Snorunt QC 4/4 GP 2/2

Tricking

MALDINI
is a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnuswon the 6th Official Ladder Tournamentwon the 7th Official Ladder Tournamentis a Two-Time Past SPL Championis a Past WCoP Champion
World Defender
[OVERVIEW]

Snorunt should be used as a suicide entry hazard lead. Snorunt is a good entry hazard setter because it can beat most entry hazard removers, especially Flying- and Ground-types, thanks to Ice Beam. However, it can't deal with Staryu. Snorunt has access to Ice Shard, which is helpful because of its priority. Snorunt's stats are mediocre; it's very weak and can't take many hits. In addition, it has a bad defensive typing, which means it can't survive for a long time during the match because it only resists Ice-type moves. This is very bad, as Fighting-types are on almost every team. Snorunt faces heavy competition from other Spikes users, such as Dwebble, Pineco, and Omanyte, as Omanyte has better typing and bulk, while Pineco and Dwebble have access to the Sturdy + Berry Juice combination, which increases their longevity.

[SET]
name: Spikes
move 1: Spikes
move 2: Ice Beam
move 3: Hidden Power Ground
move 4: Ice Shard
item: Focus Sash
ability: Inner Focus
nature: Naive
evs: 36 Atk / 36 Def / 200 SpA / 40 SpD / 196 Spe

[SET COMMENTS]
Moves
========

Spikes is the main reason you would use Snorunt. Ice Beam is Snorunt's best STAB attack and is great because it pressures entry hazard removers such as Archen, Drilbur, and Vullaby. Hidden Power Ground is pretty weak, but allows it Snorunt to hit Steel-types and Chinchou when they are switched in. The two attacks have perfect neutral coverage outside of Surskit, but Snorunt's stats are still poor. Ice Shard is a useful priority attack, which lets Snorunt finish off weakened foes, especially Fast Eviolite Archen, after hitting them with Ice Beam.

Set Details
========

196 Speed EVs with a Naive nature are recommended, as they allow Snorunt to outspeed standard Chinchou and Magnemite. 200 Special Attack EVs boost the power of Ice Beam, and 36 Defense and 40 Special Defense EVs provide some additional bulk, as they increase Snorunt's defenses from 11 to 12; lastly, 36 Attack EVs boost Ice Shard's damage output. Inner Focus allows Snorunt to avoid flinching, which is especially helpful against Fake Out users. Focus Sash guarantees at least one layer of Spikes.

Usage Tips
========

Lead off with Snorunt most of the time in order to set up Spikes. Switch into Ground-types and Grass-types and attempt to force them out so Snorunt can set up layers Spikes for free. Getting up as many layers of Spikes as possible against teams lacking entry hazard removal can be very helpful. Snorunt can also KO many Defoggers and spinners, except for Staryu, because they're weak to Ice-type moves; as such, use your Ice-type STAB to KO them.

Team Options
========

Choice Scarf users, such as Mienfoo, Magnemite, and Chinchou, are great partners because they can use U-turn or Volt Switch against their checks and slowly wear them down in tandem with Spikes. They can also make use of Spikes late-game because they're able to sweep the opposing team. Ghost-types are good partners because they can block Rapid Spin. Wallbreakers such as Pancham, Skrelp, and Corphish enjoy having their switch-ins worn down by Spikes. Pawniard can help, as it discourages the use of Defog thanks to Defiant. Late-game sweepers such as Abra, Carvanha, and Bulk Up Timburr enjoy having the entry hazard support, and Snorunt can also occasionally beat Cottonee.

[STRATEGY COMMENTS]

Other Options
===========
Eviolite is a nice option to give Snorunt more bulk. Toxic can wear down bulky Pokemon such as Spritzee and setup sweepers that could threaten your team by putting them on a timer. Different types of Hidden Power, such as Hidden Power Rock for Larvesta and Hidden Power Grass for Water-types, can deal damage to different Pokemon and has to be chosen depending on the rest of your team.

Checks & Counters
==============
**Taunt**: Taunt prevents Snorunt from using Spikes, which is generally the main reason you'd use it in the first place. Mienfoo can use Taunt to prevent any Spikes from being set and then proceed to hit with a super effective Drain Punch.

