Enter name or dex number, if number, then please select the dex:
Pokedex :: Snorlax Pokemon
Pokemon details, any values of category is hyperlinks...

Home | Diamond Guide | Search Pokemon | Compare | Move Finder | Top Pokemon | My Teams | Top Trainers | Featured Pokemon

<<   Aerodactyl Articuno   >>


Rate This Pokemon
In-Game

8.0
From 47 votes
Wi-Fi Battle

7.9
From 45 votes
Register a free account on SuperCheats.com to vote for rate pokemons.

Add this Pokemon
to my Team
Register a free account on SuperCheats.com to use features such as 'My Team' which allows you to create, rate, compare and display your Pokemon teams, compare them to other member's teams and get them rated.



Snorlax

Type:
Normal
Species:
Sleeping
Catch Rate:
25 (Very Low)
Height:
6′11″ (2.1 m) (Low)
Weight:
1014.1 (460.0 kg) (High)
 
 
Ability:
Immunity/ Thick Fat
Egg Groups:
Monster
Time to Hatch:
10240 (Normal Speed)
Gender:
87.5% ♂ 12.5% ♀
National Dex
143
Johto Dex
225
Hoenn Dex
298
Sinnoh Dex
113
Its stomach can digest any kind of food, even if it happens to be moldy or rotten.

Base Stats

HP:
Attack:
Defense:
Sp. Att:
Sp. Def:
Speed:

Effort points:
2 * HP
Base Exp.:
154 (High)
Happiness:
70 (Very Low)
Growth Rate:
Slow
Color:
Black

Evolutions


Munchlax
Basic (need Full Incense)

Snorlax
Happy

Game Version Filter IV
pl
IV
d p
III
ru sa fr lg e
II
g s c st2
I
r b y st
Use this filter to just display the moves from certain games instead of all of them. Your settings are saved as you move through the Pokdex to other Pokemon, and may be saved if you return to this Pokdex at a later date

Strengths and Weaknesses
This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage.
BugDarkDragonElectricFightingFireFlyingGhostGrassGroundIceNormalPoisonPsychicRockSteelWater
1 1 1 1 2 1 1 0 1 1 1 1 1 1 1 1 1

Level Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Level Type Class Power Accuracy PP Description Games
Tackle 1 normal physical 35 95% 35 A physical attack in which the user charges and slams into the foe with its whole body. II III IV
Amnesia 6 psychic none 0 100% 20 The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. ru sa e
Defense Curl 10 normal none 0 100% 40 The user curls up to conceal weak spots and raise its Defense stat. ru sa e
Lick 12 ghost physical 20 100% 30 The foe is licked with a long tongue, causing damage. It may also paralyze the target. IV
Belly Drum 15 normal none 0 100% 10 The user maximizes its Attack stat in exchange for HP equal to half its max HP. ru sa e
Headbutt 19 normal physical 70 100% 15 The user sticks its head out and rams straight forward. It may make the foe flinch. ru sa e
Yawn 24 normal none 0 100% 10 The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. ru sa e
Rest 25 psychic none 0 100% 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. IV fr lg
Snore 28 normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. IV ru sa e
Body Slam 33 normal physical 85 100% 15 The user drops onto the foe with its full body weight. It may leave the foe paralyzed. III IV
Block 37 normal none 0 100% 5 The user blocks the foe's way with arms spread wide to prevent escape. ru sa e
Sleep Talk 37 normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. fr lg
Harden 41 normal none 0 100% 30 The user stiffens all the muscles in its body to raise its Defense stat. I
Covet 42 normal physical 40 100% 40 The user endearingly approaches the foe, then steals the item the foe is holding. ru sa e
Crunch 44 dark physical 80 100% 15 The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat. IV
Rollout 46 rock physical 30 90% 20 The user continually rolls into the foe over five turns. It becomes stronger each time it hits. ru sa e
Double-Edge 48 normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. I
Giga Impact 49 normal physical 150 90% 5 The user charges at the foe using every bit of its power. The user must rest on the next turn. IV
Hyper Beam 51 normal special 150 90% 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. ru sa e

