[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.
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.
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