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DPP Snorlax (Update) +

Jimbo

take me anywhere
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snorlax is cute, updated with team stuff + removed garchomp reference(s)

www.smogon.com/dp/pokemon/snorlax

[SET]
name: Curselax
move 1: Curse
move 2: Body Slam / Return
move 3: Rest / Selfdestruct
move 4: Earthquake / Crunch / Fire Punch
item: Leftovers
ability: Thick Fat
nature: Careful
evs: 168 HP / 120 Def / 220 SpD

[SET COMMENTS]
<p>While Curselax has historically been the epitome of power and durability, it has become far less stable in the highly offensive D/P metagame; however, it still poses a significant threat to unprepared individuals. As expected, Curse is the crux of this set; it boosts Snorlax's mediocre Defense and good Attack while dropping its useless Speed, so that Snorlax is reasonably good at taking attacks from both ends of the offensive spectrum, and can deal decent damage itself. Whether to use Body Slam or Return for its Normal-type STAB is purely a matter of power versus paralysis. Generally, the paralysis is more useful for Snorlax, but if one feels that a bit more power is favorable, Return is available for 20% greater force. One may note that Double-Edge is sadly absent from this set; unlike as in previous generations, Snorlax can't afford to squander as much of its HP on recoil damage.</p>

<p>The next choice is whether to attempt to remain alive longer with Rest and risk the opponent setting up while Snorlax is asleep, or to shirk longevity and destroy something on the way out with a STAB Selfdestruct. Prior to D/P, Rest was overwhelmingly more useful, but in D/P, Selfdestruct has risen to a level plane with it, as sleeping for two turns is a significantly greater liability, whereas Selfdestruct is the emergency resource so many teams need in order to combat an unexpected reversal. The last move is also quite variable. Earthquake is often the preferred option to hit Tyranitar, Metagross, and others, but leaves Snorlax completely vulnerable to Mismagius, and to some extent, Gengar (note that without Focus Blast or Perish Song, Gengar will be stalled out of PP by Snorlax if the latter has Rest). Crunch hurts the Ghosts at the expense of being futile against the first group. Fire Punch is the compromise option, which deals well with both the Ghosts and Metagross; Tyranitar still switches in with impunity, however.</p>

<p>The EVs on this Snorlax are configured for optimal defensive efficiency; while displacing 4 EVs from Special Defense to HP would provide a slight amount more of overall defenses, that course has not been taken because if it were, Snorlax would have 504 HP, which is divisible by 8 and therefore would make it more susceptible to residual damage than if the current 503 HP spread was utilized. This spread focuses primarily on improving its special defensive capabilities, but also maintains a solidity in its physically defensive sector to make switching in and taking attacks after few Curses easier. While investing some EVs into Attack may seem tempting, the fact is that Snorlax simply can't afford to do so in D/P; even with this spread, Snorlax can take up to 54% from a Choice Specs Modest Salamence's Draco Meteor, 60% from a Life Orb Timid Azelf's Nasty Plotted Psychic, and 83% from a Life Orb Modest Porygon-Z's Nasty Plotted Adaptability Tri Attack.</p>

<p>Physical Fighting-type Pokemon stop this set cold. Fighters such as Heracross, Machamp, and Lucario can switch in on Snorlax while it Curses, then scare it away with Close Combat or DynamicPunch. Even at +1 Defense, Fighting-type moves will still do heavy damage to Snorlax. Obviously, Pokemon that resist Fighting moves support Curselax well. Dusknoir, Rotom-A, and Weezing do a good job, as they resist Fighting-type moves and can threaten the Fighters with Will-O-Wisp. While Heracross loves taking Will-O-Wisps, it will not like taking Fire Punch, Overheat, or Flamethrower, respectively. Gliscor is a another great counter to these Fighting-types; it can easily counter Heracross and Swords Dance Lucario, provided the latter lacks Ice Punch. In addition, Snorlax resists Ice-type moves, which is one of Gliscor's major weaknesses.</p>

