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Pokemon Lets Go Slowbro

Slowbro Pokedex ID: 80
Stat Amount Bar Graph
Max CP 490
Attack 75
Special Attack 100
Defense 110
Special Defense 80
HP 95
Speed 30

Overview

Pokemon Let's Go Slowbro is a Water and Psychic Type pokemon also known as a Hermit Crab Pokémon, first discovered in the Kanto region. it's weak against Grass, Electric, Bug, Ghost, Dark type moves and has a Max CP of 490, 95 HP, 75 Attack, 100 SP Attack, 110 Defense, 80 SP Defense and 30 Speed. Considering it's stats, the best nature to have is Relaxed, this will increase it's Defense and decrease it's Speed stats.

Pokedex Entry

It spaces out while gazing at the sea. With Shellder’s poison flowing through its body, it becomes even spacier.

Pokemon Lets Go Slowbro Evolutions

What level does Pokemon Let's Go Slowbro Evolve at?

The Unevolved Form Slowpoke Evolves at level 37 into Slowbro, which then Use a Mega Stone to Evolve into Mega Slowbro.

First Second Third Final
Slowpoke315
37 Slowbro490
Mega Stone Mega Slowbro590

How to catch Slowbro in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Slowbro Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Slowbro is in the Seafoam Islands zone, it will have a 20% chance to spawn in the area with a level range of 39-44. This also makes Seafoam Islands the best place to Catch Combo Chain hunt Shiny Slowbro or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Seafoam Islands 20% 39-44 normal 1F
Seafoam Islands 20% 39-44 normal 2F
Seafoam Islands 20% 39-44 normal 3F
Seafoam Islands 20% 39-44 normal 4F
Seafoam Islands 20% 39-44 normal 5F
Seafoam Islands 15% 39-44 normal 6F
Seafoam Islands 15% 39-44 normal 7F
Seafoam Islands 10% 39-44 normal 6F
Seafoam Islands 10% 39-44 normal 7F
Seafoam Islands 5% 39-44 normal 1F
Seafoam Islands 5% 39-44 normal 2F
Seafoam Islands 5% 39-44 normal 3F
Seafoam Islands 5% 39-44 normal 4F
Seafoam Islands 5% 39-44 normal 5F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Slowbro.

Best Nature for Slowbro

We recommend a Relaxed Nature for Slowbro, you can visit Madam Celadon to force encounter pokemon of Relaxed Nature.

Nature Increases Decreases Choice 1 Choice 2
Relaxed Defense Speed Yellow Pink
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Pokemon Lets Go Slowbro Moves

Level Up Moves

Pokemon Let's Go Slowbro Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
0 Withdraw Water None -- 40 -- Raises the user's Defense by one stage.
1 Growl Normal None -- 40 100% Lowers the target's Attack by one stage.
1 Stomp Normal Physical 65 20 100% Has a 30% chance to make the target flinch.
1 Tackle Normal Physical 50 35 100% Inflicts regular damage with no additional effect.
1 Water Gun Water Special 40 25 100% Inflicts regular damage with no additional effect.
1 Withdraw Water None -- 40 -- Raises the user's Defense by one stage.
1 Yawn Normal None -- 10 -- makes the target drowsy on the turn it is used. If the target is still on the field at the end of the next turn, it falls asleep.
6 Growl Normal None -- 40 100% Lowers the target's Attack by one stage.
12 Water Gun Water Special 40 25 100% Inflicts regular damage with no additional effect.
18 Confusion Psychic Special 50 25 100% Has a 10% chance to confuse the target.
24 Disable Normal None -- 20 100% Disables the target's last used move for 1-8 turns.
30 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
36 Surf Water Special 95 15 100% Inflicts regular damage and can hit Dive users.
49 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
62 Amnesia Psychic None -- 20 -- Raises the user's Special Defense by two stages.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Slowbro can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM4 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM6 Light Screen Psychic None -- 30 -- Reduces damage from special attacks by 50% for five turns..
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 10 -- Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM16 Thunder Wave Electric None -- 20 100% Paralyzes the target.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM21 Foul Play Dark Physical 95 15 100% uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
TM29 Scald Water Special 80 15 100% deals damage and has a 30% chance of burning the target.
TM33 Calm Mind Psychic None -- 20 -- raises the user's Special Attack and Special Defense by one stage each.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM40 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM43 Shadow Ball Ghost Special 80 15 100% deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM47 Surf Water Special 95 15 100% Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM51 Blizzard Ice Special 120 5 70% Has a 10% chance to freeze the target.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.
TM57 Pay Day Normal Physical 40 20 100% Scatters money on the ground worth five times the user's level.
TM59 Dream Eater Psychic Special 100 15 100% Only works on sleeping Pokemon. Heals the user by half the damage inflicted.

Master Trainer

This Pokemon's Master Trainer is Haruka

Weak Against
Grass
2x
Electric
2x
Bug
2x
Ghost
2x
Dark
2x
Strong Against
Steel
1/2
Fire
1/2
Water
1/2
Ice
1/2
Fighting
1/2
Psychic
1/2