**Entry Hazard Removers**: Rapid Spin and Defog remove Spikes, which are the main selling point of using Snorunt at all. Staryu warrants a mention, as it resists Ice-type attacks and takes very little damage from Hidden Power Ground, while being able to use Rapid Spin or hit hard with Scald or Hydro Pump.

**Multi-Hit Moves**: Multi-hit move users negate Focus Sash and thus may stop Snorunt from laying any Spikes. Shellder is guaranteed to break a Focus Sash and OHKO with Rock Blast.

**Setup Sweepers**: Most setup sweepers, such as Corphish and Timburr, can take advantage of Snorunt due to either its average offensive presence or their type advantage.
 
Last edited:
Overview:
"Snorunt is a dedicated suicide hazard lead and if you aren't using it for that, you're using it incorrectly."
directly contradicts
"However, don't use Snorunt as a suicide lead, as it has a priority move, and can set spikes more than once just if you think you need a priority move"
Mention how it faces heavy competition from other Spike users like Dwebble or even Omanyte.

It's fine to use Snorunt as a suicide lead or as something that comes in midway through the game; it really just depends on the opposing team.

Set Details:
Add in what the defensive EVs do, next to where you talk about SpD EVs.

Usage Tips:
I don't particularly like that using Snorunt as a suicide lead is being discouraged because Snorunt is usually dead weight anyway. Mention that getting up as many layers as possible against teams lacking hazard removal can be super helpful. Snorunt is guaranteed to get up at least one layer against foes lacking Taunt or a multi-hit move.

Team Options:
Group together Scarf Mienfoo, Chinchou, and Magnemite to just say late game cleaners and use some more varied examples like maybe Carvanha or Abra.

Checks and Counters:
I don't think Fire- and Fighting-types should have their own categories considering basically any decently strong attack can OHKO Snorunt, and if it has a sash still then everything will be 2HKO'ing it, meaning Fire- and Fighting-types don't stand out at all.
These should also be rearranged a little bit for the reasons next to them:
1. Taunt - Completely ruins Snorunt only purpose
2. Hazard Removers - Same thing but does it less efficiently
3. Multi-Hit Users - Also stop Spikes, but isn't very common at all.
4. Set-up Sweepers - Huge flaw of Snorunt's but at least Snorunt accomplishes its job.

Nice work, QC 4/4
 

Tricking

MALDINI
is a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnuswon the 6th Official Ladder Tournamentwon the 7th Official Ladder Tournamentis a Two-Time Past SPL Championis a Past WCoP Champion
World Defender
Overview:
"Snorunt is a dedicated suicide hazard lead and if you aren't using it for that, you're using it incorrectly."
directly contradicts
"However, don't use Snorunt as a suicide lead, as it has a priority move, and can set spikes more than once just if you think you need a priority move"
Mention how it faces heavy competition from other Spike users like Dwebble or even Omanyte.

It's fine to use Snorunt as a suicide lead or as something that comes in midway through the game; it really just depends on the opposing team.

Set Details:
Add in what the defensive EVs do, next to where you talk about SpD EVs.

Usage Tips:
I don't particularly like that using Snorunt as a suicide lead is being discouraged because Snorunt is usually dead weight anyway. Mention that getting up as many layers as possible against teams lacking hazard removal can be super helpful. Snorunt is guaranteed to get up at least one layer against foes lacking Taunt or a multi-hit move.

Team Options:
Group together Scarf Mienfoo, Chinchou, and Magnemite to just say late game cleaners and use some more varied examples like maybe Carvanha or Abra.

Checks and Counters:
I don't think Fire- and Fighting-types should have their own categories considering basically any decently strong attack can OHKO Snorunt, and if it has a sash still then everything will be 2HKO'ing it, meaning Fire- and Fighting-types don't stand out at all.
These should also be rearranged a little bit for the reasons next to them:
1. Taunt - Completely ruins Snorunt only purpose
2. Hazard Removers - Same thing but does it less efficiently
3. Multi-Hit Users - Also stop Spikes, but isn't very common at all.
4. Set-up Sweepers - Huge flaw of Snorunt's but at least Snorunt accomplishes its job.

Nice work, QC 4/4
implemented, this is ready for QC checks.
 

Berks

has a Calm Mind
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You know this I'm sure, but this is not a full check

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Prose Options}} (listed in rose, get it???)

