Snorunt [QC: 2/4]



literally the best pokemon ever​
Overview
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  • IS VIABLE
  • Spikes is a good move on it because it beats most opposing hazard removers
  • priority in Ice Shard is helpful utility
  • 50 stats across the board are pretty mediocre; it's piss weak and struggles to take hits
  • bad defensive typing means it can't stay on the field for long because it doesnt take anything other than ice
  • The above is especially bad because fighting types are on pretty much every team
  • a very selective choice for teams who need priority and hazards

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

Moves
========

  • Spikes is the main reason you would use Snorunt; wears down offensive teams and stall/bulky teams
  • Ice Beam is your best STAB attack apart and is great because it pressures rock removers like archen vullaby
  • Hidden Power Ground is pretty weak but lets you hit steel-types and chinchou on the switch and also has perfect neutral coverage outside surskit, but it's still piss weak if it's neutral
  • Ice Shard is priority which is sick for teams who lack it and lets it finish off weakened opponents

Set Details
========

  • 196 speed evs + naive because gotta go fast and outspeed standard chou and magnemite
  • 200 special attack evs boost the power of your main STAB much more
  • SpD EVs for small bulk
  • Attack EVs boost Ice Shard by a bit
  • Inner Focus allows you to avoid Fake Out's flinch
  • Focus Sash makes it easier to get at least one layer of Spikes
  • Eviolite just makes you bulkier in general

Usage Tips
========

  • Lead off with Snorunt most of the time to set up Spikes
  • However, don't use Snorunt as a Suicide lead as it brings priority and can reset spikes; preserve it
  • Come in on Ground-types and Grass-types and attempt to force them out for free spikes
  • Snorunt can also put up a fight against many Defoggers and Rapid Spinners because they're weak to Ice so use your Ice STAB to take them out

Team Options
========


  • CHOICE SCARF MIENFOO is a great partner because it can abuse U-turn against its checks and slowly wear them down in tandem with spikes. It also makes use of spikes late-game because it's able to clean up then
  • Choice Scarf Magnemite and Choice Scarf Chinchou does the exact same as above
  • ghost types bcuz spinblocking - gastly is the best option because it fits on the type of teams work best on
  • Wallbreakers like pancham skrelp and corphish enjoy having their switch-ins punished and worn down even more and it also makes wallbreaking in general for them easier
  • Pawniard discourages defog
  • Late-game sweepers like BU Timburr enjoy having the hazard support, and snorunt can also occasionally beat cottonee


Other Options
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  • Life Orb adds that extra oomph but losing longevity is bad
  • Shadow Ball
  • switcheroo
  • toxic bcuz walls
  • Not much

Checks & Counters
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**Fighting-types**: Most Fighting-types are an easy stop to Snorunt, due to the fact that they have the type advantage. Mienfoo can OHKO with Drain Punch or High Jump Kick, while Timburr sets up all over Snorunt with Bulk Up and can easily OHKO back with Drain Punch. The aforementioned Timburr and Croagunk can both dent Snorunt with Drain Punch and then use Vacuum Wave to limit Snorunt to one layer of Spikes.

**Hazard Removal**: Rapid Spin or Defog remove Spikes, which are one of the main selling points to using Snorunt at all. Staryu warrants a mention as it is resistant to Ice-type attacks and takes just about nothing from Hidden Power Ground, while being able to use Rapid Spin or hit hard with a STAB.

**Fire-types**: Ponyta, Vulpix, and Larvesta are all able to easily OHKO non-Sash Snorunt with a STAB attack before it sets up Spikes. However, both Vulpix and offensive Ponyta must be wary for Hidden Power Ground while switching in.

**Taunt**: Taunt stops Snorunt from using Spikes which is generally the main reason you'd use Snorunt 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.

**Multi-Hit Users**: Multi-Hit users negate Focus Sash and thus may stop Snorunt from laying any Spikes; Shellder is guaranteed to break a 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:

Corporal Levi

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Overview:
Replace Timburr with Fighting-types.