<p>Celebi, Suicune, and Swampert also stop Curselax. Each of these Pokemon have high Defense, and they all have the ability to pseudo-haze (Celebi with Perish Song, the latter two with Roar). Heatran, Heracross, and Infernape do well to stop Celebi. However, Heatran and Infernape need to watch out for Thunder Wave and Earth Power (or, in Infernape's case, Psychic). Heracross can obliterate Celebi with Megahorn or Pursuit it as Celebi switches out. Scizor also scares Celebi away if it lacks Hidden Power Fire. Magnezone, Celebi, and Roserade stop Suicune (though Ice Beam does a hefty amount to Roserade and Celebi) because they can hit Suicune with powerful, super effective STAB attacks. The latter two also counter Swampert easily.</p>

[SET]
name: Choice Band
move 1: Body Slam / Return
move 2: Earthquake / Superpower
move 3: Crunch / Selfdestruct
move 4: Fire Punch / Selfdestruct
item: Choice Band
ability: Thick Fat
nature: Adamant
evs: 4 HP / 252 Atk / 252 SpD

[SET COMMENTS]
<p>As a wall, Snorlax is a bit lackluster in D/P, but as a Choice Bander, it is as stable as Choice Banders come. Instead of fretting over which Pokémon will stop it, Choice Band Snorlax is equipped to handle anything Curselax might not. Body Slam still supersedes Return on this set, as Choice Band Snorlax, being one of the slowest Pokémon available, prefers 30% paralysis over immediate power, unlike many of its Choice brethren. Earthquake is standard fare for Metagross and Jirachi. Superpower is also a decent option to consider for the ability to OHKO Tyranitar and still does more than enough to most Steel-type Pokemon. Crunch is for Ghost-types and Fire Punch is the compromise move that hits both Levitating Ghost-type Pokémon like Gengar, as well as hitting Steel-type Pokémon. Either may be replaced by Selfdestruct, which, due to STAB, is one of the most powerful attacks in the Pokémon franchise; Selfdestruct even has a small chance of OHKOing the standard Skarmory (and OHKOes on average with Stealth Rock).</p>

<p>Snorlax is outrunning little if anything, so instead of Speed, EVs have been invested in its Special Defense. This way, Snorlax maintains a reasonable degree of special survivability with which to switch in against special attackers; Thick Fat furthers that goal.</p>

<p>As is the case with most Choice Banders, prediction is the best and easiest counter. When your opponent predicts Normal-type attacks, they'll switch in a Ghost- or Steel-type. The same goes for when they predict Earthquake (they'll switch in a Flying-type or Levitating Pokemon). Work around this by trying to be a bit unpredictable (but do not take unnecessary risks!). Your team can support your CBLax too. Seeing as you'll be using Return or Body Slam the most, Ghosts will prove to be a pain. To remedy this, use Ghost or Dark attacks of your own, or use Pursuit users. Gengar is a very common switch-in to CBLax because of its immunity to Body Slam, Earthquake, Selfdestruct, and Superpower. Fortunately, a lot of Pokemon can take Gengar pretty easily. Weavile, Tyranitar, Metagross, and Scizor can all trap Gengar with Pursuit (be wary of Focus Blast when using the former two though). Blissey also stops Gengar cold; even Focus Blast isn't doing enough to scare Blissey off.</p>

<p>Celebi and Suicune also stop Choice Band Snorlax with their high defenses. Pokemon with high-power Fire- or Bug-type attacks can defeat Celebi with relative ease; Heatran or Heracross make good options. Roserade and Celebi's Leaf Storms do hefty amounts of damage to Suicune, 2HKOing even the bulkiest Suicune.</p>

[SET]
name: Offensive Lax
move 1: Body Slam / Return
move 2: Earthquake
move 3: Crunch
move 4: Selfdestruct / Fire Punch
item: Leftovers
ability: Thick Fat
nature: Adamant
evs: 4 HP / 252 Atk / 252 SpD

