Snap Trap
Pokémon Champions
Traps and damages the target for 4-5 turns.
- Power
- 35
- Accuracy
- 100%
- PP
- 15
- Hits
- One Pokémon next to the user
Changes over time
How Snap Trap changed from game to game, newest first.
- Champions
Numbers: PokéAPI’s changelog. Descriptions: Pokémon Showdown’s for each generation, PokéAPI’s notes where Showdown’s don’t differ. Champions: Pokémon Showdown.
See it in the games
No clip of Snap Trap here yet. Find Snap Trap on YouTube →
How it works in Champions
Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another .
- Makes contact
Good to know
- Makes contact: Rough Skin, Iron Barbs and Rocky Helmet hurt the attacker; Protective Pads prevents it.Contact moves
- Can't be used through: Metronome.
On the ladder today
Ranked Doubles Pokémon with Snap Trap among their most used moves.
Who learns Snap Trap
1 Pokémon can learn it in Pokémon Champions.
All 1 Pokémon that learn it in any game → Filter the Pokédex to Champions →