[OVERVIEW]

Snorunt is a dedicated suicide hazard lead and if you aren't using it for that, you're using it incorrectly should be used as a suicide entry hazard lead. Spikes is a good move on it Snorunt is a good entry hazard setter (that point is not relevant to beating hazard removers) because it can beat most of the opposing hazard removers, especially Flying- and Ground-types, thanks to Ice Beam. However, it can't deal with Staryu. It Snorunt has access to Ice Shard, which is a helpful utility, (RC) because of its priority. Its Snorunt's stats are mediocre; it's very weak and can't take many hits. In addition, it has a bad defensive typing, (AC) which means it can't resist survive for a long time during the match because its typing allows it to resist only Ice-type moves it only resists Ice-type moves. This is very bad, (AC) as because Fighting-types are almost in on almost every team. It Snorunt faces heavy competition from other Spikes users, (AC) such as Dwebble, Pineco, and Omanyte, (AC) as Omanyte has because they have better typing and bulk, whereas while (whereas usually is a contrast, while is an addition) Pineco and Dwebble have access to the Sturdy + Berry Juice combination, (AC) which increases their longevity.

[SET]

name: Spikes
move 1: Spikes
move 2: Ice Beam
move 3: Hidden Power Ground
move 4: Ice Shard
item: Focus Sash
ability: Inner Focus
nature: Naive
evs: 36 Atk / 36 Def / 200 SpA / 40 SpD / 196 Spe

[SET COMMENTS]

Moves
========
Spikes is the main reason you would use Snorunt as this move wears down offensive teams and bulky teams at the same time (fluff). Ice Beam is the Snorunt's best STAB attack, (AC) apart (???) and is great because it pressures hazards entry hazard removers such as Archen, Drilbur, and Vullaby. Hidden Power Ground is pretty weak but allows it Snorunt to hit Steel-types and Chinchou {{when they are switched in}} (consider saying 'on the switch in'). It has a The two attacks have perfect neutral coverage outside of Surskit, but it's still weak because of its stats Snorunt's stats are still poor. Ice Shard is a useful priority attack, (AC) which can deal with teams which lack it and lets it Snorunt finish off weakened opponents foes, especially Fast Eviolite Archen, after hitting it them with Ice Beam.

Set Details
========
196 Speed EVs and a Naive nature are recommended, so it can as they allow Snorunt to outspeed standard Chinchou and Magnemite. 200 Special Attack EVs boost the power of your main STAB Ice Beam (better to refer to it by name here imo), (AC) and Special Defensive and Defensive Defense and Special Defense EVs for a small provide some additional bulk, as they increase Snorunt's defenses from 11 to 12 its defenses; lastly, (AC) Attack EVs contribute to boost Ice Shard's damage output. {{Inner Focus allows you Snorunt to avoid flinching, which is especially by helpful against Fake Out users. Focus Sash helps set guarantees at least one layer of Spikes.}} (consider moving these to the beginning of the paragraph, as they are less complicated and are listed first in the set. It's alright if you don't though)

Usage Tips
========
Lead off with Snorunt most of the time in order to set up Spikes. Switch into Ground-types and Grass-types and attempt to force them out for free Spikes. Getting up as many layers of Spikes as possible against teams lacking entry hazard removal can be very helpful. Snorunt is guaranteed to get up at least one layer against foes lacking Taunt or a multi-hit move. (you've already stated that elsewhere and it doesn't really deal with usage) Snorunt can also KO many Defoggers and Rapid Spin users, except for Staryu, because they're weak to Ice-type moves; so {{as such, use your Ice-type STAB to KO them.}} (consider omitting this cuz its kinda obvious; instead, talk about coming in on them or something like that)