[SET COMMENTS]

<p>One of the issues that Choice Band Snorlax faces is that several Pokemon can easily come in on their resists and immunities to one of its moves and force it out while they set up. Even Pokemon that Snorlax can normally wall like Heatran, Gengar, or Zapdos can be quite bothersome if they manage to leave you locked into a move that would be unable to damage them. This set remedies that problem by giving Snorlax the freedom to use any of its moves, while still having a good amount of offensive power.</p>

<p>As with the other sets, Body Slam is the preferred option for STAB. Return is more powerful, but generally, the 30% chance of paralysis offered by Body Slam is simply too good to pass up, especially against Scizor or Salamence. Earthquake hits many of the Pokemon who resist your STAB, easily OHKOing Heatran and Magnezone while doing decent damage to Tyranitar. It is also useful against Zapdos, as it can potentially outstall you with Roost. Crunch hits those Ghost-types that are immune to most of your other moves, most notably Gengar and the Rotom appliance formes. With STAB and 200 base power, Selfdestruct can even OHKO several Pokemon that resist it, most notably Scizor and minimum HP Tyranitar (with Stealth Rock factored in), so it can be used as a last resort or just to deal serious damage to anything that isn't immune to it. Fire Punch is also a good alternative over Selfdestruct, as it still OHKOes Scizor and 2HKOes Forretress. However, the sheer damage output of Selfdestruct generally makes it the better option.</p>

<p>Just like with the Choice Band set, 252 EVs are allocated to Special Defense because it allows Snorlax to sufficiently take hits from most special attackers.</p>

<p>As is the case with the Choice Band set, Ghost-types such as Rotom-A and Spiritomb stop this set cold, even moreso because of this set's lack of power. In that respect, Heracross pairs well with this Snorlax. Heracross can take Will-O-Wisps from Spiritomb and Rotom-A and threaten them with its powerful attacks. Spiritomb takes neutral damage from Megahorn, and Rotom-A is hit super effectively by Night Slash and Pursuit.</p>

<p>Steel-types with high Defense also counter this set well (for example, Skarmory, and Foretress if Snorlax lacks Fire Punch). Magnezone helps in this regard, as it can trap and kill Skarmory and Foretress with ease. Heatran and Infernape also scare away Skarmory and Foretress, though they both need to watch out for Foretress' Earthquake, and the latter has to be wary of Skarmory's Brave Bird.</p>

[SET]
name: Sleep Talk
move 1: Rest
move 2: Sleep Talk
move 3: Body Slam
move 4: Earthquake / Crunch / Fire Blast
item: Leftovers
ability: Thick Fat
nature: Careful / Sassy
evs: 244 HP / 28 Def / 236 SpD

[SET COMMENTS]
<p>Sleep Talk Snorlax sacrifices the sweeping potential of Curselax in exchange for improved durability, as it is no longer switch-in bait while it is Resting. Indeed, Snorlax is excellent for absorbing sleep for the rest of its team, as it trumps many sleepers, such as Gengar and Milotic. As this set will likely remain at the 256 Attack it starts out with unless one intends to Baton Pass Attack boosts to it, Body Slam's paralysis chance becomes a greater deterrent to set-up Pokémon than Return's straightforward damage, and consequently it becomes significantly more favored. Earthquake and Crunch still work the same way as on Curselax, but Fire Blast has replaced Fire Punch for hitting Steel-types. As most Steel-types have higher Defense than Special Defense, Fire Punch's lower base power will ultimately do less damage than Fire Blast, despite Snorlax's higher Attack. For example, assuming a Sassy nature in the case of Fire Blast, Fire Punch does a measly 26% at maximum to Skarmory, whereas Fire Blast can do up to 58%.</p>

