Draft Crabominable

drizzle

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MPL Champion
[overview]
**Draft Order**: Round 8

**Price Range**: 1 point

**Overview**: Crabominable is a powerful wallbreaker that tries using Iron Fist alongside a supreme offensive typing and slew of punching moves to smash through its foes. Unfortunately, it is too slow to take advantage of its Attack stat, since it is naturally outsped by most Pokemon. Along with that, it is too frail and has a poor defensive typing, which does it absolutely no favors to tank hits, meaning it is often KOed before it gets to hit back.


[strategy comments]
Common Roles
========
**Wallbreaker**: Leveraging its high Attack stat and vast movepool to dismantle defensive cores, Crabominable's STAB combination allows it to hit a wide range of common threats super effectively, making it a choice for teams looking to break through bulky opponents; that is, if it can get off any attacks.

Common Moves
========
**Primary STAB Moves**: Ice Hammer, Ice Punch, Drain Punch, Close Combat, Body Press

**Setup Moves**: Bulk Up, Iron Defense

**Utility Moves**: Brick Break, Knock Off

**Coverage**: Crabhammer, Earthquake, Gunk Shot, Iron Head, Liquidation, Rock Slide, Thunder Punch, Zen Headbutt

Niche Moves
========
**Focus Punch**: If Crabominable is able to force its foe out, Iron Fist-boosted Focus Punch can deliver a powerful attack to the incoming Pokemon.

**Endure**: Due to Crabominable's low Speed, an Endure + Custap Berry set can be utilized well to dish out one last attack before fainting.

Common Items
========
**Choice Band**: Choice Band gives a much-needed boost to all of Crabominable's moves, but making the correct predictions is especially important with it, as using the wrong move likely results in it getting KOed in return.

**Damage-boosting Items**: Life Orb and Expert Belt allow Crabominable to switch moves while still outputting high damage. Punching Glove can also be useful, allowing it to avoid adverse contact effects while stacking with Iron Fist.

Niche Items
========
**Eject Pack**: With Ice Hammer, Eject Pack allows Crabominable to get a big attack off while generating momentum and avoiding having to take a hit itself the following turn.

**Assault Vest**: Although Crabominable is not particularly bulky even with an Assault Vest, it can be used to tank a key hit.

**Heavy-Duty Boots**: Since Crabominable is prone to chip from entry hazard damage, Heavy-Duty Boots is an option against teams that can easily set hazards.

Tera
========
Crabominable should not be a Tera Captain. It has little to gain offensively, and although changing its type does help it defensively, its frailty means it still gets KOed regardless. If it were to be a Tera Captain, it can benefit slightly from defensive types like Tera Water and Fairy as well as Tera Ice and Fighting to boost its STAB moves further.

Draft Strategy
========
Crabominable should not be the cornerstone of a draft in any sense of the term, meaning it needs a team that can function without it. Due to its abysmal Speed stat, it is outclassed by far too many other wallbreakers and should only be drafted on hyper offense drafts that do not need a cheap one-point entry hazard setter like Cutiefly and Glimmet.

Checks and Counters
========
**Residual Damage**: Crabominable is very prone to damage from entry hazards, pivot moves, Rocky Helmet, and more, and due to its relative frailness, it does not need much damage from any of these sources to get KOed.

**Faster Offensive Threats**: Considering most offensive Pokemon are faster than Crabominable, they can easily force it out, but defensive Pokemon need to find a way to get them in safely.

**Physically Defensive Pokemon**: Physical walls that can shrug off Crabominable's STAB options such as Metagross, Toxapex, and Galarian Weezing can all switch into it and force it out in varied ways.

[credits]
Written by:
https://www.smogon.com/forums/members/drizzle.313217/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
qc 1/1 - its a crabominable, no need for a qc2 on this guy
Add Remove Comments

[overview]
**Draft Order**: Round 8

**Price Range**: 1 point

**Overview**: Crabominable is a powerful wallbreaker that tries using its ability, Iron Fist, alongside a supreme offensive typing and slew of punching moves to smash through its foes. Unfortunately for Crabominable, it is too slow to take advantage of its Attack stat, naturally being outsped by most Pokemon. Along with that, it is too frail with a defensive typing that does it absolutely no favors to tank hits, meaning it will often be KOed before it gets to hit back.


