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2 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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9 Answers

2 votes

Crabominable @ Life Orb / Choice Band
Type : Ice / Fighting
Ability : Hyper Cutter
Nature : Brave ( Atk+ Spe- )
EVs : 252 Hp / 252 Atk / 4 Def
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
- 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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0 votes

Crabominable @ Choise Band
Ability: Hyper Cutter
Evs: 252 Atk / 126 Hp / 120 Def / 8 SpD
Brave Nature (+Atk, -Spe)
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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edited by
0 votes

Crabominable: Holding Assault Vest
Ability: Hyper Cutter
Nature: Adamant (Since no major EVs are going into attack, it helps having a slight boost)
EVs: 252 Defence, 252 Special Defence, 4 Attack

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.

Moveset:

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 - preferably the Expert Belt but you can choose
Ability: Iron fist or Anger Point
EVs: 252 atk, 144 HP, 108 Def, 4 sp. Def (I change my Evs, but I hope this is good)
- Drain Punch
- Ice Hammer
- Crab Hammer
- (other move)
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

[email protected] 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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–2 votes

Crabominable @ Never-Melt-Ice/Ice plate
Ability: Ironfist
Nature: Adamant= +Attack -SpA Moves:
EV's: 252 Hp / 252 Atk / 4 Def

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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