Team Options
========
Choice Scarf Mienfoo, Choice Scarf Magnemite, and Choice Scarf Chinchou {{Choice Scarf users, such as Mienfoo, Magnemite, and Chinchou, are great partners because they can use U-turn or Volt Switch against their checks and slowly wear them down in tandem with Spikes. They also can make use of Spikes late-game because they're able to sweep the opposing team. Ghost-types are good partners because they can block Rapid Spin. Wallbreakers such as Pancham, Skrelp, and Corphish enjoy having their switch-ins worn down by Spikes. (AP) Pawniard can help, (AC) as it discourages the use of Defog, due to Defiant. Late-game sweepers such as Bulk Up Timburr, Carvanha, and Abra enjoy having the entry hazard support, and Snorunt can also occasionally beat Cottonee. (AP)}} (in this paragraph more than most I see what I think your biggest issue is; you really need to be more specific. This is true for a majority of your analysis, and it kind of hampers what I can do without changing too much of your prose. Less "it" and "they" and more explanations of why: why is blocking Rapid Spin important to Snorunt? Its whole purpose is to lay them down, basically turning the turns you used to set up Spikes into a total waste if your opp spins. Of course, I don't mean get rid of every "they" but just see if you can reduce ambiguity. I don't wanna sound rude here, cause your analyses are really good, but you gotta work on specifics. n_n)

[STRATEGY COMMENTS]

Other Options
===========
Eviolite is a nice option to give Snorunt more bulk. Toxic can wear down bulky Pokemon such as Spritzee and setup sweepers that could threaten your team {{by putting them on a timer}} (add something like this). Different types of Hidden Power can deal damage to different Pokemon and has to be chosen depending on the rest of your team. (again, more specificity. Which HPs are the best alternates to Ground? What do they hit?)

Checks & Counters
==============
**Taunt**: Taunt prevents Snorunt from using Spikes, (AC) which is generally the main reason you'd use Snorunt it (yeah, I know what I've been saying, but you already used Snorunt in the sentence and you haven't switched subjects) in the first place; place. (AP) Mienfoo can use Taunt to prevent any Spikes from being set and then proceed to hit with a super effective Drain Punch.

**Hazard Removers**: Rapid Spin or and Defog remove Spikes, which are one of the main selling points to point of using Snorunt at all. Staryu warrants a mention, (AC) as it is resistant to resists Ice-type attacks and takes just about nothing very little damage from Hidden Power Ground, while being able to use Rapid Spin or hit hard with a STAB (insert Water attack here).

**Multi-Hit Moves**: Multi-Hit move users negate Focus Sash and thus may stop Snorunt from laying any Spikes; Spikes. Shellder is guaranteed to break a Focus Sash and OHKO with Rock Blast.

**Setup Sweepers**: Most setup sweepers, (AC) such as Corphish and Timburr, (AC) can take advantage of Snorunt due to either its average offensive presence or their type advantage.

this is now done but pyroar will still keep you company
n_n
 
Last edited:

queez

wandering and wondering
is a Battle Simulator Moderator Alumnus
alrighty, went over the check and he implemented my changes. very solid check overall :]
GP 1/2!
 
Last edited:

dhelmise

banend doosre
is a Site Content Manageris a Battle Simulator Administratoris a Top Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Smogon Discord Contributor Alumnus
Social Media Head
[OVERVIEW]

Snorunt should be used as a suicide entry hazard lead. Snorunt is a good entry hazard setter because it can beat most entry hazard removers, especially Flying- and Ground-types, thanks to Ice Beam. However, it can't deal with Staryu. Snorunt has access to Ice Shard, which is helpful because of its priority. Snorunt's stats are mediocre; it's very weak and can't take many hits. In addition, it has a bad defensive typing, which means it can't survive for a long time during the match because it only resists Ice-type moves. This is very bad, as Fighting-types are on almost every team. Snorunt faces heavy competition from other Spikes users, (AC) (Remove tag) such as Dwebble, Pineco, and Omanyte, as Omanyte has better typing and bulk, while Pineco and Dwebble have access to the Sturdy + Berry Juice combination, which increases their longevity.

[SET]
(remove blank line)
name: Spikes
move 1: Spikes
move 2: Ice Beam
move 3: Hidden Power Ground
move 4: Ice Shard
item: Focus Sash
ability: Inner Focus
nature: Naive
evs: 36 Atk / 36 Def / 200 SpA / 40 SpD / 196 Spe

[SET COMMENTS]
(remove blank line)
Moves
========
(add blank line)
Spikes is the main reason you would use Snorunt. Ice Beam is Snorunt's best STAB attack, and is great because it pressures entry hazard removers such as Archen, Drilbur, and Vullaby. Hidden Power Ground is pretty weak, (AC) but allows it Snorunt to hit Steel-types and Chinchou when they are switched in. (Add Period) The two attacks have perfect neutral coverage outside of Surskit, but Snorunt's stats are still poor. Ice Shard is a useful priority attack, which lets Snorunt finish off weakened foes, especially Fast Eviolite Archen, after hitting them with Ice Beam.

