A long time waiting with this post, figured I better get it out of the way before my holiday vacation is over. :[ Just in time to benefit my inferior SPL competition...
I would love to have usage stats on Snorlax's STAB option, but alas. Nonetheless, I know lots of people like to use Double-Edge on Lax in Gen 2 over Return and Body Slam. It does more damage in general, obviously, and I've often been told one of its best uses is in the mirror match because it can 3HKO other Snorlax on the switch. The impact of the recoil damage in general is diminished on account of Snorlax's high base HP.
People underestimate the recoil and ultimately it isn't worth using over Return except in very specific circumstances.
On paper, Return is the best choice. Raw damage output is not the trump card in GSC OU it is in later generations as even the most frail of attackers, including Marowak, serve defensive purposes in a team. Raw damage output is less important than relative damage output, the ratio of damage dealt to damage taken. This is especially true of Snorlax, due to its prominence in the metagame as both an offensive and defensive pillar for most teams. Return is 102 damage out, Double-Edge is 120 damage out - 30 recoil in for a relative difference of 90. (Body Slam is 85.)
In practice, here's what our damage looks like against every potential OU target that doesn't resist Normal:
Highlighted are the most prominent breakpoints. The main one of importance is the 3HKO-through-Leftovers threshold at 37.5%. This breaks Rest loops which matters greatly against a plethora of Rest users in GSC: some Sleep Talkers, some boosters, occasionally naked often paired with Heal Bell. This is also roughly the 2HKO threshold for +1 Attack (Curse), a 2HKO with a critical hit, and slightly above the OHKO threshold at max Attack (Belly Drum).
How many 3HKO thresholds does Double-Edge reach? Not many. Body Slam is noticeably weak against most targets but Return grabs the vast majority of useful 3HKOs, without needing to step up to DE and subject yourself to the recoil. That doesn't mean the extra damage on DE is totally worthless, as Spikes are quite common and sometimes you get chip damage on things (less often than other gens due to the prevalence of Rest), but the same can be said of the extra damage you subject yourself to (recoil). Ultimately, 102 > 90 (120 - 30) > 85.
Recoil is especially noticeable against Zapdos and Raikou, against which Snorlax is a common counter and sometimes the only good answer on a team. They often use Thunder specifically for its strength against Snorlax, where Zapdos has a borderline 4HKO and Raikou an unlikely one, to force Snorlax to Rest so they can safely Rest themselves or switch to a counter. Snorlax with Return can hit the 3HKO on them, and while DE does guarantee it on Zapdos the recoil also forces you to Rest that much sooner without significant damage gains. You also flat-out kill yourself against Blissey if you don't crit it in 4-5 tries.
-----
Alright, so what of the Snorlax thing? Sure, DE can 3HKO where Return cannot. However, I don't actually think that's very important. The Snorlax mirror is primarily dictated by who switches into whom and their movesets. The choice of Normal STAB isn't too important here, actually, but the other moves, principally Curse and Sleep Talk. Even so, DE only 3HKOs slightly more than half the time.
Beyond Snorlax, there are very little added advantages. Eggy is a 3HKO target but Eggy has so many ways to mitigate damage whether it's bonus recovery from Leech Seed or Giga Drain, status moves, Reflect that you can't count on a 3HKO anyway. Starmie is huge Snorlax bait regardless, though on a non-Curse set you might like DE for the shot at a crit OHKO. Marowak is a borderline 2HKO with Spikes, that's useful I guess.
The only target where I really like DE is Machamp. Because DE is a 3HKO through Curse, as -1 Machamp is outsped by Snorlax, Machamp can't threaten to boost against DE Lax after switching in and must immediately start firing off Cross Chops. It's also a borderline 2HKO with Spikes or modest chip damage and Snorlax can withstand one non-crit CC + recoil. If you build a team weak to Cursechamp but can't fix it without also ruining the team strategy you were trying to employ, DE may slightly alleviate the problem at least.
