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3 votes
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If you have a good competitive moveset for Crabominable, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Crabominable Pokedex and learnset for reference.

Crabominable sprite

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11 Answers

2 votes

Crabominable @ Life Orb / Choice Band
Ability: Hyper Cutter
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Close Combat
- Crabhammer
- Stone Edge

Pair him with a Trick Room setter. Then start sweeping. Ice Hammer and Close Combat has high power and are needed for STAB. Stone Edge deals with Mega Charizard Y, while Crabhammer deals with Heatran. Hyper Cutter prevents Intimidators from lowering Attack. Crabominable is great and works well sweeping in Trick Room due to his very Low speed. Choice Band is an option if you would like the extra power.

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I'm pretty sure Crabominable does not learn Crabhammer, and it says that on his Pokedex & learnset link too.
It can learn Crabrawler Lvl 37 and start Evolving it ;)
1 vote

My Crabominable doubles set
Crabominable @ Salac Berry
Ability: Anger Point
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stone Edge
- Crabhammer
- Ice Hammer
- Earthquake

Along with
Jynx (F) @ Custap Berry
Ability: Oblivious
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 SpA
- Trick Room
- Frost Breath
- Double-Edge
- Focus Blast
Jinx uses frost breath with Min SpA IVs, Crabominable's anger point activates, and the sweeping begins...
Jinx sets up trick room, and Crabominable starts moving first, hitting hard with attacks like Ice hammer to lower speed in case of slower trick room users like slowbro, and stone edge coverage...

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I use something similar and I see where you're going, but why Double-Edge? If you could get Fake Out by breeding, I feel like that'd be a better option.
Also, isn't Salac in TR kind of counterintuitive?
1 vote

Crabominable @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Ice Hammer
- Thunder Punch
- Earthquake

  • Minimum Speed allows it to go first most of the time in trick room
  • Close Combat is Crabominable's best Fighting move
  • Ice Hammer lowers Speed allowing it to boost its speed in trick room essentially + It hits like a truck
  • Thunder Punch is a tutor move it just got allowing it to have "BoltBeam" coverage.
  • Earthquake is just a great coverage move in general. This slot can be used depending on which coverage is most needed on your team.
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1 vote

Gen 9 NU Assault Vest Wallbreaker

Crabominable @ Assault Vest
Ability: Iron Fist
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Hammer
- Drain Punch
- Thunder Punch
- Close Combat / Earthquake

This is the Assault Vest set Crabominable uses in Gen 9 NU. Ice Hammer is used for a powerful Ice STAB that gets boosted by Iron Fist. Drain Punch serves as a Fighting STAB that gets boosted by Iron Fist. Drain Punch allows Crabominable to recover HP, which is really nice on an Assault Vest set. Thunder Punch provides a coverage move boosted by Iron Fist that allows Crabominable to have BoltBeam coverage. Close Combat is used for a Fighting STAB that is more poweful than Drain Punch should you need a Fighting STAB with more power. Earthquake can be used instead to deal super effective damage to Muk. Tera Fairy is used to help deal with Passimian while getting rid of its bad defensive typing of Fighting/Ice.

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0 votes

Crabominable @ Choice Band
Ability: Hyper Cutter
EVs: 126 HP / 252 Atk / 120 Def / 8 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Ice Hammer
- Crabhammer / Earthquake
- Close Combat

Explanation: Team Crabominable up with a Good Trick Room supporter like Porygon2 or Reuniclus. Hyper Cutter is a Good Ability because you can Easily Switch into Intimdaters like Gyarados and Landorus-Therian. Choise Band is used for All-out power. Stone Edge hits Volcarona and Charizard along with a high Crit Ratio. Ice Hammer is STAB and it Makes you "Faster" in a Trick Room. Crabhammer hits Common Fire types like Arcanine and Heatran or EQ gives out EdgeQuake Coverage. Close Combat is Powerful STAB.

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0 votes

Crabominable @ Assault Vest
Ability: Hyper Cutter
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
- Avalanche
- Earthquake
- Payback
- Reversal

FOR USE IN SINGLE BATTLES

Crabominable has a decent base HP stat, with max Special Defence and a 50% boost from the Assault Vest it can tank most super effective Special hits. And with max Defence and a decent base stat it can usually withstand a super effective Physical hit.