Set Details
========
(add blank line)
196 Speed EVs andwith a Naive nature are recommended, as they allow Snorunt to outspeed standard Chinchou and Magnemite. 200 Special Attack EVs boost the power of Ice Beam, and 36 Defense and 40 Special Defense EVs provide some additional bulk, as they increase Snorunt's defenses from 11 to 12; lastly, (AC) (Remove tag) 36 Attack EVs boost Ice Shard's damage output. Inner Focus allows Snorunt to avoid flinching, which is especially helpful against Fake Out users. Focus Sash guarantees at least one layer of Spikes.

Usage Tips
========
(add blank line)
Lead off with Snorunt most of the time in order to set up Spikes. Switch into Ground-types and Grass-types and attempt to force them out for free Spikesso Snorunt can set up layers Spikes for free. Getting up as many layers of Spikes as possible against teams lacking entry hazard removal can be very helpful. Snorunt can also KO many Defoggers and Rapid Spin usspinners, except for Staryu, because they're weak to Ice-type moves; as such, use your Ice-type STAB to KO them.

Team Options
========
(add blank line)
Choice Scarf users, such as Mienfoo, Magnemite, and Chinchou, are great partners because they can use U-turn or Volt Switch against their checks and slowly wear them down in tandem with Spikes. They can also can make use of Spikes late-game because they're able to sweep the opposing team. Ghost-types are good partners because they can block Rapid Spin. Wallbreakers such as Pancham, Skrelp, and Corphish enjoy having their switch-ins worn down by Spikes. Pawniard can help, as it discourages the use of Defog, due thanks to Defiant. Late-game sweepers such as Abra, Carvanha, and Bulk Up Timburr, Carvanha, and Abra (Having "Bulk Up" in front of everything makes them all seem like Bulk Up users) enjoy having the entry hazard support, and Snorunt can also occasionally beat Cottonee.

[STRATEGY COMMENTS]

Other Options
===========
Eviolite is a nice option to give Snorunt more bulk. Toxic can wear down bulky Pokemon such as Spritzee and setup sweepers that could threaten your team by putting them on a timer. Different types of Hidden Power, such as Hidden Power Rock for Larvesta and Hidden Power Grass for Water-types, can deal damage to different Pokemon and has to be chosen depending on the rest of your team.

Checks & and Counters
==============
**Taunt**: Taunt prevents Snorunt from using Spikes, which is generally the main reason you'd use it in the first place. Mienfoo can use Taunt to prevent any Spikes from being set and then proceed to hit with a super effective Drain Punch.

**Entry Hazard Removers**: Rapid Spin and Defog remove Spikes, which are the main selling point of using Snorunt at all. Staryu warrants a mention, as it resists Ice-type attacks and takes very little damage from Hidden Power Ground, while being able to use Rapid Spin or hit hard with Scald or Hydro Pump.

**Multi-Hit Moves**: Multi-Hhit move users negate Focus Sash and thus may stop Snorunt from laying any Spikes. Shellder is guaranteed to break a Focus Sash and OHKO with Rock Blast.

**Setup Sweepers**: Most setup sweepers, such as Corphish and Timburr, can take advantage of Snorunt due to either its average offensive presence or their type advantage.
GP 2/2
 
Last edited:

Tricking

MALDINI
is a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnuswon the 6th Official Ladder Tournamentwon the 7th Official Ladder Tournamentis a Two-Time Past SPL Championis a Past WCoP Champion
World Defender
[OVERVIEW]

Snorunt should be used as a suicide entry hazard lead. Snorunt is a good entry hazard setter because it can beat most entry hazard removers, especially Flying- and Ground-types, thanks to Ice Beam. However, it can't deal with Staryu. Snorunt has access to Ice Shard, which is helpful because of its priority. Snorunt's stats are mediocre; it's very weak and can't take many hits. In addition, it has a bad defensive typing, which means it can't survive for a long time during the match because it only resists Ice-type moves. This is very bad, as Fighting-types are on almost every team. Snorunt faces heavy competition from other Spikes users, (AC) (Remove tag) such as Dwebble, Pineco, and Omanyte, as Omanyte has better typing and bulk, while Pineco and Dwebble have access to the Sturdy + Berry Juice combination, which increases their longevity.

