| National Dex 143 |
Johto Dex 225 |
Hoenn Dex 298 |
Sinnoh Dex 113 |
| 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. |
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| 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 |
| d p |
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Evolve Evolves from Munchlax |
| pp |
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Field |
| ru sa e co |
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Trade Via trading from FireRed, Leaf Green or XD |
| fr lg |
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Only Two One on Cycling Road. One on Route 12, use Pokeflute
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| g s c |
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One Route 11 |
| xd |
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One Cipher Admin Ardos - Citadark Isle |
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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
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| 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
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| Member: jamiebolanisrollin fire blast/ flamethrower are useless, if you want a fire type move, go wiht fire punch
26 Jul 08 23:17
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| 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
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| 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
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| 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
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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
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