Change the EVs to 36 Atk / 36 Def / 200 SpA / 40 SpD / 196 Spe. SpD investments may seem odd with a Naive nature, but it helps to hit Eviolite numbers if Eviolite is run, and you still want a + spe nature because 14 is a pretty important speed benchmark to pass. Reflect this change in the set details.

Moves:
Just say that Spikes helps to wear down teams.

Set Details:
Eviolite makes you bulkier; 21/18/15 still isn't super impressive.

Team Options:
Add scarf chou to the scarf magnemite point.
Mention that Pawniard can discourage Defog.

Checks and Counters:
Mention that Timburr can do what Croagunk can do with Drain Punch + Mach Punch.
Change it so that only offensive variants of Fire-types must be wary of HP Ground, because standard Eviolite Ponyta doesn't take all that much from HP Ground.

Good work
QC 1/3
 
Overview:
"Spikes is a good move on it because it beats most opposing hazard setters"
Is it relevant to beat other setters? I'd change "most opposing hazard setters" -> "many hazard removers"

Moves:
Again, I don't get why it's important to beat other hazard setters and would change it to hazard removers like Archen and Drilbur for the Ice Beam desc.

Set Details:
I think it's generally best to avoid using specific EV numbers and to just use broader terms
Give examples of what EVs and nature let it outspeed - Standard Chou, speed tie or outspeed magnemite, etc
Reword Inner Focus point, kinda implies to me that you avoid the move altogether even though you still get damaged
Focus Sash doesn't guarantee Spikes against Taunt/Multihit users

Team Options:
Change the random scarf mons to Pokemon that clean late game and you could use them as examples.
Change Gastly to Ghosts in general, but Gastly usually fits best on the archetypes you'd find Snorunt so give it a specific mention

Other Options:
How does Disable stop sweepers? They've already boosted if you're disabling their boosting move. I don't really think this move is worth a mention unless you can justify it in some other way.
Toxic to be able to actually hinder walls in some way

Checks and Counters:
Taunt users, multihit users because of their ability to completely stop Snorunt from setting up Spikes
Setup Sweepers easily take advantage of Snorunt - Notably Timburr, Corphish, Tirtouga

QC 2/4
 

doomsday doink

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Overview:
- "Spikes is a good move on it because it beats most opposing hazard removers" Super unclear statement, makes it appear that Spikes is the means of beating opposing hazard removers
- Snorunt is a dedicated suicide hazard lead and if you aren't using it for that, you're using it incorrectly
- Loses 100% of the time to Staryu

Moves:
- Mention Drilbur as a SR remover that is threatened by Snorunt
- Ice Shard allows Snorunt to beat Fast Evio Archen w/ Beam + Shard

Set Details:
- Eviolite is by far the inferior item and I'd argue that it's not even worth having on the set; Snorunt isn't investing enough in bulk to make good use of it and Ice is a shit defensive typing

Usage Tips:
- You address Snorunt as if it's similar to Chespin (bulky pivot Spikes), when in reality it's a frail hazard setter that relies on a good matchup to get Spikes up; you should only be conserving it if you can use Ice Shard to RK something or if you want to sack it to hazards in order to avoid a Defog / Rapid Spin

Team Options:
- You can pretty much add any HO strong mon that likes hazards to break stuff, as Snorunt is just setting hazards and maybe getting off a priority move before it goes down

Other Options:
- Add Eviolite here
- Life Orb is bad, remove imo
- What does Shadow Ball hit? Bronzor?
- Switcheroo is bad, remov imo
- Toxic is mediocre at best, I guess keep it just to have some substance in this section as it's pretty bare otherwise
- Mention other Hidden Powers (Fire, Electric, Grass) to hit different threats that the team has issues breaking

Checks / Counters:
- Adjust to mention Eviolite Snorunt less I guess

I honestly think Eviolite should be removed from everywhere except OO (I'm probably the only person who's used Snorunt a bit), but it'd probably be best if another QC member weighed in anyways.

QC 3/4
 

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