Double-Edge can also 2HKO Skarmory after a Belly Drum, but generally speaking you can't run DE with Belly Drum because the self-damage is too much to handle. And you only care about the 2HKO if you Lovely Kissed it to sleep since it could wake up sooner, Return still 3HKOs if you just need to break Skarm's Rest loop. The other Normal resists will fuck your shit up with strong physical attacks anyway, except Forretress who is either helpless or trades with Explosion.
-----
TL;DR
RETURN SLEEP TALK CURSELAX IS ALPHA DOG AMONGST SNORLAX GET THE FUCK OUT POSERS
Body Slam, obviously enough, is a shitty damage move but most useful for the PAR if you prefer. PAR is bretty gud.
Double-Edge is maybe very marginally usable on non-Curselax. If you use it on Curselax, you are bad and should feel bad. Return is enough if you value extra damage over paralysis.
I would love to have usage stats on Snorlax's STAB option, but alas. Nonetheless, I know lots of people like to use Double-Edge on Lax in Gen 2 over Return and Body Slam. It does more damage in general, obviously, and I've often been told one of its best uses is in the mirror match because it can 3HKO other Snorlax on the switch. The impact of the recoil damage in general is diminished on account of Snorlax's high base HP.
People underestimate the recoil and ultimately it isn't worth using over Return except in very specific circumstances.
On paper, Return is the best choice. Raw damage output is not the trump card in GSC OU it is in later generations as even the most frail of attackers, including Marowak, serve defensive purposes in a team. Raw damage output is less important than relative damage output, the ratio of damage dealt to damage taken. This is especially true of Snorlax, due to its prominence in the metagame as both an offensive and defensive pillar for most teams. Return is 102 damage out, Double-Edge is 120 damage out - 30 recoil in for a relative difference of 90. (Body Slam is 85.)
In practice, here's what our damage looks like against every potential OU target that doesn't resist Normal:
vs. Blissey SOFTBOILED, SOMETIMES GROWL
Body Slam: 34.8 - 40.8% (borderline 3HKO)
Return: 41.7 - 48.9% (3HKO)
Double-Edge: 48.9 - 57.5% (borderline 2HKO)
vs. Cloyster
Body Slam: 21.5 - 25.4% (lol)
Return: 25.7 - 30.4% (lol)
Double-Edge: 30.0 - 35.3% (4HKO)
vs. Exeggutor
Body Slam: 28.0 - 33.1% (4HKO)
Return: 33.6 - 39.4% (unlikely 3HKO)
Double-Edge: 39.4 - 46.3% (3HKO)
vs. Heracross OFTEN CURSE
Body Slam: 32.8 - 38.6% (4HKO)
Return: 39.1 - 46.0% (3HKO)
Double-Edge: 46.0 - 54.0% (3HKO)
vs. Jolteon
Body Slam: 40.5 - 47.7% (3HKO)
Return: 48.6 - 57.1% (borderline 2HKO)
Double-Edge: 57.1 - 67.0% (2HKO)
vs. Machamp OFTEN CURSE
Body Slam: 29.8 - 35.2% (4HKO)
Return: 35.8 - 42.0% (probable 3HKO)
Double-Edge: 42.0 - 49.3% (3HKO through Curse on switch-in; Snorlax outspeeds -1 Machamp)
vs. Marowak NO LEFTOVERS
Body Slam: 28.8 - 34.1% (4HKO)
Return: 34.4 - 40.6% (3HKO)
Double-Edge: 40.6 - 47.7% (3HKO)
vs. Miltank MILK DRINK, OFTEN CURSE OR GROWL
Body Slam: 24.4 - 28.8%
Return: 29.3 - 34.6%
Double-Edge: 34.6 - 40.5% (borderline 3HKO)
vs. Nidoking ...Morning Sun lol?