Egg Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Charm normal none 0 100% 20 The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered. III IV
Curse ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. III IV
Double-Edge normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. III IV
Fissure ground physical 1 30% 5 The user opens up a fissure in the ground and drops the foe in. The target instantly faints if it hits. III IV
Lick ghost physical 20 100% 30 The foe is licked with a long tongue, causing damage. It may also paralyze the target. II III IV
Pursuit dark physical 40 100% 20 An attack move that inflicts double damage if used on a foe that is switching out of battle. IV
Substitute normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. III IV
Whirlwind normal none 0 100% 20 The foe is blown away, to be replaced by another Pokemon in its party. In the wild, the battle ends. IV
Zen Headbutt psychic physical 80 90% 15 The user focuses its willpower to its head and rams the foe. It may also make the target flinch. IV

Tutor Moves Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move Type Class Power Accuracy PP Description Games
Body Slam normal physical 85 100% 15 The user drops onto the foe with its full body weight. It may leave the foe paralyzed. fr lg e
Counter fighting physical n/a 100% 20 A retaliation move that counters any physical attack, inflicting double the damage taken. fr lg e
Defense Curl normal none 0 100% 40 The user curls up to conceal weak spots and raise its Defense stat. e
Double-Edge normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. fr lg e
DynamicPunch fighting physical 100 50% 5 The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. e
Endure normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. e
Fire Punch fire physical 75 100% 15 The foe is punched with a fiery fist. It may leave the target with a burn. e
Flamethrower fire special 95 100% 15 The foe is scorched with an intense blast of fire. The target may also be left with a burn. c
Ice Beam ice special 95 100% 10 The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. c
Ice Punch ice physical 75 100% 15 The foe is punched with an icy fist. It may leave the target frozen. e
Icy Wind ice special 55 95% 15 The user attacks with a gust of chilled air. It also lowers the target's Speed stat. e
Mega Kick normal physical 120 75% 5 The foe is attacked by a kick launched with muscle-packed power. fr lg e
Mega Punch normal physical 80 85% 20 The foe is slugged by a punch thrown with muscle-packed power. fr lg e
Metronome normal none 0 100% 10 The user waggles a finger and stimulates the brain into randomly using nearly any move. fr lg e
Mimic normal none 0 100% 10 The user copies the move last used by the foe. The move can be used for the rest of the battle. fr lg e
Mud-Slap ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. e
Psych Up normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. e
Rock Slide rock physical 75 90% 10 Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. fr lg e
Rollout rock physical 30 90% 20 The user continually rolls into the foe over five turns. It becomes stronger each time it hits. e
Seismic Toss fighting physical n/a 100% 20 The foe is thrown using the power of gravity. It inflicts damage equal to the user's level. fr lg e
Sleep Talk normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. e
Snore normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. e
Substitute normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. fr lg e
Swagger normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. e
ThunderPunch electric physical 75 100% 15 The foe is punched with an electrified fist. It may leave the target with paralysis. e
Thunderbolt electric special 95 100% 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. c

