#0903
Sneasler

Sneasler

Fighting Poison

Abilities

  • Pressure Causes opponents to expend 1 more PP when using moves against the Pokémon.
  • Unburden Doubles the Pokémon's Speed stat when its held item is consumed or lost.
  • Poison Touch Hidden When the Pokémon hits a target with a contact move, the target has a 30% chance of being poisoned.

Stat Points

HP
80
ATK
130
DEF
60
Sp. Atk
40
Sp. Def
80
SPE
120

Weakness and Resistance

4x ★ Extremely Effective
Psychic
2x ⦿ Super Effective
Ground Flying
1x – Normal
Normal Fire Water Electric Ice Ghost Dragon Steel Fairy
0.5x △ Resists
Grass Fighting Poison Rock Dark
0.25x ▼ Mostly Ineffective
Bug

Learnable Moves (59)

Name Type Category Power PP Description
Acid Spray special 40 20 Lowers the target's Sp. Def stat by 2 stages.
Acrobatics physical 55 16 This move's power is doubled if the user isn't holding an item.
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dire Claw physical 80 16 Has a 30% chance of leaving the target poisoned, paralyzed, or asleep.
Double Hit physical 35 12 The user attacks twice in a row.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Gunk Shot physical 120 8 Has a 30% chance of poisoning the target.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb special 90 12 Has a 30% chance of poisoning the target.
Sludge Wave special 95 12 Has a 10% chance of poisoning targets.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Toxic status - 12 Badly poisons the target. If the user is a Poison type, this move will never miss.
Toxic Spikes status - 20 Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —
Venoshock special 65 12 This move's power is doubled if the target is poisoned or badly poisoned.
X-Scissor physical 80 16 —