke sprite

Shiny

Pokédex entries

Pokémon Black

Although slow, it is skilled at fishing with its tail. It does not feel pain if its tail is bitten.

Pokémon White

Although slow, it is skilled at fishing with its tail. It does not feel pain if its tail is bitten.

Pokémon details

Types

WaterPsychic

Category

Dopey Pokémon

Height

1.2 m (3'11")

Weight

36 kg (79.4 lbs)

National Pokédex

#0079

Slowpoke in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

90

290

384

Attack

65

121

251

Defense

65

121

251

Sp. Atk

40

76

196

Sp. Def

40

76

196

Speed

15

31

141

Total

315

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Slowpoke, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 HP
Catch rate
190
Base Exp.
63

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Abundant Shrine

Surfing25-5530%

-

Abundant Shrine

Surfing in dark spots25-6060%

-

Entralink

Entree Forest (historical Sparkling Sea transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Sparkling Sea catalog; Regenerator ability

White
LocationMethodLevelChanceConditions

Abundant Shrine

Surfing25-5530%

-

Abundant Shrine

Surfing in dark spots25-6060%

-

Entralink

Entree Forest (historical Sparkling Sea transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Sparkling Sea catalog; Regenerator ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
StartCurse

A move that works differently for the Ghost type than for all other types.

Ghost--10
StartYawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10
5Growl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
9Water Gun

The target is blasted with a forceful shot of water.

Water4010025
14Confusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
19Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
23Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015
28Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020
32Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015
36Slack Off

The user slacks off, restoring its own HP by up to half of its maximum HP.

Normal--10
41Amnesia

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20
45Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
49Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
54Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
58Heal Pulse

The user emits a healing pulse which restores the target’s HP by up to half of its max HP.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM26Earthquake

The user sets off an earthquake that strikes those around it.

Ground10010010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM78Bulldoze

The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced.

Ground6010020
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Moves this Pokémon can inherit through breeding or similar methods.
Class
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Normal--10
Block

The user blocks the target’s way with arms spread wide to prevent escape.

Normal--5
Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
Me First

The user tries to cut ahead of the target to steal and use the target’s intended move with greater power.

Normal--20
Mud Sport

The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.

Ground--15
Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015
Stomp

The target is stomped with a big foot. It may also make the target flinch.

Normal6510020
Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
After You

The user helps the target and makes it use its move right after the user.

Normal--15

Trade from Black 2 or White 2

Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

PokéTransfer from Generation IV

Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010

Historical Dream World: Sparkling Sea

Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010

PokéTransfer from Generation IV

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515

Gen IV Whirlpool → Diamond/Pearl/Platinum → PokéTransfer

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Oblivious

Ability Slot 1

Prevents it from becoming infatuated.

Prevents infatuation and protects against Captivate.

Own Tempo

Ability Slot 2

Prevents the Pokémon from becoming confused.

Prevents confusion.

Regenerator(Hidden Ability)

Restores a little HP when withdrawn from battle.

Heals for 1/3 max HP upon switching out.

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