Body Slam: 32.1 - 37.8% (4HKO)
Return: 38.4 - 45.2% (3HKO)
Double-Edge: 44.9 - 52.9% (3HKO)
vs. Porygon2 RECOVER, SOMETIMES CURSE
Body Slam: 28.4 - 33.5%
Return: 34.0 - 40.2% (borderline 3HKO)
Double-Edge: 39.9 - 46.9% (3HKO)
vs. Raikou
Body Slam: 31.1 - 36.6% (4HKO)
Return: 37.1 - 43.6% (3HKO)
Double-Edge: 43.6 - 51.2% (3HKO)
vs. Snorlax OFTEN CURSE
Body Slam: 24.7 - 29.1% (lol)
Return: 29.6 - 34.8% (4HKO)
Double-Edge: 34.8 - 40.7% (borderline 3HKO)
vs. Starmie RECOVER
Body Slam: 34.1 - 40.2% (borderline 3HKO)
Return: 40.9 - 48.0% (3HKO)
Double-Edge: 48.0 - 56.3% (borderline 2HKO)
vs. Suicune
Body Slam: 22.3 - 26.3% (lol)
Return: 26.8 - 31.5% (unlikely 4HKO)
Double-Edge: 31.5 - 37.0% (4HKO)
vs. Umbreon OFTEN CHARM, SOMETIMES MOONLIGHT
Body Slam: 23.7 - 28.0% (lol)
Return: 28.2 - 33.3% (4HKO)
Double-Edge: 33.3 - 39.2% (unlikely 3HKO)
vs. Vaporeon SOMETIMES ACID ARMOR
Body Slam: 29.2 - 34.3% (4HKO)
Return: 35.0 - 41.0% (probable 3HKO)
Double-Edge: 41.0 - 48.2% (3HKO)
vs. Zapdos
Body Slam: 28.7 - 33.9% (4HKO)
Return: 34.5 - 40.5% (borderline 3HKO)
Double-Edge: 40.5% - 47.5% (3HKO)
Body Slam: 34.8 - 40.8% (borderline 3HKO)
Return: 41.7 - 48.9% (3HKO)
Double-Edge: 48.9 - 57.5% (borderline 2HKO)
vs. Cloyster
Body Slam: 21.5 - 25.4% (lol)
Return: 25.7 - 30.4% (lol)
Double-Edge: 30.0 - 35.3% (4HKO)
vs. Exeggutor
Body Slam: 28.0 - 33.1% (4HKO)
Return: 33.6 - 39.4% (unlikely 3HKO)
Double-Edge: 39.4 - 46.3% (3HKO)
vs. Heracross OFTEN CURSE
Body Slam: 32.8 - 38.6% (4HKO)
Return: 39.1 - 46.0% (3HKO)
Double-Edge: 46.0 - 54.0% (3HKO)
vs. Jolteon
Body Slam: 40.5 - 47.7% (3HKO)
Return: 48.6 - 57.1% (borderline 2HKO)
Double-Edge: 57.1 - 67.0% (2HKO)
vs. Machamp OFTEN CURSE
Body Slam: 29.8 - 35.2% (4HKO)
Return: 35.8 - 42.0% (probable 3HKO)
Double-Edge: 42.0 - 49.3% (3HKO through Curse on switch-in; Snorlax outspeeds -1 Machamp)
vs. Marowak NO LEFTOVERS
Body Slam: 28.8 - 34.1% (4HKO)
Return: 34.4 - 40.6% (3HKO)
Double-Edge: 40.6 - 47.7% (3HKO)
vs. Miltank MILK DRINK, OFTEN CURSE OR GROWL
Body Slam: 24.4 - 28.8%
Return: 29.3 - 34.6%
Double-Edge: 34.6 - 40.5% (borderline 3HKO)
vs. Nidoking ...Morning Sun lol?