[strategy comments]
Common Roles
========
**Wallbreaker**: Leveraging its high Attack stat and vast movepool to dismantle defensive cores, Crabominable’s Ice/Fighting STAB coverage allows it to hit a wide range of common threats super effectively, making it a choice for teams looking to break through bulky opponents, if it can get off any attacks.

**Trick Room Attacker**: Utilizing its low Speed against the enemy, if Crabominable is able to get in under the effects of Trick Room it can fire off a flurry of attacks without having to worry about being outsped. too niche, its fine having one role

Common Moves
========
**Primary STAB Moves**: Ice Hammer, Ice Punch, Drain Punch, Close Combat, Body Press

**Setup Moves**: Bulk Up, Iron Defense

**Utility Moves**: Brick Break move knock off here

**Coverage**: Crabhammer, Earthquake, Gunk Shot, Iron Head, Knock Off, Liquidation, Rock Slide, Thunder Punch, Zen Headbutt

Niche Moves
========
**Upper Hand**: Although few Pokemon will need to use priority moves against Crabominable, Upper Hand is an option to gain an advantage against your opponent. no mon is ever gonna use priority against it

**Fling**: Lacking any real utility options, Crabominable can use Fling with items such as Light Ball to afflict its foe’s with status conditions, or the powerful Big Nugget to deliver a one-time Dark-type move. too niche especially since it has knock


**Focus Punch**: If Crabominable is able to force its foe out, Iron Fist boosted Focus Punch can deliver a powerful attack to the incoming Pokemon.

could add avalanche as an alternative to its other ice moves since its so slow

maybe endure too (and custap in niche items) for a reliable fast attack, maybe too niche though


Common Items
========
**Choice Band**: Choice Band is typically Crabominable’s best item, giving a boost in power to all of its moves. It should be noted that making the correct predictions is especially important with it, as if it clicks the wrong move it will likely be KOed in return.

**Damage-boosting Items**: On Trick Room sets, Life Orb and Expert Belt can be useful, allowing it to switch moves while still outputting high damage. Punching Gloves can also be useful, allowing it to avoid adverse contact effects while still getting a slight boost in power to the moves it will be commonly using.

Niche Items
========
**Eject Pack**: To be used with Ice Hammer, Crabominable can get a big attack off while generating momentum and avoiding having to take a hit itself the following turn.

**Assault Vest**: Although Crabominable is still not particularly bulky even with an Assault Vest, it can be used to tank a key hit.

**Heavy-Duty Boots**: Since Crabominable is prone to chip from entry hazard damage, Heavy-Duty Boots is an option against teams that can easily set up entry hazards.

Tera
========
Crabominable should not be a Tera Captain. It has little to gain offensively and although changing its type does help it defensively, its frailty means it will still get KOed regardless. If it were to be a Tera Captain, due to all the weaknesses it has, many defensive types have their merits. Tera Water gives STAB boost to its Crabhammer while removing all of its weaknesses, also reversing the Fire- and Steel-type weaknesses into resistances. Tera Fairy and Ghost have similar defensive properties while also gaining a coverage option previously unavailable to Crabominable, and Tera Ice and Fighting just to boost its STABs further are all options. it can benefit slightly from defensive types like Tera Water and Fairy as well as Tera Ice and Fighting to boost its STAB moves further. no need to go too indepth here, its a crabominable

Draft Strategy
========
Crabominable should not be the cornerstone of a draft in any sense of the term, meaning it needs a team that can function without it.

**Wallbreakers**: Additional wallbreakers to Crabominable such as Chi-Yu, Enamorus, and Palafin are important to ensure that it is not the only way to deal with the opponent’s bulky Pokemon.

**Defensive Pivots**: Pokemon that can tank the attacks Crabominable wants to avoid such as Landorus-T, Rotom-W, and Primarina are a necessity.

**Trick Room Setters**: In order to enable Crabominable’s full potential, Trick Room setters such as Uxie, Deoxys-D, and Hatterene that their uses outside of being a dedicated Trick Room setter are a useful footnote, however not necessarily a must.

