Snorlax
Stats: 130/4/3/3/4/30
WC/SC?
Abilities: Thick Fat, Immunity, Gluttony
Signature Item: Full Incense
What it does?
Availaibility: Evolve from Munchlax
4 CC
Overview: After the downfall of GSC, the great Snorlax finally found another to call "home": the realm of ASB. Combining
130 HP, a huge movepool, strong attacks and decent stats overall, Snorlax is a tank through and through. Whether it is with Double-Edge, Giga Impact and related combos, or through the abuse of moves such as Focus Blast, Dynamic Punch, Blizzard, Thunder and Zap Cannon, Snorlax sure knows how to deal damage to 95% of the mons around...
You missed a space here while the opposite sure can't be said. More often than not, Snorlax will emerge victorious in a 1vs1 combat, something
not many few can boast.
But Mr. Fatso here isn't inv
eincible. While his strengths are many, his weaknesses go deep. Fighting pokemons in general, users of Low Kick and Bulky Ghosts like Dusknoir will
outdamage defeat Snorlax more often than not.
While there is usually some way to go around,
Weird wording here with Snorlax if you are on a tough spot, you will lose, no questions asked.
Unless your opponent is high, but you can't count on that haha.
All-in-all Snorlax is a very good mon, with strong options, a simple and stable playstyle and a vast movepool. Be careful when pairing pokemons and you should be fine.
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Stats and Natures: As you can see above, Snorlax is a very slow pokemon, which means that investing on Speed is not recommended at all. Most, if not all, natures, useable on Snorlax, are (-)speed ones. So while you may be in doubt of which stat to boost, don't think twice before reducing its speed. You won't notice the difference most of the time.
Quiet (+SpA, -Spe) is probably the most common ability you will see being used on Snorlax. And for a good reason. Being from Generation 1, Snorlax has a very wide movepool, with many options on the physical and special sides. Quiet complements that well
enough, boosting the special moves Snorlax will, most of the time, use as coverage. And makes it less vulnerable to Will-o-Wisp.
Relaxed (+Def, -Spe) is also a viable nature, although not nearly as common as Quiet. With Relaxed, Snorlax gets even defenses and can resist most moves much better. Since he will be hit mostly with physical attacks, Relaxed patches up a "hole" in his defenses nicely. Although, most of the time, Snorlax prefers an offensive nature, as the 130hp already goes extremely far in the "bulky" scale.
Sassy (+SpD, -Spe) is also a possible nature, albeit not common at all. Still, it is good if you want Snorlax to play a defensive role and you know that your opponents will be mostly special based (on a Raid or a Facility battle, or even against an specific Gym). But it usually isn't a good nature to be kept permanently on Snorlax, only for specific targets.
The next is Brave (+Atk, -Spe). While in-game +atk is the most common route on Snorlax, here on ASB it doesn't need more attack. His weight-based moves already deal great damage and you will hardly ever use physical attacks to hit super effectively (at least compared to special attacks), which means that if you are to boost an offense, boost Special Attack, as it will give you a much better payout. Still, it may work on a specific situations against physically weak targets (like on the EotS raid, or against the psychic gym), as long as you change it back when it is over.
Finally, Impish (+Def, -Spa). Don't use it. Period. No defense boost is worth reducing even more the power of like half Snorlax's offensive movepool. If you want to boost defense, go with Relaxed, as 10% evasion is not nearly as good as +1SpA on Snorlax.
This section is good
Abilities, Moves, Movepool and Combos: Snorlax's abilities compliment its defensive side nicely, while the Moves are the main source of its offensive prowess
Thick Fat reduces the strength of Fire and Ice Moves. While, more often than not, Snorlax won't be hit with said moves, it is still a nice thing to have. This is extra useful if you intend to challenge a specific raid (Like Wildfire Plateau) or Gym (Hint: there is no Ice/Fighting mon, and only Weavile knows Low Kick, and you can sure handle it, right?).
Immunity make
s Snorlax immune (sorry!) from Poison damage and is usually the go-to ability in 1-ability matches or RPs. Toxic is a very popular move thanks to ASB enabling more than one status on the same mon, and most popular poison moves (Sludge Bomb, Gunk Shot and Poison Jab) have high poison rates, which means that getting poisoned is quite common actually. Removing it from the equation is a significant advantage, specially if you are challenging the Poison Gym or the Pike.