Body Slam: 32.1 - 37.8% (4HKO)
Return: 38.4 - 45.2% (3HKO)
Double-Edge: 44.9 - 52.9% (3HKO)
vs. Porygon2 RECOVER, SOMETIMES CURSE
Body Slam: 28.4 - 33.5%
Return: 34.0 - 40.2% (borderline 3HKO)
Double-Edge: 39.9 - 46.9% (3HKO)
vs. Raikou
Body Slam: 31.1 - 36.6% (4HKO)
Return: 37.1 - 43.6% (3HKO)
Double-Edge: 43.6 - 51.2% (3HKO)
vs. Snorlax OFTEN CURSE
Body Slam: 24.7 - 29.1% (lol)
Return: 29.6 - 34.8% (4HKO)
Double-Edge: 34.8 - 40.7% (borderline 3HKO)
vs. Starmie RECOVER
Body Slam: 34.1 - 40.2% (borderline 3HKO)
Return: 40.9 - 48.0% (3HKO)
Double-Edge: 48.0 - 56.3% (borderline 2HKO)
vs. Suicune
Body Slam: 22.3 - 26.3% (lol)
Return: 26.8 - 31.5% (unlikely 4HKO)
Double-Edge: 31.5 - 37.0% (4HKO)
vs. Umbreon OFTEN CHARM, SOMETIMES MOONLIGHT
Body Slam: 23.7 - 28.0% (lol)
Return: 28.2 - 33.3% (4HKO)
Double-Edge: 33.3 - 39.2% (unlikely 3HKO)
vs. Vaporeon SOMETIMES ACID ARMOR
Body Slam: 29.2 - 34.3% (4HKO)
Return: 35.0 - 41.0% (probable 3HKO)
Double-Edge: 41.0 - 48.2% (3HKO)
vs. Zapdos
Body Slam: 28.7 - 33.9% (4HKO)
Return: 34.5 - 40.5% (borderline 3HKO)
Double-Edge: 40.5% - 47.5% (3HKO)
How many 3HKO thresholds does Double-Edge reach? Not many. Body Slam is noticeably weak against most targets but Return grabs the vast majority of useful 3HKOs, without needing to step up to DE and subject yourself to the recoil. That doesn't mean the extra damage on DE is totally worthless, as Spikes are quite common and sometimes you get chip damage on things (less often than other gens due to the prevalence of Rest), but the same can be said of the extra damage you subject yourself to (recoil). Ultimately, 102 > 90 (120 - 30) > 85.
Recoil is especially noticeable against Zapdos and Raikou, against which Snorlax is a common counter and sometimes the only good answer on a team. They often use Thunder specifically for its strength against Snorlax, where Zapdos has a borderline 4HKO and Raikou an unlikely one, to force Snorlax to Rest so they can safely Rest themselves or switch to a counter. Snorlax with Return can hit the 3HKO on them, and while DE does guarantee it on Zapdos the recoil also forces you to Rest that much sooner without significant damage gains. You also flat-out kill yourself against Blissey if you don't crit it in 4-5 tries.
-----
Alright, so what of the Snorlax thing? Sure, DE can 3HKO where Return cannot. However, I don't actually think that's very important. The Snorlax mirror is primarily dictated by who switches into whom and their movesets. The choice of Normal STAB isn't too important here, actually, but the other moves, principally Curse and Sleep Talk. Even so, DE only 3HKOs slightly more than half the time.
Generally speaking, the Snorlax switching in loses. This is less true of Body Slam, as it rarely 4HKOs even with a crit, but it is similarly true of Return and Double-Edge. Snorlax #1 hits Snorlax #2 switching in, then gets a second hit in while #2 Curses, Rests, or fishes for BS paralysis. #1 then gets a chance to crit and potentially KO, multiple if #2 Rests immediately. Speed ties also play a role here because getting two consecutive attacks can provide the necessary damage spike to score the KO.
Generally speaking, the Snorlax without Curse loses. Even one Curse boost more than doubles the relative damage output of the boosted Snorlax against an unboosted one (3/2 damage out, 2/3 damage in = 1.5/.667 = 2.25). Defensively, it also insulates you from dying to non-consecutive crits even if you're not running Sleep Talk, so even switching a Curselax into a non-Curselax forces the opponent to crit before you Rest or it is forced out.
Generally speaking, the Snorlax without Sleep Talk loses. Inevitably, Snorlaxen will force each other to Rest and Sleep Talk gives ST Curselax the opportunity for bonus damage and extra boosts in the short-term. If two Curselax set up and choose to PP stall one another over switching out, Sleep Talk wins in the long run. ST has the most effective PP of any fourth move on standard Curselax, due to its ability to select Rest and waste more time sleeping.
