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Snorlax

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General

Type: Normal

No evolution

 

Statistics at Level 100

Stat

Untrained

Trained

Attack 225 - 255 288 - 318
Defense 135 - 165 198 - 228
Special Attack 135 - 165 198 - 228
Special Defense 225 - 255 288 - 318
Speed 65 - 95 128 - 158
Hit Points 430 - 460 493 - 523

 

Moves

 

Version

   

 

     

RB

Yellow

GS

         

Level

Level

Level

Name

Type

PP

Power

Accuracy%

x x - Tackle Tackle 35 35 95
- - 8 Amnesia Psychic 20 - 100
x x 15 Defense Curl Normal 40 - 100
x x 22 Belly Drum Normal 10 - 100
- - 29 Headbutt Normal 15 70 100
- - 36 Rest Psychic 10 - 100
x x 36 Snore Normal 15 40 100
35 35 43 Body Slam Normal 15 85 100
x x 50 Rollout Rock 20 20 90
56 56 57 Hyper Beam Normal 5 150 90
41 41 x Harden Normal 30 - 100
48 48 x Double Edge Normal 15 120 100

 

Inheritable

Type PP Power Accuracy% Direct Fathers Indirect Fathers
Lick Ghost 30 20 100 Lickitung -

 

Strategy

Snorlax is certainly one of the most useful pokémon in all of GS, and possibly the most.  It has outstanding HP and high special defense, giving it great longevity.  Armed with a high Attack and STABbed moves like Double Edge and Self-Destruct, Snorlax can wreak serious havoc to most opponents.

Belly Drum Snorlax #1:

Belly Drum
Earthquake
Rest
Snore
@Leftovers

There's no secret to this Snorlax.  Belly Drum maxes its Attack, it Rests and Snores, then it Quakes if it has the chance.  Double Edge is an appropriate substitute for Earthquake, as a STABbed Double Edge is nearly twice as powerful.   However, Double Edge makes this Snorlax useless against Ghosts and impaired against Steels and Rock types.  This Snorlax works well with BPed Agility.

Weaknesses: Low defense.  Snorlax will take a hit before and after it uses Belly Drum, before it can Rest.  This may KO Snorlax.  Is not effective against Skarmory.

Belly Drum Snorlax #2:

Belly Drum
Double Edge
Earthquake
Rest
@Leftovers

#2 can handle a wider variety of foes than the previous, but is very vulnerable to physically based attacks while sleeping.  Mint Berry may be substituted for Leftovers to temporarily correct this problem.

Weaknesses:  Takes two hits before it can Belly Drum and Rest.  Vulnerable will asleep.

Hazer-trapping Snorlax (aka Tinkerbell) :

Curse
Double Edge
Self-Destruct
Rest
@Leftovers

The purpose of this Snorlax is to lure out the opponent's Hazer out by using Curse many times.  The opponent will have considerable incentive to deploy his Hazer, because a Snorlax with a high Defense and Attack that wields the powerful Double Edge can easily convert many teams to minced meat.  If the opponent is foolish enough to switch to the Hazer, Double Edge may very well take it out.  However, if the opponent waits until one of his pokémon faints then switches to the Hazer, use Self-Destruct to eliminate it.  As few teams have more than one Hazer, this clears the way for the rest of the team.  If the opponent's Hazer is a Gengar, switch out Snorlax to a pokémon with an advantage over it.  The Haze will do nothing, and you will be in a position to do damage to the Hazer.  However, a sufficiently intelligent opponent may instead merely attack, as the Haze would not benefit a Gengar.  This Snorlax is a member of THE BIG GUN strategy.

Weaknesses: If opponent is wary, he may switch in the Hazer the turn you use Rest.    This would give the opponent a chance to Haze you then switch out before Snorlax attacked.  However, this requires the opponent to accurately guess the turn that you  use Rest.  Even if he does, it leaves Snorlax awake on the same turn that the opponent is able to attack.  This Snorlax can do nothing against a Hazing Gengar.

Curse-lax #1:

Curse
Earthquake
Rest
Snore
@Leftovers

This Snorlax corresponds to Belly Drum Snorlax #1, but trades a longer charge time for greater defensive abilities, while also not forfeiting half of its HP due to Belly Drum.   With high Defense, Snorlax becomes a powerful tank, capable of even going head to head with a Machamp.

Weaknesses:  The Curses are very tempting to a Hazer.

Curse-lax #2:

Curse
Earthquake
Double Edge
Rest
@Leftovers

Yep, it corresponds to Belly Drum Snorlax #2, and has the same advantages  that Curse-lax #1 has over Belly Drum Snorlax #1.   Body Slam may be substituted for Double Edge for the Paralyzation rate.

Weaknesses:  Curses are very tempting to a Hazer, which could appear while Snorlax slept with Rest.

Kamikaze Snorlax (aka Speed Bump):

Body Slam
Self-Destruct
Earthquake
Counter
@Leftovers

First Body Slam until either the opponent becomes Paralyzed or until it's time to go out in a devastating Self-Destruct.  Or, if it's evident that the opponent going to exploit Snorlax's poor Defense for considerable HP loss, strike back with Counter.  Self-Destruct will take down any non-Steel/Ghost/Rock type.  Earthquake is obviously for these types.  Quick Claw may be substituted for Leftovers.  Or, Counter and Leftovers may be replaced for Restberry.

Weaknesses:   ...Erm...  Eh...   *twiddles thumbs and looks sheepish*  It may not do as much damage as some other Laxes, but for its purpose, this guy is extremely effective...  He has no major weaknesses that it is possible for any Snorlax to overcome. But this moveset does take a knowledge of when to use Counter...

Double Resting Snorlax:

Double Team
Body Slam
Earthquake
Rest
@Leftovers

Snorlax lasts long enough to Double Team up, then pound away with Body Slam for the Paralyzation or to Rest safely.  It does not have the raw offensive power of the Belly Drummers or the Curse-laxes, but has greater longevity against most foes.   Unfortunately, the Double Teams serve as Hazer bait.

Weaknesses:  Psyche Uppers have a field day with Double Team.  Hazers.

THE BIG GUN:

Belly Drum
Double Edge
Earthquake
Rest
@Mint Berry

This is my favorite, my brainchild, and my trademark.  Sure, it looks like Belly Drum Snorlax #2, but it's not.  To operate effectively, this Snorlax must have two Agilities BPed to it.  After receiving the BP, it should Belly Drum, then Restberry.  This sets the Snorlax up faster than an Electrode and with an Attack of 999.  At this point, it can OHKO any opponent but a Skarmory.  Once the Snorlax is charged up, it is very difficult to stop.  (A Hazer with Quick Claw might do it.)   Return or Frustration may be used over Double Edge to avoid recoil.  This strategy will be more thoroughly covered in THE BIG GUN section (which isn't yet up).

Weaknesses:  Is vulnerable to Hazers until the turn after it uses Belly Drum.   Takes two hits before it can Restberry, which may defeat it when coupled with its own Belly Drum.  A Reflect can be pseudo-passed along with Agilities from a Ledian to bypass this problem.

Give me some feedback.  What do you think of the database?  Have I not mentioned something about one of the strategies that I've included?  Do you have a strategy I should add?  Email me.  Any feedback will be appreciated.