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Snorunt

Snorunt

National: #361 Hoenn: #179 Alola: #323 Galar: #79 Paldea: #357 Kitakami: #172 Hisui: #205 Ulaula: #144 Crown Tundra: #25 Lumiose City: #169 Extended Sinnoh: #206 Conquest Gallery: #93

Ice

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
505050505050300

Abilities

Moves

Target
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power
Accuracy
Power Points 15

Raises the user’s evasion by one stage.

Base Power 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 30

Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.

Base Power
Accuracy
Power Points 5

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.

Base Power
Accuracy
Power Points 10

Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.

Base Power
Accuracy
Power Points 10

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

+4
Base Power
Accuracy
Power Points 10

The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.

+4
Base Power
Accuracy
Power Points 10

Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power
Accuracy
Power Points 20

Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.

+5
Base Power 50
Accuracy 100%
Power Points 10

If a weather move is active, this move has double power, and its type becomes the type of the weather move. shadow sky is typeless for the purposes of this move.

Base Power 80
Accuracy 100%
Power Points 10

If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.

Base Power
Accuracy
Power Points 5

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.

Base Power
Accuracy 100%
Power Points 30

Lowers the target’s Defense by one stage.

Base Power 60
Accuracy 100%
Power Points 25

Has a 30% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Defense by one stage.

Base Power 30
Accuracy 90%
Power Points 20

User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.

Base Power
Accuracy
Power Points 5

Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.

Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to freeze the target.

Base Power 110
Accuracy 70%
Power Points 5

Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 60
Accuracy 100%
Power Points 20

Has a 20% chance to confuse the target.

Base Power 80
Accuracy 100%
Power Points 15

The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.

Base Power 60
Accuracy 100%
Power Points 10

If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user.

-4
Base Power
Accuracy 100%
Power Points 20

Disables the target’s last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.

Base Power
Accuracy 100%
Power Points 10

Lowers the PP of the target’s last used move by 4. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.

Base Power 30
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 10

User and target permanently swap held items. Works even if one of the Pokémon isn’t holding anything. If either Pokémon is holding mail, this move will fail. If either Pokémon has multitype or sticky hold, this move will fail. If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn. Neither the user nor the target can recover its item with recycle. This move cannot be selected by assist or metronome.

Base Power 65
Accuracy 95%
Power Points 15

Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 20

Lowers the target’s Special Defense by two stages.

Base Power 85
Accuracy 90%
Power Points 10

Has a 30% chance to make the target flinch.

Base Power
Accuracy
Power Points 20

Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP. wonder guard does not block damage from this effect. rapid spin removes this effect from its user’s side of the field. defog removes this effect from its target’s side of the field.

Base Power 25
Accuracy 100%
Power Points 30

Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

Base Power 40
Accuracy 100%
Power Points 30
+1
Base Power 60
Accuracy 90%
Power Points 10

Always scores a critical hit.

Base Power 0
Accuracy
Power Points 10

The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.

Base Power 65
Accuracy 100%
Power Points 10

If the target has a major status ailment, this move has double power.

Base Power 70
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Special Defense by one stage.

Base Power 40
Accuracy 100%
Power Points 25

Has a 10% chance to freeze the target.