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Snorlax sprite

#0143

Snorlax

normal2.1 m · 460.0 kg

Base stats — 540 total

HP
160
Atk
110
Def
65
SpA
65
SpD
110
Spe
30

Abilities

  • Immunity
  • Thick Fat
  • Gluttony hidden

Learnset

What Snorlax learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level27

  • 1BlocknormalStatus5 PPPrevents the target from leaving battle.
  • 1CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • 1Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 1FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 1FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • 1Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • 1LickghostPhysical30 BP100% acc30 PPHas a chance to paralyze the target.
  • 1MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • 1RecyclenormalStatus10 PPUser recovers the item it last used up.
  • 1ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 1StockpilenormalStatus20 PPStores energy up to three times for use with Spit Up and Swallow.
  • 1SwallownormalStatus10 PPRecovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 12YawnnormalStatus10 PPTarget sleeps at the end of the next turn.
  • 16BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 20RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • 20Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • 20SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • 24CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 28Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • 32Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 36AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • 40High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • 44Hammer ArmfightingPhysical100 BP90% acc10 PPLowers user’s Speed by one stage.
  • 48Belly DrumnormalStatus10 PPUser pays half its max HP to max out its Attack.
  • 52BelchpoisonSpecial120 BP90% acc10 PPCan only be used after the user has eaten a berry.
  • 56Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.

Egg5

  • BelchpoisonSpecial120 BP90% acc10 PPCan only be used after the user has eaten a berry.
  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • FissuregroundPhysical30% acc5 PPCauses a one-hit KO.

TM/HM63

  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • Chilling WaterwaterSpecial50 BP100% acc20 PPThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Gunk ShotpoisonPhysical120 BP80% acc5 PPHas a chance to poison the target.
  • Hard PresssteelPhysical100% acc10 PPThe target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
  • Heat CrashfirePhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Icy WindiceSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
  • Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in — 26 games

Click a game to see the learnset as it works there; click again to go back to the latest.