In the latter case, where two Curselax have no choice but to PP stall one another because switching out means getting their entire team slaughtered, Return even beats Double-Edge. Double-Edge is cited as the move to have, because it can 3HKO through boosts with a crit. That's true! Return falls short on its own. But against DE Curselax, the recoil damage also means Return Curselax can 3HKO DE Curselax with a crit! So ultimately it comes down to who crits whom first, and if neither do then Return wins because it has more PP. If both crit, whoever wins the last speed tie wins.
Body Slam generally loses to either. Sometimes it wins if you get an early PAR and the opponent fully paralyzes 3-4 times in a row. But BS Curselax cannot 3HKO Return Curselax even with consecutive crits (it can KO DE Curselax due to recoil... still, consecutive crits) and with such low damage potential, you're more likely just conserving their PP.
...Obviously, non-Rest Snorlax loses to Rest Snorlax unless Selfdestruct or an ultra-lucky Lovely Kiss is involved.
Generally speaking, the Snorlax without Curse loses. Even one Curse boost more than doubles the relative damage output of the boosted Snorlax against an unboosted one (3/2 damage out, 2/3 damage in = 1.5/.667 = 2.25). Defensively, it also insulates you from dying to non-consecutive crits even if you're not running Sleep Talk, so even switching a Curselax into a non-Curselax forces the opponent to crit before you Rest or it is forced out.
Generally speaking, the Snorlax without Sleep Talk loses. Inevitably, Snorlaxen will force each other to Rest and Sleep Talk gives ST Curselax the opportunity for bonus damage and extra boosts in the short-term. If two Curselax set up and choose to PP stall one another over switching out, Sleep Talk wins in the long run. ST has the most effective PP of any fourth move on standard Curselax, due to its ability to select Rest and waste more time sleeping.
In the latter case, where two Curselax have no choice but to PP stall one another because switching out means getting their entire team slaughtered, Return even beats Double-Edge. Double-Edge is cited as the move to have, because it can 3HKO through boosts with a crit. That's true! Return falls short on its own. But against DE Curselax, the recoil damage also means Return Curselax can 3HKO DE Curselax with a crit! So ultimately it comes down to who crits whom first, and if neither do then Return wins because it has more PP. If both crit, whoever wins the last speed tie wins.
Body Slam generally loses to either. Sometimes it wins if you get an early PAR and the opponent fully paralyzes 3-4 times in a row. But BS Curselax cannot 3HKO Return Curselax even with consecutive crits (it can KO DE Curselax due to recoil... still, consecutive crits) and with such low damage potential, you're more likely just conserving their PP.
...Obviously, non-Rest Snorlax loses to Rest Snorlax unless Selfdestruct or an ultra-lucky Lovely Kiss is involved.
The only target where I really like DE is Machamp. Because DE is a 3HKO through Curse, as -1 Machamp is outsped by Snorlax, Machamp can't threaten to boost against DE Lax after switching in and must immediately start firing off Cross Chops. It's also a borderline 2HKO with Spikes or modest chip damage and Snorlax can withstand one non-crit CC + recoil. If you build a team weak to Cursechamp but can't fix it without also ruining the team strategy you were trying to employ, DE may slightly alleviate the problem at least.
Double-Edge can also 2HKO Skarmory after a Belly Drum, but generally speaking you can't run DE with Belly Drum because the self-damage is too much to handle. And you only care about the 2HKO if you Lovely Kissed it to sleep since it could wake up sooner, Return still 3HKOs if you just need to break Skarm's Rest loop. The other Normal resists will fuck your shit up with strong physical attacks anyway, except Forretress who is either helpless or trades with Explosion.
-----
TL;DR
RETURN SLEEP TALK CURSELAX IS ALPHA DOG AMONGST SNORLAX GET THE FUCK OUT POSERS
Body Slam, obviously enough, is a shitty damage move but most useful for the PAR if you prefer. PAR is bretty gud.
Double-Edge is maybe very marginally usable on non-Curselax. If you use it on Curselax, you are bad and should feel bad. Return is enough if you value extra damage over paralysis.
Last edited: