Snorlax

Snorlax

Rank #86Normal

HP
235
Atk
130
Def
85
SpA
85
SpD
130
Spe
50
Total715

Usage Format

Snorlax Abilities

Snorlax Type Effectiveness

Weak to

Fighting

Resistant to

Immune to

Ghost

Damaged normally by

NormalFlyingPoisonGroundRockBugSteelFireWaterGrassElectricPsychicIceDragonDarkFairy

Snorlax Moves

Usage Move Type Category Power Acc PP Prio Description
58.4%ProtectNormalStatus8+4The 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%FissureGroundPhysical3080Knocks out the target. The accuracy of this move is fixed at 30%.
29.1%StockpileNormalStatus200Boosts 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 DrumNormalStatus120The 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 SlamNormalPhysical85100160Has 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 PressFightingPhysical80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
17.9%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
16.7%EarthquakeGroundPhysical100100120This 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%YawnNormalStatus120Makes the target drowsy. This move never misses.
14.4%RestPsychicStatus80Fully 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 PunchFirePhysical75100160Has a 10% chance of burning the target.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
BiteDarkPhysical60100200Has a 30% chance of making the target flinch.
FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
Hydro PumpWaterSpecial1108080
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Solar BeamGrassSpecial120100120The 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.
ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
ScreechNormalStatus85200Lowers the target’s Defense stat by 2 stages.
Self-DestructNormalPhysical20010080The user faints upon using this move.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
AmnesiaPsychicStatus200Boosts the user’s Sp. Def stat by 2 stages.
SubstituteNormalStatus120The 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.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
FlailNormalPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Mud-SlapGroundSpecial20100120Lowers the target’s accuracy by 1 stage.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
OutrageDragonPhysical120100120The user gains the Rampaging status.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+4During 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.
CharmFairyStatus100200Lowers the target’s Attack stat by 2 stages.
AttractNormalStatus100160Gives 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 TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
EncoreNormalStatus10080Gives the target the Encore status.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
CrunchDarkPhysical80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
UproarNormalSpecial90100120The user gains the Uproar status.
SwallowNormalStatus120The 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.
FacadeNormalPhysical70100200This 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 PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
RecycleNormalStatus120Regenerates the last held item that the user consumed. The user then holds this item once more.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Hyper VoiceNormalSpecial90100120
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
BlockNormalStatus80Gives the target the Can’t Escape status.
CovetNormalPhysical60100200If the user is not already holding an item, it steals the target’s held item.
Hammer ArmFightingPhysical10090120Lowers the user’s Speed stat by 1 stage.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Gastro AcidPoisonStatus100120Gives the target the No Ability status.
Last ResortNormalPhysical14010080This move fails unless the user has already used all the other moves it knows.
Seed BombGrassPhysical80100160
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Gunk ShotPoisonPhysical1208080Has a 30% chance of poisoning the target.
Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
Smack DownRockPhysical50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
Heavy SlamSteelPhysical100120The 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.
RoundNormalSpecial60100160If 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.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Wild ChargeElectricPhysical90100160The user takes 1/4 of the damage dealt by this move.
Heat CrashFirePhysical100120The 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.
BelchPoisonSpecial12090120This move fails unless the user has eaten a Berry during the battle.
High HorsepowerGroundPhysical9595120
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Terrain PulseNormalSpecial50100120This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.
Hard PressSteelPhysical100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
Supercell SlamElectricPhysical10095160If 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.