**Slowking / Slowking-Galar**: Deserving of a special mention, both of these Pokemon cover the two previously mentioned roles while also having the added bonus of having access to Chilly Reception which gives Crabominable a much needed boost to its physical bulk.

**Entry-hazard Setters**: Entry-hazard setters such as Garchomp, Samurott-Hisui, and Ting-Lu can all use hazards to make Crabominable’s job as a wallbreaker much easier. its gonna be thrown onto teams last second to add an extra wallbreaker - it doesn't need all these partners mentioned and most are pretty irrelevant for a 1 pter. Expand on the initial paragraph why its drafted to occasionally help teammates instead.

Checks and Counters
========
**Residual Damage**: Crabominable is very prone to damage from entry hazards, pivot moves, Rocky Helmet, and more, and due to its relative frailness it will not need much damage from any of these sources to get easily KOed.

**Faster Offensive Threats**: Considering most Pokemon are faster than Crabominable, this list is expansive. Most offensive Pokemon will be able to force it out, however defensive Pokemon will need to find a way to get them in safely.

**Physically Defensive Pokemon**: Physical walls that can shrug off Crabominable’s STAB options such as Metagross, Toxapex, and Galarian Weezing can all switch on and force Crabominable out in varied ways.

[credits]
Written by:
https://www.smogon.com/forums/members/user1.100000
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
qc 1/1 - its a crabominable, no need for a qc2 on this guy
Add Remove Comments

[overview]
**Draft Order**: Round 8

**Price Range**: 1 point

**Overview**: Crabominable is a powerful wallbreaker that tries using its ability, Iron Fist, alongside a supreme offensive typing and slew of punching moves to smash through its foes. Unfortunately for Crabominable, it is too slow to take advantage of its Attack stat, naturally being outsped by most Pokemon. Along with that, it is too frail with a defensive typing that does it absolutely no favors to tank hits, meaning it will often be KOed before it gets to hit back.


[strategy comments]
Common Roles
========
**Wallbreaker**: Leveraging its high Attack stat and vast movepool to dismantle defensive cores, Crabominable’s Ice/Fighting STAB coverage allows it to hit a wide range of common threats super effectively, making it a choice for teams looking to break through bulky opponents, if it can get off any attacks.

Common Moves
========
**Primary STAB Moves**: Ice Hammer, Ice Punch, Drain Punch, Close Combat, Body Press

**Setup Moves**: Bulk Up, Iron Defense

**Utility Moves**: Brick Break, Knock Off

**Coverage**: Crabhammer, Earthquake, Gunk Shot, Iron Head, Liquidation, Rock Slide, Thunder Punch, Zen Headbutt

Niche Moves
========

**Focus Punch**: If Crabominable is able to force its foe out, Iron Fist boosted Focus Punch can deliver a powerful attack to the incoming Pokemon.

**Endure**: Due to Crabominable's low Speed, an Endure + Custap Berry set can be utilized well to dish out one last attack before fainting.

Common Items
========
**Choice Band**: Choice Band is typically Crabominable’s best item, giving a boost in power to all of its moves. It should be noted that making the correct predictions is especially important with it, as if it clicks the wrong move it will likely be KOed in return.

**Damage-boosting Items**: Life Orb and Expert Belt can be useful, allowing it to switch moves while still outputting high damage. Punching Gloves can also be useful, allowing it to avoid adverse contact effects while still getting a slight boost in power to the moves it will be commonly using.

Niche Items
========
**Eject Pack**: To be used with Ice Hammer, Crabominable can get a big attack off while generating momentum and avoiding having to take a hit itself the following turn.

**Assault Vest**: Although Crabominable is still not particularly bulky even with an Assault Vest, it can be used to tank a key hit.

**Heavy-Duty Boots**: Since Crabominable is prone to chip from entry hazard damage, Heavy-Duty Boots is an option against teams that can easily set up entry hazards.

Tera
========
Crabominable should not be a Tera Captain. It has little to gain offensively and although changing its type does help it defensively, its frailty means it will still get KOed regardless. If it were to be a Tera Captain, it can benefit slightly from defensive types like Tera Water and Fairy as well as Tera Ice and Fighting to boost its STAB moves further.

