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2 votes

If you have a good moveset for Crabominable, post an answer below and upvote the best ones. Remember, this is for competitive movesets, not in-game. Ability, EVs etc should be included, and we encourage sets for VGC doubles as well as singles. Make sure to read all the guidelines here.

Crabominable Pokedex & learnset for reference.

Crabominable sprite


7 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.

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...

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.
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


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.



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.


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


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


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

0 votes

Crabominable @ Darkinium Z
Ability: Hyper Cutter
Brave Nature

  • Ice Hammer
    A good STAB move
  • Payback
    Awesome with Crabominable's low Speed, plus Psychic-type coverage
  • Crabhammer
    Fire-type coverage
  • Dynamic Punch
    Powerful STAB, confusion, and more reliable than Close Combat

With a full roster of physical attacks, and no way to lower Crabominable's attack thanks to Hyper Cutter, power will always stay high!

pffft, that's easy.
Do what i'd do.
Rock Smash
Brutal Swing
Ice Hammer.
Ability: iron fist
Item: leftovers/lum berry
Nature: Hasty
0 votes

Crabominable @ Never-Melt-Ice/Ice plate
Ability- Ironfist
Nature Adamant= +Attack -SpA
1) Iron Defense- Its 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 ironfist ability plus 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 add the power from the Ironfist,STAB,Nature,and Never Melt Ice/Icicle Plate,and attack raise from Power Up Punch, 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!

–1 vote

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
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.

edited by