Finally, Gluttony is only worth noticing if you are using Leftovers. Which you won't more often than not. HP triggered berries have a very questionable
effectivity use effectivity isn't a word outside of raids (and inside too) and more often than not (read: pretty much always) Gluttony won't make much of a difference regardless. More on that when we talk about Leftovers.
As for the moves, Snorlax sports a 120+ movepool filled with goodies. If you look closely, you will notice that there are several offensive moves, but not many support moves. Aside from Reflect and the Weather Moves, there aren't many support moves worth noticing: most non-offensive moves enhance Snorlax's own capacities (like Belly Drum, Refresh and Odor Sleuth).
But in the other hand, it gets pretty much every attacking move under the sun. To give you an idea, it has coverage on the following types: Physical: Dark (Crunch), Dragon (Outrage), Electric (Wild Charge), Fighting (Focus Punch, Brick Break), Fire (Fire Punch), Grass (Seed Bomb), Ground (Ea
rthquake), Ice (Ice Punch), Poison (Gunk Shot), Psychic (Zen Headbutt), Rock (Rock Slide), Steel (Iron Head); Special: Electric (thunderbolt), Fighting (focus blast), Fire (flamethrower), Ghost (Shadow Ball), Grass (Solar beam), Ice (Ice beam), Poison (Belch, but it is pretty rare), Psychic (Psychic), Water (Surf). If you are counting, that means that only Fairy, Flying and Bug don't have good options. 15 out of 18 isn't bad at all.
Solar beam and ice beam have spaces
The attacking moves you will see and use the most are only three though: Body Slam (11BAP), Double-Edge (16BAP) and Giga Impact (18BAP). Body Slam is used when you don't want recoil and when you want paralysis, Double-Edge for middle-game and Giga Impact for finishing off an opponent. These should win you most damage races, and the ones they don't, the coverage handles nicely.
And don't forget to say good bye with STAB Self-Destruct! Redundant
Finally, as far as combos goes, feel free to go wild. Hyper Beam goes well with beam moves and most special moves and is great to KO through a weakness. Giga Impact can be combo'd with most physical moves, now that it is passive; but it is best when comboed with itself or with Double-Edge for great damage. Focus Punch is also a good option to KO through a weakness on the physical side and can combined with itself to crush most fighting-weak mons (like the Weavile I mentioned earlier
:D). Finally, Self-Destruct + Self-Destruct is a lovely good-bye kiss on your opponent.
Mention counter somewhere
Items:
Expert Belt is probably your best bet for an offensive item, now that Full Incense was nerfed. The usage of Expert Belt goes by the premise that you don't need extra power with Normal moves, but you sure do when said moves aren't enough to get a KO. Expert Belt puts your opponent is a tough "damned if you don't, damned if you do" position, as Snorlax will get enough power to do really well on damage races vs most mons that resist normal, and its normal attacks are, by default, strong enough for mons that resist other typings but don't resist normal. If you are in doubt, go with Expert Belt: you will be right more often than not.
Silk Scarf goes by a completely opposite premise. It boosts Snorlax's main weapon greatly, making it much more dangerous against pokemons that don't resist normal. That option has a stronger punch than Expert Belt, since you will use normal moves more often than not, but should be used carefully. Without the boost of Expert Belt or the usage of hgh BAP moves (more on that below), Snorlax's coverage options are sometimes lacking in power, which increase the number of mons that can defeat it without much hassle. Use Silk Scarf only when you are sure that the pokemon Snorlax will face doesn't resist Normal and can't make it a bad option (with Ion Deluge, for example). If you do so, you will have nothing to worry about.
Full Incense is Snorlax's signature item. It gives it the effects of "No-Guard", but makes it always move last on the same priority bracket. Also, it boosts the healing of rest to 15hp per action. Full Incense gives you two important advantages: access to high BAP moves such as Blizzard, Focus Blast, Thunder and Dynamic Punch, to complement your coverage nicely and in a powerful manner; and the strategic advantage of not having to sub for Evasive Moves or prepare yourself in case of a miss. But the price for said advantages is quite big. With Full Incense Snorlax becomes vulnerable to low accuracy moves, mostly Dynamic Punch or Cross Chop and Zap Cannon to a lesser extent, and it can't patch up its bad speed with Trick Room, a very common strategy to use with Snorlax. Most of the time you will get the same BAP boost for coverage with Expert Belt, making it the best option more often than not. But, if you know that Snorlax won't face an user of Dynamic Punch and you don't intend to use Trick Room, then by all means go with Full Incense, as the No Guard effects makes ordering a hell lot easier.
