#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
- red green japan
- blue japan
- Red / Blue
- Yellow
- Gold / Silver
- Crystal
- Ruby / Sapphire
- Emerald
- Colosseum
- XD
- FireRed / LeafGreen
- Diamond / Pearl
- Platinum
- HeartGold / SoulSilver
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Let's Go Pikachu / Eevee
- Sword / Shield
- Brilliant Diamond / Shining Pearl
- Legends: Arceus
- Scarlet / Violet
- champions