<p>As this Snorlax is used exclusively for walling special attacks and shouldn't be taking any strong physical attacks, it is even more special defensively oriented than Curselax. However, a small dash of Defense is available, feeding off the "just because" philosophy, for taking the occasional weaker physical attack. Sassy nature is required on sets with Fire Blast for the guaranteed OHKO on the standard Forretress; Snorlax isn't going to use its Speed for much anyways.</p>

<p>Sleep Talk Snorlax might prove to be set up fodder for several Pokemon (as is the problem with most ResTalkers). Gyarados and Salamence in particular can come in while Snorlax Rests, and Dragon Dance while it sleeps; the only thing they need to watch out for is paralysis from Body Slam. Vaporeon and Celebi stop Gyarados cold, even if it gets a Dragon Dance under its belt. DDMence is a bit harder to counter; Porygon2 and Bronzong do a good job, though Bronzong is 2HKOed by Life Orb Fire Blast. Skarmory also does a good job at countering Dragon Dance Salamence, though again, it needs to watch out for Fire Blast. Fighting-types can also switch into a sleeping Snorlax and OHKO it with Close Combat (or any other strong Fighting move). As stated above, Weezing and Dusknoir counter Fighting-types well. Suicune and Celebi also counter Fighting-types nicely, though Celebi cannot defeat Heracross unless it's locked into Close Combat or Stone Edge.</p>

[Team Options]
<p>As mentioned above, Snorlax has a lot of trouble dealing with Suicune, Celebi, and Hippowdon. Having Pokemon with strong Grass-, Electric-, and Fire-type attacks is helpful when dealing with these Pokemon. All three of these Pokemon are susceptible to Toxic Spikes, especially Celebi and Hippowdon. Roserade is a good option to pair with Snorlax because of this; it can set up Toxic Spikes, absorb them as well, and deal with Suicune and Hippowdon with Leaf Storm or Grass Knot.</p>

<p>Snorlax is one of the few Pokemon that rivals Blissey in special walling. However, like Blissey, Snorlax's Defense is a major weak point. Having Pokemon with Will-O-Wisp, like Rotom-A, is a good idea to cover that weakness. Not only does Rotom-A cripple physical attackers, but it also makes a great counter to Fighting-types who threaten Snorlax. Rotom-A can also threaten Celebi with Shadow Ball and Suicune with Thunderbolt. Choice Band Snorlax is stopped cold by Pokemon like Skarmory and Forretress. Magnezone is a good Pokemon to use in that respect because it can trap Skarmory and Forretress and kill them with Thunderbolt and Hidden Power Fire respectively.</p>

[Other Options]
<p>Pursuit is a very good move to essentially trap Gengar, Mismagius, and many Psychics, who have good reason to fear Snorlax, but is unfortunately illegal with Selfdestruct. Ice Punch significantly hurts Dragons like Salamence, and ThunderPunch annihilates Gyarados, but neither is extremely useful on Snorlax. Zen Headbutt is super effective on Gengar and Weezing, but will not OHKO the latter before it uses Haze and is merely a less accurate Crunch replacement for the former. Focus Punch can deliver a very powerful hit on Rhyperior and Bronzong, and OHKO Tyranitar, but generally it is outclassed by Earthquake or Fire Punch. Instead of attacking Metagross and Tyranitar directly, Snorlax can also make them faint through its massive HP and Counter; Snorlax will usually survive any physical hit that isn't Fighting-type or boosted more than once.</p>

<p>Snorlax gets Whirlwind in D/P, but as an offensive wall, it is usually much better suited to killing its opposition than blowing their boosts away. Amnesia and Charm can lighten the hits Snorlax receives, but Snorlax would much rather Curse against physical hits and just attack special attackers; Charm can force a few switches to gain Stealth Rock and Spikes damage, though. Belly Drum is an explosive alternative to Curse, but unfortunately Snorlax is, as already noted several times, extremely slow, and its Defense is just passable. However, along with Block, a timely Belly Drum can be deadly for the opposition once all Ghost-types have been picked off by Pursuit. Yawn is another move that can force switches and works well with Belly Drum.</p>

