Snore can only be used if the user is sleeping; it will fail in any other case.
Snore inflicts damage and has a 30% chance of causing the target to flinch.
If Sleep Talk or Snore is used at least once consecutively in the turns right before switching out, the Pokémon will sleep for the same amount of turns as were remaining prior to the usage of those two moves when switched back in.
Snore is a Normal-type move with a power of 4, 16 PP, and 95 Accuracy. Using it will have no effect; rather, it will automatically be used if the Pokémon that uses it is asleep and is attacked, and will be used on the attacker. It has a 30% chance to inflict the target with cringing. It is completely unaffected by the cowering and confusion statuses, and cannot be linked.
In Pokémon Super Mystery Dungeon, Snore instead has a base power of 20 (up to 50), a base accuracy of 90 (up to 98), and max PP of 25 (up to 40). Rather than function as a counterattack, it instead is used automatically if there are any nearby enemies, and affects all enemies surrounding the user. It may still cause flinching.
In both games, it is a sound-based move, and thus can be blocked if the user has the Muzzle status.
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Lets the user counterattack if hit while sleeping. The counterattack may also afflict the opposing enemy with a Cringe status condition, which makes actions fail. This move has no effect if the Pokémon is awake.