Snorlax
Sun

Its stomach is said to be incomparably strong. Even Muk’s poison is nothing more than a hint of spice on Snorlax’s tongue.

Moon

It eats nearly 900 pounds of food every day. It starts nodding off while eating—and continues to eat even while it’s asleep.

Ultra Sun

It doesn’t do anything other than eat and sleep. When prompted to make a serious effort, though, it apparently displays awesome power.

Ultra Moon

It has no interest in anything other than eating. Even if you climb up on its stomach while it’s napping, it doesn’t seem to mind at all!

Lets Go Pikachu/Lets Go Eevee

Will eat anything, even if the food happens to be a little moldy. It never gets an upset stomach.

Evolution Chain

munchlax
Munchlax
😊
High Friendship
snorlax
Snorlax

Pokédex Data

Classification Sleeping Pokémon
Height 2.1 m (6'11")
Weight 460.0 kg (1014.1 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 1 South

Training

EV Yield +2 hp
Catch Rate 25
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Monster

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
4 Defense Curl
40 Raises user's Defense by one stage.
9 Amnesia
20 Raises the user's Special Defense by two stages.
12 Lick
30 100% 30 Has a 30% chance to paralyze the target.
17 Chip Away
70 100% 20 Ignores the target's stat modifiers.
20 Yawn
10 Target sleeps at the end of the next turn.
25 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
28 Rest
5 User sleeps for two turns, completely healing itself.
28 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
33 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
35 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
36 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Block
5 Prevents the target from leaving battle.
44 Belly Drum
10 User pays half its max HP to max out its Attack.
49 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
50 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
57 High Horsepower
95 95% 10 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
4 Defense Curl
40 Raises user's Defense by one stage.
9 Amnesia
20 Raises the user's Special Defense by two stages.
12 Lick
30 100% 30 Has a 30% chance to paralyze the target.
17 Chip Away
70 100% 20 Ignores the target's stat modifiers.
20 Yawn
10 Target sleeps at the end of the next turn.
25 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
28 Rest
5 User sleeps for two turns, completely healing itself.
28 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
33 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
35 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
36 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Block
5 Prevents the target from leaving battle.
44 Belly Drum
10 User pays half its max HP to max out its Attack.
49 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
50 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
57 High Horsepower
95 95% 10 Inflicts regular damage with no additional effect.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
6 Defense Curl
40 Raises user's Defense by one stage.
13 Yawn
10 Target sleeps at the end of the next turn.
19 Lick
30 100% 30 Has a 30% chance to paralyze the target.
26 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
32 Rest
5 User sleeps for two turns, completely healing itself.
39 Screech
85% 40 Lowers the target's Defense by two stages.
45 Amnesia
20 Raises the user's Special Defense by two stages.
52 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
58 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
65 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM39 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM42 Self Destruct
200 100% 5 User faints.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM45 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM49 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Block
5 Prevents the target from leaving battle.
Covet
60 100% 25 Takes the target's item.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Recycle
10 User recovers the item it last used up.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Shock Wave
60 20 Never misses.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Charm
100% 20 Lowers the target's Attack by two stages.
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Fissure
30% 5 Causes a one-hit KO.
Lick
30 100% 30 Has a 30% chance to paralyze the target.
Natural Gift
100% 15 Power and type depend on the held berry.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Whirlwind
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Charm
100% 20 Lowers the target's Attack by two stages.
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Fissure
30% 5 Causes a one-hit KO.
Lick
30 100% 30 Has a 30% chance to paralyze the target.
Natural Gift
100% 15 Power and type depend on the held berry.
Power Up Punch
40 100% 20 Raises the user's Attack by one stage after inflicting damage.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Whirlwind
20 Immediately ends wild battles. Forces trainers to switch Pokémon.

Base Stats

Hp 160
Attack 110
Defense 65
Sp. Atk 65
Sp. Def 110
Speed 30
Total 540

Type Defenses

(vs. Gen 6+ rules)

2x
0x