[SET]
(remove blank line)
name: Spikes
move 1: Spikes
move 2: Ice Beam
move 3: Hidden Power Ground
move 4: Ice Shard
item: Focus Sash
ability: Inner Focus
nature: Naive
evs: 36 Atk / 36 Def / 200 SpA / 40 SpD / 196 Spe

[SET COMMENTS]
(remove blank line)
Moves
========
(add blank line)
Spikes is the main reason you would use Snorunt. Ice Beam is Snorunt's best STAB attack, and is great because it pressures entry hazard removers such as Archen, Drilbur, and Vullaby. Hidden Power Ground is pretty weak, (AC) but allows it Snorunt to hit Steel-types and Chinchou when they are switched in. (Add Period) The two attacks have perfect neutral coverage outside of Surskit, but Snorunt's stats are still poor. Ice Shard is a useful priority attack, which lets Snorunt finish off weakened foes, especially Fast Eviolite Archen, after hitting them with Ice Beam.

Set Details
========
(add blank line)
196 Speed EVs andwith a Naive nature are recommended, as they allow Snorunt to outspeed standard Chinchou and Magnemite. 200 Special Attack EVs boost the power of Ice Beam, and 36 Defense and 40 Special Defense EVs provide some additional bulk, as they increase Snorunt's defenses from 11 to 12; lastly, (AC) (Remove tag) 36 Attack EVs boost Ice Shard's damage output. Inner Focus allows Snorunt to avoid flinching, which is especially helpful against Fake Out users. Focus Sash guarantees at least one layer of Spikes.

Usage Tips
========
(add blank line)
Lead off with Snorunt most of the time in order to set up Spikes. Switch into Ground-types and Grass-types and attempt to force them out for free Spikesso Snorunt can set up layers Spikes for free. Getting up as many layers of Spikes as possible against teams lacking entry hazard removal can be very helpful. Snorunt can also KO many Defoggers and Rapid Spin usspinners, except for Staryu, because they're weak to Ice-type moves; as such, use your Ice-type STAB to KO them.

Team Options
========
(add blank line)
Choice Scarf users, such as Mienfoo, Magnemite, and Chinchou, are great partners because they can use U-turn or Volt Switch against their checks and slowly wear them down in tandem with Spikes. They can also can make use of Spikes late-game because they're able to sweep the opposing team. Ghost-types are good partners because they can block Rapid Spin. Wallbreakers such as Pancham, Skrelp, and Corphish enjoy having their switch-ins worn down by Spikes. Pawniard can help, as it discourages the use of Defog, due thanks to Defiant. Late-game sweepers such as Abra, Carvanha, and Bulk Up Timburr, Carvanha, and Abra (Having "Bulk Up" in front of everything makes them all seem like Bulk Up users) enjoy having the entry hazard support, and Snorunt can also occasionally beat Cottonee.

[STRATEGY COMMENTS]

Other Options
===========
Eviolite is a nice option to give Snorunt more bulk. Toxic can wear down bulky Pokemon such as Spritzee and setup sweepers that could threaten your team by putting them on a timer. Different types of Hidden Power, such as Hidden Power Rock for Larvesta and Hidden Power Grass for Water-types, can deal damage to different Pokemon and has to be chosen depending on the rest of your team.

Checks & and Counters
==============
**Taunt**: Taunt prevents Snorunt from using Spikes, which is generally the main reason you'd use it in the first place. Mienfoo can use Taunt to prevent any Spikes from being set and then proceed to hit with a super effective Drain Punch.

**Entry Hazard Removers**: Rapid Spin and Defog remove Spikes, which are the main selling point of using Snorunt at all. Staryu warrants a mention, as it resists Ice-type attacks and takes very little damage from Hidden Power Ground, while being able to use Rapid Spin or hit hard with Scald or Hydro Pump.

**Multi-Hit Moves**: Multi-Hhit move users negate Focus Sash and thus may stop Snorunt from laying any Spikes. Shellder is guaranteed to break a Focus Sash and OHKO with Rock Blast.

**Setup Sweepers**: Most setup sweepers, such as Corphish and Timburr, can take advantage of Snorunt due to either its average offensive presence or their type advantage.
GP 2/2
thanks, this is done.
 

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