Snorlax
Rank #86![]()
HP
235
Atk
130
Def
85
SpA
85
SpD
130
Spe
50
Total715
Usage Format
Snorlax Abilities
Immunity6.8%
The Pokemon cannot be poisoned or badly poisoned.
Thick Fat89.9%
Halves the damage the Pokemon takes from Fire- and Ice-type moves.
Gluttony3.3%
If the Pokemon is holding a Berry to be eaten when its HP drops to 1/4 or less of its max, it will instead eat the Berry when its HP drops to 1/2 or less of its max.
Snorlax Type Effectiveness
Weak to
Resistant to
—
Immune to
Damaged normally by
Snorlax Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 58.4% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 38% | Fissure | — | 30 | 8 | 0 | Knocks out the target. The accuracy of this move is fixed at 30%. | ||
| 29.1% | Stockpile | — | ∞ | 20 | 0 | Boosts the user’s Defense and Sp. Def stats by 1 stage. Raises the user’s Stockpiling level by 1. Can be used up to 3 times. | ||
| 22.5% | Belly Drum | — | ∞ | 12 | 0 | 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. | ||
| 21.6% | Body Slam | 85 | 100 | 16 | 0 | 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. | ||
| 19.6% | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| 17.9% | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 16.7% | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| 14.5% | Yawn | — | ∞ | 12 | 0 | Makes the target drowsy. This move never misses. | ||
| 14.4% | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Fire Punch | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Ice Punch | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Double-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Bite | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Hydro Pump | 110 | 80 | 8 | 0 | — | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| — | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Counter | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | ||
| — | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Screech | — | 85 | 20 | 0 | Lowers the target’s Defense stat by 2 stages. | ||
| — | Self-Destruct | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | Fire Blast | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Amnesia | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 2 stages. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Flail | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Mud-Slap | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Outrage | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Attract | — | 100 | 16 | 0 | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Uproar | 90 | 100 | 12 | 0 | The user gains the Uproar status. | ||
| — | Swallow | — | ∞ | 12 | 0 | The higher the user’s Stockpiling level, the more HP the user restores. Level 1: 1/4 of the user’s max HP is restored. Level 2: 1/2 of the user’s max HP is restored. Level 3: The user’s HP is fully restored. This move fails unless the user has the Stockpiling status. | ||
| — | Facade | 70 | 100 | 20 | 0 | 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. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Recycle | — | ∞ | 12 | 0 | Regenerates the last held item that the user consumed. The user then holds this item once more. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Block | — | ∞ | 8 | 0 | Gives the target the Can’t Escape status. | ||
| — | Covet | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Hammer Arm | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Gastro Acid | — | 100 | 12 | 0 | Gives the target the No Ability status. | ||
| — | Last Resort | 140 | 100 | 8 | 0 | This move fails unless the user has already used all the other moves it knows. | ||
| — | Seed Bomb | 80 | 100 | 16 | 0 | — | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Gunk Shot | 120 | 80 | 8 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Smack Down | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Heavy Slam | — | 100 | 12 | 0 | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon 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. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Wild Charge | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| — | Heat Crash | — | 100 | 12 | 0 | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Belch | 120 | 90 | 12 | 0 | This move fails unless the user has eaten a Berry during the battle. | ||
| — | High Horsepower | 95 | 95 | 12 | 0 | — | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Terrain Pulse | 50 | 100 | 12 | 0 | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). | ||
| — | Supercell Slam | 100 | 95 | 16 | 0 | If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |