Stat | Amount | Bar Graph |
---|---|---|
Max CP | 540 | |
Attack | 110 | |
Special Attack | 65 | |
Defense | 65 | |
Special Defense | 110 | |
HP | 160 | |
Speed | 30 |
Overview
Pokemon Let's Go Snorlax is a Normal Type pokemon also known as a Sleeping Pokémon, first discovered in the Kanto region. it's weak against Fighting type moves and has a Max CP of 540, 160 HP, 110 Attack, 65 SP Attack, 65 Defense, 110 SP Defense and 30 Speed. Considering it's stats, the best nature to have is Sassy, this will increase it's Sp. Def and decrease it's Speed stats.
Pokedex Entry
Its stomach is said to be incomparably strong. Even Muk’s poison is nothing more than a hint of spice on Snorlax’s tongue.
Pokemon Lets Go Snorlax Evolutions
What level does Pokemon Let's Go Snorlax Evolve at?
Currently there is no evolutions for this Pokémon in Let's Go.
First | → | Second | → | Third | → | Final |
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How to catch Snorlax in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Snorlax Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Snorlax is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Snorlax or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
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Cerulean Cave | Rare Spawn | 51-56 | normal | 3F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Snorlax.
Best Nature for Snorlax
We recommend a Sassy Nature for Snorlax, you can visit Madam Celadon to force encounter pokemon of Sassy Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Sassy | Sp. Def | Speed | Green | Pink |
Pokemon Lets Go Snorlax Moves
Level Up Moves
Pokemon Let's Go Snorlax Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 50 | 35 | 100% | Inflicts regular damage with no additional effect. |
6 | Defense Curl | Normal | None | -- | 40 | -- | Raises user's Defense by one stage. |
13 | Yawn | Normal | None | -- | 10 | -- | makes the target drowsy on the turn it is used. If the target is still on the field at the end of the next turn, it falls asleep. |
19 | Lick | Ghost | Physical | 20 | 30 | 100% | Has a 30% chance to paralyze the target. |
26 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
32 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
39 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
45 | Amnesia | Psychic | None | -- | 20 | -- | Raises the user's Special Defense by two stages. |
52 | Body Slam | Normal | Physical | 85 | 15 | 100% | Has a 30% chance to paralyze the target. |
58 | Crunch | Dark | Physical | 80 | 15 | 100% | deals damage and has a 20% chance of lowering the target's Defense by one stage. |
65 | Superpower | Fighting | Physical | 120 | 5 | 100% | deals damage but lowers the user's Attack and Defense by one stage each after attacking. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Snorlax can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 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. |
TM9 | Reflect | Psychic | None | -- | 20 | -- | Reduces damage from physical attacks by half. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM13 | Brick Break | Fighting | Physical | 75 | 15 | 100% | deals damage, but removes the effects of Reflect and Light Screen before attacking. |
TM15 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
TM22 | Rock Slide | Rock | Physical | 75 | 10 | 90% | Has a 30% chance to make the target flinch. |
TM23 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM31 | Fire Punch | Fire | Physical | 75 | 15 | 100% | Has a 10% chance to burn the target. |
TM35 | Ice Punch | Ice | Physical | 75 | 15 | 100% | Has a 10% chance to freeze the target. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM37 | Flamethrower | Fire | Special | 95 | 15 | 100% | Has a 10% chance to burn the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM39 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
TM40 | Psychic | Psychic | Special | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
TM41 | Earthquake | Ground | Physical | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. |
TM42 | Self-Destruct | Normal | Physical | 200 | 5 | 100% | Self-Destruct deals high damage, but causes the user to faint. |
TM43 | Shadow Ball | Ghost | Special | 80 | 15 | 100% | deals damage and has a 20% chance of lowering the target's Special Defense by one stage. |
TM45 | Solar Beam | Grass | Special | 120 | 10 | 100% | The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage. |
TM46 | Fire Blast | Fire | Special | 120 | 5 | 85% | Has a 10% chance to burn the target. |
TM47 | Surf | Water | Special | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |
TM49 | Superpower | Fighting | Physical | 120 | 5 | 100% | deals damage but lowers the user's Attack and Defense by one stage each after attacking. |
TM51 | Blizzard | Ice | Special | 120 | 5 | 70% | Has a 10% chance to freeze the target. |
TM55 | Ice Beam | Ice | Special | 95 | 10 | 100% | Has a 10% chance to freeze the target. |
TM57 | Pay Day | Normal | Physical | 40 | 20 | 100% | Scatters money on the ground worth five times the user's level. |