Machine Moves   Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this.
Move TM Type Class Power Accuracy PP Description Games
DynamicPunch TM01 fighting physical 100 50% 5 The foe is punched with the user's full, concentrated power. It confuses the foe if it hits. II
Focus Punch TM01 fighting physical 150 100% 20 The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. III IV
Mega Punch TM01 normal physical 80 85% 20 The foe is slugged by a punch thrown with muscle-packed power. I
Headbutt TM02 normal physical 70 100% 15 The user sticks its head out and rams straight forward. It may make the foe flinch. II
Curse TM03 ? none 0 100% 10 A move that works differently for the Ghost type than for all the other types. II
Water Pulse TM03 water special 60 100% 20 The user attacks the foe with a pulsing blast of water. It may also confuse the foe. III IV
Calm Mind TM04 psychic none 0 100% 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. pl
Rollout TM04 rock physical 30 90% 20 The user continually rolls into the foe over five turns. It becomes stronger each time it hits. II
Mega Kick TM05 normal physical 120 75% 5 The foe is attacked by a kick launched with muscle-packed power. I
Toxic TM06 poison none 0 85% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn. I II III IV
Zap Cannon TM07 electric special 120 50% 5 The user fires an electric blast like a cannon to inflict damage and cause paralysis. II
Body Slam TM08 normal physical 85 100% 15 The user drops onto the foe with its full body weight. It may leave the foe paralyzed. I
Bulk Up TM08 fighting none 0 100% 20 The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats. pl
Psych Up TM09 normal none 0 100% 10 The user hypnotizes itself into copying any stat change made by the foe. II
Take Down TM09 normal physical 90 85% 20 A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. I
Double-Edge TM10 normal physical 120 100% 15 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. I
Hidden Power TM10 normal special n/a 100% 15 A unique attack that varies in type and intensity depending on the Pokemon using it. II III IV
BubbleBeam TM11 water special 65 100% 20 A spray of bubbles is forcefully ejected at the foe. It may also lower the target's Speed stat. I
Sunny Day TM11 fire none 0 0% 5 The user intensifies the sun for five turns, powering up Fire-type moves. II III IV
Water Gun TM12 water special 40 100% 25 The foe is blasted with a forceful shot of water. I
Ice Beam TM13 ice special 95 100% 10 The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. I III IV
Snore TM13 normal special 40 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. II
Blizzard TM14 ice special 120 70% 5 A howling blizzard is summoned to strike the foe. It may also freeze the target solid. I II III IV
Hyper Beam TM15 normal special 150 90% 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. I II III IV
Icy Wind TM16 ice special 55 95% 15 The user attacks with a gust of chilled air. It also lowers the target's Speed stat. II
Pay Day TM16 normal physical 40 100% 20 Numerous coins are hurled at the foe to inflict damage. Money is earned after battle. I
Protect TM17 normal none 0 0% 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. II III IV
Submission TM17 fighting physical 80 80% 25 The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly. I
Counter TM18 fighting physical n/a 100% 20 A retaliation move that counters any physical attack, inflicting double the damage taken. I
Rain Dance TM18 water none 0 0% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves. II III IV
Seismic Toss TM19 fighting physical n/a 100% 20 The foe is thrown using the power of gravity. It inflicts damage equal to the user's level. I
Rage TM20 normal physical 20 100% 20 While this move is in use, it gains attack power each time the user is hit in battle. I
Frustration TM21 normal physical n/a 100% 20 A full-power attack that grows more powerful the less the user likes its Trainer. II III IV
SolarBeam TM22 grass special 120 100% 10 A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. I II III IV
Thunderbolt TM24 electric special 95 100% 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. I III IV
Thunder TM25 electric special 120 70% 10 A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. I II III IV
Earthquake TM26 ground physical 100 100% 10 The user sets off an earthquake that hits all the Pokemon in the battle. I II III IV
Fissure TM27 ground physical 1 30% 5 The user opens up a fissure in the ground and drops the foe in. The target instantly faints if it hits. I
Return TM27 normal physical n/a 100% 20 A full-power attack that grows more powerful the more the user likes its Trainer. II III IV
Psychic TM29 psychic special 90 100% 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. I II III IV
Shadow Ball TM30 ghost special 80 100% 15 The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. II III IV
Brick Break TM31 fighting physical 75 100% 15 The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. III IV
Mimic TM31 normal none 0 100% 10 The user copies the move last used by the foe. The move can be used for the rest of the battle. I
Mud-Slap TM31 ground special 20 100% 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy. II
Double Team TM32 normal none 0 100% 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. I II III IV
Ice Punch TM33 ice physical 75 100% 15 The foe is punched with an icy fist. It may leave the target frozen. II
Reflect TM33 psychic none 0 100% 20 A wondrous wall of light is put up to suppress damage from physical attacks for five turns. I
Bide TM34 normal physical n/a 100% 10 The user endures attacks for two turns, then strikes back to cause double the damage taken. I
Flamethrower TM35 fire special 95 100% 15 The foe is scorched with an intense blast of fire. The target may also be left with a burn. III IV
Metronome TM35 normal none 0 100% 10 The user waggles a finger and stimulates the brain into randomly using nearly any move. I
Selfdestruct TM36 normal physical 200 100% 5 The user blows up to inflict damage on all Pokemon in battle. The user faints upon using this move. I
Sandstorm TM37 rock none 0 100% 10 A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel. II III IV
Fire Blast TM38 fire special 120 85% 5 The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. I II III IV
Rock Tomb TM39 rock physical 50 80% 10 Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. III IV
Defense Curl TM40 normal none 0 100% 40 The user curls up to conceal weak spots and raise its Defense stat. II
Skull Bash TM40 normal physical 100 100% 15 The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn. I
ThunderPunch TM41 electric physical 75 100% 15 The foe is punched with an electrified fist. It may leave the target with paralysis. II
Facade TM42 normal physical 70 100% 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. III IV
Secret Power TM43 normal physical 70 100% 20 The user attacks with a secret power. Its added effects vary depending on the user's environment. III IV
Rest TM44 psychic none 0 100% 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. I II III IV
Attract TM45 normal none 0 100% 15 If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. II III IV
Psywave TM46 psychic special n/a 80% 15 The foe is attacked with an odd, hot energy wave. The attack varies in intensity. I
Fire Punch TM48 fire physical 75 100% 15 The foe is punched with a fiery fist. It may leave the target with a burn. II
Focus Blast TM52 fighting special 120 70% 5 The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. IV
Fling TM56 dark physical n/a 100% 10 The user flings its held item at the foe to attack. Its power and effects depend on the item. IV
Endure TM58 (TM20) normal none 0 100% 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. II IV
Recycle TM67 normal none 0 100% 10 The user recycles a single-use item that has been used in battle so it can be used again. IV
Giga Impact TM68 normal physical 150 90% 5 The user charges at the foe using every bit of its power. The user must rest on the next turn. IV
Captivate TM78 normal none 0 100% 20 If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. IV
Rock Slide TM80 (TM48) rock physical 75 90% 10 Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. I IV
Sleep Talk TM82 (TM35) normal none 0 100% 10 While it is asleep, the user randomly uses one of the moves it knows. II IV
Natural Gift TM83 normal physical n/a 100% 15 The user draws power to attack by using its held Berry. The Berry determines its type and power. IV
Swagger TM87 (TM34) normal none 0 90% 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. II IV
Substitute TM90 (TM50) normal none 0 100% 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. I IV
Surf HM03 water special 95 100% 15 It swamps the entire battlefield with a giant wave. It can also be used for crossing water. I II III IV
Strength HM04 normal physical 80 100% 15 The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. I II III IV
Rock Smash HM06 (TM08) fighting physical 40 100% 15 The user slugs the foe with a shattering punch. It can also smash cracked boulders. II IV
Rock Climb HM08 normal physical 90 85% 20 A charging attack that may also leave the foe confused. It can also be used to scale rocky walls. IV