<p>As expected for a Normal-type, Snorlax receives a host of special attacks to use off its pitiful base 65 Special Attack. Other than Fire Blast, Ice Beam and Surf are the only ones that would possibly have any practical application. Ice Beam can score an unexpected KO on Gliscor provided you run lots of Special Attack EVs, but Surf hits Rhyperior decently even in sandstorm conditions and thoroughly guts it if such conditions are nonexistent. However, it does at maximum, assuming Snorlax has no Special Attack EVs, a pathetic 23% on Tyranitar.</p>

<p>In general, Thick Fat is the more useful ability, especially when coupled with Rest, as Rest will rid Snorlax of any poisoning it suffers. Thick Fat grants an effective resistance to Ice and Fire, two of the most common special attacking types. Additionally, it is pivotal to countering Heatran, especially when Snorlax doesn't have Earthquake to OHKO it, and is an excellent buffer for a predicted switch-in on Weavile's Ice Punch and such. However, if one elects to forgo Rest, Immunity still has some utility, especially against Toxic Spikes. When using Selfdestruct, Thick Fat is recommended, as Snorlax generally won't mind being poisoned when it is about to blow up.</p>


--------------------------------

hope this is ok ^_^; thanks to jumpluff who checked grammar in PM.
 
Heracross loves taking Will-O-Wisps, but it does not enjoy taking Flamethrower from Weezing or Fire Punch from Dusknoir.

Don't forget to mention Rotom-h's Overheat. Perhaps you could rephrase it to

"Heracross loves taking Will-O-Wisps, but does not like taking Fire Punch, Overheat, or Flamethrower, respectively."

Or "Heracross loves taking Will-O-Wisps, but does not like taking Fire attacks from any of them."

However, Heatran and Infernape need to watch out for Thunder Wave and Earth Power. Heracross can obliterate Celebi with Megahorn or Pursuit it as Celebi switches out.

You should also mention Psychic for Infernape and Heracross.

"However, Heatran and Infernape need to watch out for Thunder Wave and Earth Power (or, in Infernape's case, Psychic). Heracross can obliterate Celebi with Megahorn or Pursuit if Celebi switches out, but also fears Psychic."

When your opponent predicts Normal attacks, they'll switch in a Ghost-type.

Since Ghosts aren't too common in standard, I think you should say Steel-type instead of Ghost-type. Or you could say "they'll switch in a Ghost-type or a Steel-type".

Weavile, Tyranitar, Metagross, and Scizor can all trap Gengar with Pursuit (be wary of Focus Blast when using the former too though).

"too" should be "two"

Celebi and Suicune also stop Choice Band Snorlax with their high defenses.

I think you should also mention Hippowdon here.

Not only does Rotom-A cripple physical attackers, but it also makes a great counter to Fighting-types who threaten Snorlax.

You could also mention how it stops Celebi and Suicune with Shadow Ball and Thunderbolt.
 
Very minor nitpicks
Ice Beam can score an unexpected KO on Gliscor and Garchomp
Remove Garchomp because chances are Snorlax won't be appearing in Ubers and Ice Beaming a Garchomp.
Focus Punch and Superpower can deliver a very powerful hit on Rhyperior and Bronzong, and both OHKO Tyranitar
Remove Superpower as it is already mentioned, unless you wish to expand on this sentence
 
Got it Jibbles, thanks.

(I definitely did a ctrl f garchomp after removing another mention o_o;)
 
Oh, a couple more things:

Thick Fat also grants an effective resistance to Ice and Fire, two of the most common special attacking types.

Thick Fat doesn't "also" do those things, that's all it does. You should rephrase this to say that Thick Fat helps it switch into Fire and Ice attacks, while Rest will cure him of any poison anyways. The way it's phrased now makes it sound like having to use Rest to remove Poison is an advantage, when it's not an advantage, it just makes Immunity less necessary.