Avalanche: Due to Crabominable's low base Speed stat, Avalance is boosted up to 120 Base Power. It's also powered up by STAB, and hits very hard as a result.

Earthquake: Strong move overall and deals with Crabominable's weaknesses to Steel and Fire Type.

Payback: Deals with Crabominable's weakness to Psychic Type, it's also powered up to 100 Base Power due to its low base Speed Stat.

Reversal: Deals Damage depending on how little HP you have remaining, usually Crabominable can live a super effective hit and get a possible 100 or 200 Base Power hit. And is also powered up by STAB

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0 votes

I use this in Showdown so..

Crabominable @ Expert Belt
Ability: Iron Fist / Anger Point
EVs: 144 HP / 252 Atk / 108 Def / 4 SpD
- Drain Punch
- Ice Hammer
- Crabhammer
- [filler]

EVs: (I change my Evs, but I hope this is good)

Drain Punch for STAB and for health.
Ice Hammer for STAB too and it's speed isn't something to boast about..
Crab Hammer for fire types
And the other free move. Sure it has bad accuracy on both Ice and Crab Hammer, but I use this guy and he has not failed me. Unless you know you're VERY unlucky. This is my set

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0 votes

Crabominable @ Assault Vest
ABILITY: Iron Fist
NATURE: Adamant (+Atk -SpAtk)
EVs: 252 Atk/252 HP/4 Def

Drain Punch
Ice Hammer/Ice Punch
Earthquake
Thunder Punch

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0 votes

Crabominable@Choice Band
Trait: Iron Fist
Nature: Adamant (+Attack, -Sp. Attack)
EVs: 252 HP, 252 Attack, 4 Sp. Defense
Role: Physical Tank

Moves:

  • Ice Hammer
  • Power-Up Punch
  • Crab Hammer
  • Brick Break
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0 votes

Gen 9 NU Substitute + Bulk Up

Crabominable @ Leftovers
Ability: Iron Fist
Tera Type: Water
EVs: 200 HP / 80 Atk / 228 Spe
Adamant Nature
- Substitute
- Bulk Up
- Drain Punch
- Ice Punch

A Substitute + Bulk Up set for Gen 9 NU. Substitute allows you to take advantage of passive Pokemon and allows you to scout opposing Pokemon. Bulk Up allows Crabominable to boost its Attack and Defense, making it a potent wincon. Drain Punch is used for a Fighting STAB that allows Crabominable to recover some HP and gets boosted by Iron Fist. Ice Punch is used for an Ice STAB that gets boosted by Iron Fist.

Leftovers is used as the item to give Crabominable passive HP recovery. 228 Speed EVs allow Crabominable to outspeed univested Sandaconda and Vaporeon so you can eventually setup on them. 80 Attack EVs with an Adamant Nature allows Crabominable to get a jump point for its attack stat. The rest of the EVs are used in HP for bulk. Tera Water is used since Crabominable's base attack is already high enough that it doesn't need a Tera Type that boosts its STABs. Tera Water is useful as a nice defensive type that gets rid of Crabominable's Fighting/Ice typing that is pretty bad defensively.

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–3 votes

Crabominable @ Never-Melt Ice / Ice Plate
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Iron Defense
- Dizzy Punch
- Power-Up-Punch
- Ice Punch

1) Iron Defense- It's pretty bulky for an ice type so make use of it and give it more defense with this move

2) Dizzy Punch- Decent power which gets boosted from the Ironfist ability, plus the chance of confusion

3) Power-Up-Punch: Call me crazy all you want but this move gets you raised attack ( which you want for the fourth move), STAB, and Boost from Ironfist

4) Ice Punch: This move wrecks! I'm not kidding it starts out base power 70 and accuracy 100. Now add the power from the Ironfist, STAB, Nature, and Never Melt Ice/Icicle Plate, and attack raise from Power-Up Punch if applicable; and you got a move that will OHKO almost anything.
Note: this move set was created for single battles. If you want to use it in double/triple battle pair it with a Pokémon that knows both trick room and helping hand. Trick room so crabominable can go first and helping hand to add more power to Ice Punch. Have Fun!

P.S- This is a repost, I believe my original one was taken down for not having EVs :P
Regardless a lot of the answers here include a bunch of the same moves and gimmick. If you wanna try something different to catch your opponent off guard, use mine.

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