Snorlax Locations
d p
Evolve
Evolves from Munchlax
pp Field
ru sa e co
Trade
Via trading from FireRed, Leaf Green or XD
fr lg
Only Two
One on Cycling Road. One on Route 12, use Pokeflute
g s c
One
Route 11
xd
One
Cipher Admin Ardos - Citadark Isle
Trainer Tips
Below you can find some tips for this Pokemon by trainers who are members of SuperCheats.com. This section is not for asking questions, please make those in the forum or via our submission system. If you would like to make a trainer tip, please submit one.

Register a free account on SuperCheats.com to use this features
Sorting: Top Rated | Newest | Oldest
Member: Downington
this is an amazing pokemon. it has beastly hp and beter defenses than blissey. it also is much more offensive than blissey with an extremely high atak. the only problem is the speed... and that is where the trickroom comes in.
3 May 09 14:32
0
Member: Trainer Ace
This is the moveset I recommend with Snorlax-

Snore / Substitute / Curse (Either force your foe to sleep or play with ur HP)
Sleep talk (Just becoz you sleep too much doesn't mean you're lazy!)
Rest (Freaks ur enemy out after all they did to lower that behemoth HP!!!!)
Ice Punch / Fire Punch / Thunder Punch / Zen Headbutt (General Attack)

I recommend putting EVs on Defense, Special Defense and HP.

7 Mar 09 03:12
0
Member: jamiebolanisrollin
fire blast/ flamethrower are useless, if you want a fire type move, go wiht fire punch
26 Jul 08 23:17
0
Member: stevew83
Leave evolving Munchlax until Lv49 so it learns Last Resort.

Item:Leftovers
Curse(its slow anyway so why not boost Attack and Defense at same time)
Rest(just when you thought you had this behemoth beaten.....back to full HP!)
Earthquake(always a useful move in most teams)
Last Resort(a STAB boosted attack with plenty of power that doesn't require you to rest the following turn or suffer recoil damage)

If you are slightly more attack minded you can sacrifice Rest for another attacking move, my preference being Crunch for the sole purpose of making people think twice about using Gengar against Snorlax. Alternatively you can use Yawn to put your foe to sleep.

Hazers can nullify your stat boosts and Gengar w/Focus Blast will give you trouble as will Magnezone w/Magnet Rise.