Other than Fire Blast, Ice Beam and Surf are the only ones that would possibly have any practical application. Ice Beam can score an unexpected KO on Gliscor, but Surf hits Rhyperior decently even in Sandstorm conditions and thoroughly guts it if such conditions are nonexistent. However, it does at maximum, assuming Snorlax has no Special Attack EVs, a pathetic 23% on Tyranitar

You should also include calcs of Ice Beam or Surf against standard Hippowdon.
 
Got it.

I don't know if there's any point in including damage calcs with Surf against Hippo tbh. According to Metalkid's it does 27.38% - 31.14%, hardly worth a mention :/ The only reason to use either of the attacks are to hit Pokes who are 4x weak to it.
 
Plus, Metalkid's damage calculator overshoots damage. Use this one Jimbo: http://libelldra.com/competitive/damage/

0 SpA neutral nature Snorlax to 252 HP / 88 SpD Hippowdon with Ice Beam: 26.67% - 31.90%

252 SpA neutral nature Snorlax to 252 HP / 88 SpD Hippowdon with Ice Beam:
37.14% - 43.81%

Honestly, that's hideous. You can "consider" Blizzard, but Hippowdon can just sit there and Slack Off until you run out of PP / miss, and in all honestly you'll need a ton of EVs to 2HKO (heck 252 SpA neutral nature Snorlax does 50.48% on average). I don't know why you would even consider running it for use on Hippowdon. In fact, 252 HP / 0 SpD Gliscor takes 75% on average from 0 SpA Snorlax Ice Beam...You would need a ton of EVs again to OHKO. Heck, Blizzard has a 46% chance to OHKO (factoring in accuracy in normal conditions) if you run 56 SpA EVs, I'd much rather pot luck my chance at that than slowly be stalled out via Roost, hoping for a freeze / crit, but that's likely just me. Those odds suck, and therefore I'd never truly consider running Blizzard, and I doubt I would honestly consider Ice Beam. I might consider running a ton of EVs to provide an OHKO provided Blizzard hits, giving me a 70% chance to OHKO, but then I lose my lovely EVs that could be placed elsewhere, where they are more useful rather than just taking on Gliscor.
 
But include it anyways, like you did with Tyranitar, if just to say "Don't expect it to help against Hippowdon, because it does only ___ to standard Hippowdon."
 
Why slash Crunch/Selfdestruct? Fire Punch already OHKO's Gengar with Stealth Rock down and hits Celebi, and Selfdestruct's gigantic power makes it worth using over Crunch.
 
Well, according to Metalkid's (which overshoots damage, as Twash said), Fire Punch does 81% maximum to 6 HP Gengar... not really a OHKO. I'll leave it as is for now unless someone else gives a better reason to ditch Fire Punch.

Also just a note, I only really added the team support stuff, I left the other sections as is (except for some minor changes) because they seemed already x)

umbarsc I'll add in a small mention later.
 
I edited the first post, just standardization and grammar to keep it correct.

Fire Punch will never OHKO Gengar, even with Stealth Rock, unless Snorlax gets a critical hit or a burn.

Crunch is also useful because it does an average of 45% to standard Sleep Talk Cresselia, and does an average of 58% to Calm Mind Cresselia (minimum of 53%, so guaranteed 2HKO, although Cresselia can potentially Moonlight to "try" to outstall you). Finally, Crunch does an average of 100% to 4 HP / 0 Def Latias. As far as I'm concerned, it's worth keeping.

dpmfa143.png

Cute, or jumbo, Jimbo?
 
Why do you need to OHKO Gengar? You can just hit it again when it does jack shit to you except Focus Blast, which is unreliable. I don't see the need of "Crunch for Gengar" when you can _basically_ KO it with Fire Punch.
 
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