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Snorunt Moves & Learnsetin Pokémon Modern Emerald

ice40 total moves

Complete moveset and learnset for Snorunt in Pokémon Modern Emerald. Learn which moves Snorunt can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

13
Level Up
19
TM/HM
0
Move Tutor
8
Egg Moves
40
Total

Level Up Moves (13)

Moves that Snorunt learns naturally as it levels up.

Powder SnowLevel: 1ice
4010025
Blasts the foe with a snowy gust. May cause freezing.
LeerLevel: 1normal
010030
Frightens the foe with a leer to lower Defense.
AstonishLevel: 1ghost
3010015
An attack that may shock the foe into flinching.
Double TeamLevel: 7normal
0015
Creates illusory copies to raise evasiveness.
BiteLevel: 10dark
6010025
Bites with vicious fangs. May cause flinching.
Icy WindLevel: 16ice
559515
A chilling attack that lowers the foe's Speed.
HeadbuttLevel: 19normal
7010015
A ramming attack that may cause flinching.
ProtectLevel: 25normal
0010
Evades attack, but may fail if used in succession.
CrunchLevel: 28dark
8010015
Crunches with sharp fangs. May lower Defense.
Ice BeamLevel: 34ice
9010010
Blasts the foe with an icy beam that may freeze it.
HailLevel: 37ice
0010
Summons a hailstorm that strikes every turn.
Weather BallLevel: 40normal
5010010
The move's type and power change with the weather.
BlizzardLevel: 43ice
110705
Hits the foe with an icy storm that may freeze it.

Egg Moves (8)

Moves that Snorunt can learn through breeding with compatible Pokémon.

Blocknormal
01005
Blocks the foe's way to prevent escape.
Bidenormal
110010
Endures attack for 2 turns to retaliate double.
Disablenormal
010020
Psychically disables one of the foe's moves.
Rolloutrock
309020
An attack lasting 5 turns with rising intensity.
Weather Ballnormal
5010010
The move's type and power change with the weather.
Spikesground
0020
Sets spikes that hurt a foe switching in.
Blocknormal
01005
Blocks the foe's way to prevent escape.
Spikesground
0020
Sets spikes that hurt a foe switching in.

TM/HM Moves (19)

Moves that Snorunt can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Ice Beamice
9010010TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
110705TM14
Hits the foe with an icy storm that may freeze it.
Light Screenpsychic
0030TM16
Creates a wall of light that lowers Sp. Atk damage.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Safeguardnormal
0025TM20
A mystical force prevents all status problems.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Facadenormal
7010020TM42
Boosts Attack when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
005TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.