Another slightly surprising set for Snorlax which helps against the above counters is:

Item:Chesto Berry

Rest
Recycle
Earthquake
Fire Blast/Flamethrower

You now no longer have to wait to attack after Resting as Chesto Berry wakes you up straight away. Recycle (learnt as a Munchlax) allows you to do this more than once.With this set you have Fire type moves able to hit the Steel counters you may encounter whilst also being able to hit Gengar. Flamethrower for the accuracy and the extra PP if it becomes a stall contest, Fire Blast for the extra power. Not necessarily a popular alternative to the CurseLax set due to no stat boosting, but it does stop Hazers such as Weezing messing up all your hard Cursing. Opinions on this set would be welcomed. :o)

20 Jun 08 18:32
2
Member: Destiny Glacia
Curselax
@Leftovers
Thick Fat
Careful
168HP/120Def/220SpD
Curse
Body Slam/Return
Rest/Selfdestruct
EQ/Crunch/Fire Punch

While Curselax has historically been the epitome of power and durability, it has become far less stable in the highly offensive D/P metagame; however, it still poses a significant threat to unprepared individuals. As expected, Curse is the crux of this set; it boosts Snorlax's mediocre Defense and good Attack while dropping its useless Speed, so that Snorlax is reasonably good at taking attacks from both ends of the offensive spectrum, and deal decent damage itself. Whether to use Body Slam or Return for its Normal STAB is sheerly a matter of power or paralysis. Generally, the paralysis is more useful for Snorlax, but if one feels that a bit more power is favorable, Return is available for 20% greater force. One may note that Double-edge is sadly absent from this set; unlike as in previous generations, Snorlax can't afford to squander as much of its HP on recoil damage.

The next choice is whether to attempt to remain alive longer with Rest and risk the opponent setting up while Snorlax is asleep, or to shirk longevity and destroy something on the way out with a STAB Selfdestruct. Prior to D/P, Rest was overwhelmingly more useful, but in D/P, Selfdestruct has risen to a level plane with it, as sleeping for two turns is a significantly greater liability, whereas Selfdestruct is the emergency resource so many teams need in order to combat an unexpected reversal. The last move is also quite variable. Earthquake is often the preferred option to hit Tyranitar, Metagross, and others, but leaves Snorlax completely vulnerable to Mismagius, and to some extent, Gengar (note that without Focus Blast or Perish Song, Gengar will be stalled out of PP by Snorlax if the latter has Rest). Crunch hurts the Ghosts at the expense of being futile against the first group. Fire Punch is the compromise option, which deals well with both the Ghosts and Metagross; Tyranitar still switches in with impunity, however.

The EVs on this Snorlax are configured for optimal defensive efficiency; while displacing 4 EVs from Special Defense to HP would provide a slight amount more of overall defenses, that course has not been taken because if it were, Snorlax would have 504 HP, which is divisible by 8 and therefore would make it more susceptible to residual damage than if the current 503 HP spread was utilized. This spread focuses primarily on improving its special defensive capabilities, but also maintains a solidity in its physically defensive sector to make switching in and taking attacks after few Curses easier. While investing some EVs into Attack may seem tempting, the fact is that Snorlax simply can't afford to do so in D/P; even with this spread, Snorlax can take up to 54% from a Choice Specs Modest Salamence's Draco Meteor, 60% from a Life Orb Timid Azelf's Nasty Plotted Psychic, and 83% from a Life Orb Modest Porygon-Z's Nasty Plotted Adaptability Tri Attack.

Thick Fat is the more useful trait, as Rest will rid Snorlax of any poisoning it suffers, and Thick Fat grants an effective resistance to Ice and Fire, two of the most common special attacks. Additionally, it is pivotal to countering Heatran, especially when Snorlax doesn't have Earthquake to OHKO it, and is an excellent buffer for a predicted switch-in on Weavile's Ice Punch and such. However, if one selects Selfdestruct over Rest, Immunity still has some utility, especially against Toxic Spikes.

Whaddaya think?

22 May 08 20:03
0
Member: the_people_champ
If you want to raise a snorlax egg one cause then there will be more moves option and mostly use TM moves for it because they are better. It's stat speak for itself and it's a good wifi pokemon :).
24 Dec 07 07:39
1
Member: EspeonDude_
Snorlax is the true definition of beast. Outrageous base HP and attack, okay Defense and good Special Defense. Speed is not important on this thing, so why not continue to make that Attack and Defense bigger with Curse? Rest off any damage that's unneeded sound good? I bet it does. Snorlax is used generally for that reason. This is one of the main reasons why Weezing is used, to stop THIS beast.
16 Dec 07 11:53
-3