Competitive Information for Snubbull [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Snubbull snubbull
Base Stats for Snubbull

Fairy

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
Run AwayRun Away: No competitive use.
,
RattledRattled: This Pokemon's Speed is raised 1 stage if hit by a Bug-, Dark-, or Ghost-type attack.


Evolutions / Family:
Snubbull
Granbull

Weakness Chart for Fairy-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
0x
  
  
0.5x
  
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
  
  
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SnubbullVisit Serebii's Pokedex for location, breeding, and other game details about SnubbullVisit Bulbapedia for more information about Snubbull

Movesets for Singles


What is a good competitive moveset for Snubbull? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Snubbull is popular Fairy-typed Pokemon. Snubbull is not a Pokemon anyone usually expects sees on the battlefield. Snubbull's only type-related weaknesses are Poison and Steel.


Species: Snubbull
Item: Fairium Z / Life Orb
Ability: Intimidate
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Play Rough
- Close Combat / Superpower
- Double-Edge / Return
- Earthquake

Physical Sweeper Snubbull (Intimidate)

Snubbull is an extraordinary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Snubbull from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Snubbull's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Intimidate, on switch-in Snubbull lowers the attack of adjacent opponents by 1 stage.

Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Close Combat is a physical 120-base power Fighting-type move (lowers your Snubbull's defense and special defense by 1 stage).
Superpower is a physical 120-base power Fighting-type move (lowers your Snubbull's attack and defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).



Movesets for Doubles


What is a good doubles moveset for Snubbull? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Snubbull
Item: Groundium Z / Life Orb
Ability: Intimidate
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake
- Play Rough
- Close Combat
- Double-Edge

Doubles Physical Sweeper Snubbull (Intimidate)

Snubbull is a pretty decent Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Focus Sash helps protect Snubbull from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Snubbull's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Intimidate, on switch-in Snubbull lowers the attack of adjacent opponents by 1 stage.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Play Rough is a physical STAB-boosted 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Close Combat is a physical 120-base power Fighting-type move (lowers your Snubbull's defense and special defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).



Movepool


Wondering what moves can Snubbull learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Sludge Bomb
90
100%
10
30% chance to poison the target.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Water Pulse
60
100%
20
20% chance to confuse the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Ice Punch
75
100%
15
10% chance to freeze the target.
Last Resort
140
100%
5
Fails unless each known move has been used.
Lick
30
100%
30
30% chance to paralyze the target.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smelling Salts
70
100%
10
Power doubles if target is paralyzed, and cures it.
Strength
80
100%
15
No additional effect.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Snubbull can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Snubbull

Create a build


Have an idea in mind for Snubbull that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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