Finally, leftovers. Thanks to Gluttony, Snorlax is one of the few good users of Leftovers, so it is an option here. But (there is always a but) what I said about defensive natures applies here: Snorlax's high HP already goes leaps and bounds on the bulk business, so you don't need to enhance it further. You will usually get a better return investing on the offensive side (mainly considering that ASB is a very offensive game), mostly on the special side. But, if you know that you can play stall well and you intend to do so, Leftovers is a nice, stable option to consider.
Other items such as Chople Berry or Macho Brace may also be used, but they are usually very situational (Chople Berry's case: use it only when you don't need coverage and you are sure that there is a risk that your opponent will switch in a Low Kick user) or, most of the time, outclassed by one of the options above (Macho Brace: Silk Scarf gives it a better output for normal moves, and it is only the better option if you intend to use moves such as Wild Charge or Heavy Slam).
Good
Roles and Strategies:
As said above, Snorlax is best used on an offensive position as a damage dealer. The high HP allows you to take some risks, so do that. Don't waste actions with support moves or set up unless really necessary and pick the moves that allow you to deal the most damage right off the bat. A Heavy Offensive approach, more often than not, forces your opponent to also go for the damage race, and lose to Snorlax in the process.
Before sending Snorlax out, if you are to send out first, take a good look at your opponent's team and be certain that there
isaren't any pokemon that can defeat Snorlax (more on that below). If there is, then don't send Snorlax out. I repeat: don't send Snorlax out expecting to defeat a would-be counter with turn-order advantage, as it won't work. Save your Snorlax for when the most dangerous mons of your opponent's team are weakened or fainted or when you can be sure that he can't switch in said mons (when you send out last or when you send out after a KO). Pay attention to U-Turn and Volt Switch too: they may bring your nemesis, and you won't like that.
In the other hand, don't save your Snorlax for too long. The opponent may also be saving its counter and you will end up in a bad match-up. Let Snorlax loose as soon as you have a safe opportunity and call it back as soon as danger approaches. Do that and you should carve some nicely holes on your opponent's team.
Let me give you some examples of what I mean.
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SimonSays vs Yarnus of Bethany - Snorlax was sent out against a Low Kick user, who managed to deal a good 27.75hp damage on one action, without STAB or a boosting item (but with Slaking). Needless to say, Snorlax wasn't really useful here.
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Frosty vs Dogfish44 and
Frosty vs Athenodoros - Good examples of how good Snorlax is on a Damage Race, provided that you use its options well, and keep fighting mons and Low Kick away.
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Maxim vs Engineer - Snorlax was sent out first while the opponent had a Gallade just waiting for it. Needless to say, Snorlax didn't do much and turn-order advantage wasn't much of an advantage after all.
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Maxim vs Smashlloyd20 - A good example of what I said about saving Snorlax. Smashlloyd had 2 fighting types on his team of 3. Maxim smartly used his other two pokemon to dispatch the fighting mons and only sent Snorlax out when Low Kick-less Kitsunoh was the only mon left.
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Frosty vs TheWolfe - An example of what you should not do to preserve your Snorlax. Frosty switched Snorlax in without much care and TheWolfe counterswitched his Low Kick Swampert and proceeded to destroy Snorlax, while still ordering first.
Okay
Partners and Counters:
Regardless the format, Snorlax is easy prey to most fighting mons and most Low Kick users, since both with win any damage races against Mr. Fatso (go go 15BAP Low Kick). Bulky Ghosts like Eviolite Dusclops or Dusknoir (
see here) also work wonders, since Snorlax's best option against them is Crunch or Shadow Ball and they don't do nearly enough. Dynamic Punch users also work well against a Full Incense Snorlax.
You mentioned Odor Sleuth...
Against them your best bet is running, I am afraid. Bide and Counter may work against the less aware player and Reflect may ease the pain a bit, but Snorlax still loses.
Snorlax should be paired to mons that can defeat those, so it can do its job more easily. Psychic and Fairy mons in general are good options and MegaGengar can be used for Shadow Tag goodness as well.
On Doubles or Triples, Snorlax works great with Helping Hand Support, thanks to the high BAP of his moves. Pair him with Dusknoir or Gallade and you should be ready to lay down the hurt (
see here, it was pre-Helping Hand nerf, but it is still a good example).