Draft Strategy
========
Crabominable should not be the cornerstone of a draft in any sense of the term, meaning it needs a team that can function without it. Due to its abysmal Speed stat, as a wallbreaker it is outclassed by far too many Pokemon and should only be drafted on hyper offensive drafts that do not need a cheap 1-point hazard setter like Cutiefly and Glimmet, meaning its passiveness will be less of an issue in games it is brought.

Checks and Counters
========
**Residual Damage**: Crabominable is very prone to damage from entry hazards, pivot moves, Rocky Helmet, and more, and due to its relative frailness it will not need much damage from any of these sources to get easily KOed.

**Faster Offensive Threats**: Considering most Pokemon are faster than Crabominable, this list is expansive. Most offensive Pokemon will be able to force it out, however defensive Pokemon will need to find a way to get them in safely.

**Physically Defensive Pokemon**: Physical walls that can shrug off Crabominable’s STAB options such as Metagross, Toxapex, and Galarian Weezing can all switch on and force Crabominable out in varied ways.

[credits]
Written by:
https://www.smogon.com/forums/members/user1.100000
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
implemented, gm GP Team
 
1/1 GP Team done
add remove comment
[overview]
**Draft Order**: Round 8

**Price Range**: 1 point

**Overview**: Crabominable is a powerful wallbreaker that tries using its ability (RC) Iron Fist (RC) alongside a supreme offensive typing and slew of punching moves to smash through its foes. Unfortunately for Crabominable, it is too slow to take advantage of its Attack stat, since it is naturally being outsped by most Pokemon. Along with that, it is too frail with and has a poor defensive typing, (AC) which that does it absolutely no favors to tank hits, meaning it will is often be KOed before it gets to hit back.


[strategy comments]
Common Roles
========
**Wallbreaker**: Leveraging its high Attack stat and vast movepool to dismantle defensive cores, Crabominable’s Ice/Fighting Crabominable's STAB coverage combination allows it to hit a wide range of common threats super effectively, making it a choice for teams looking to break through bulky opponents; (ASC) that is, if it can get off any attacks.

Common Moves
========
**Primary STAB Moves**: Ice Hammer, Ice Punch, Drain Punch, Close Combat, Body Press

**Setup Moves**: Bulk Up, Iron Defense

**Utility Moves**: Brick Break, Knock Off

**Coverage**: Crabhammer, Earthquake, Gunk Shot, Iron Head, Liquidation, Rock Slide, Thunder Punch, Zen Headbutt

Niche Moves
========
**Focus Punch**: If Crabominable is able to force its foe out, Iron Fist boosted Fist-boosted Focus Punch can deliver a powerful attack to the incoming Pokemon.

**Endure**: Due to Crabominable's low Speed, an Endure + Custap Berry set can be utilized well to dish out one last attack before fainting.

Common Items
========
**Choice Band**: Choice Band is typically Crabominable’s best item, giving a gives a much-needed boost in power to all of its Crabominable's moves (RP) It should be noted that , (AC) butmaking the correct predictions is especially important with it, as if it clicks using the wrong move it will likely be likely results in it getting KOed in return.

**Damage-boosting Items**: Life Orb and Expert Belt can be useful, allowing it allow Crabominable to switch moves while still outputting high damage. Punching Gloves Glove can also be useful, allowing it to avoid adverse contact effects while still getting a slight boost in power to the moves it will be commonly using stacking with Iron Fist.

Niche Items
========
**Eject Pack**: To be used with With Ice Hammer, Eject Pack allows Crabominable can to get a big attack off while generating momentum and avoiding having to take a hit itself the following turn.

**Assault Vest**: Although Crabominable is still not particularly bulky even with an Assault Vest, it can be used to tank a key hit.

**Heavy-Duty Boots**: Since Crabominable is prone to chip from entry hazard damage, Heavy-Duty Boots is an option against teams that can easily set up entry hazards.

Tera
========
Crabominable should not be a Tera Captain. It has little to gain offensively, (AC) and although changing its type does help it defensively, its frailty means it will still get gets KOed regardless. If it were to be a Tera Captain, it can benefit slightly from defensive types like Tera Water and Fairy as well as Tera Ice and Fighting to boost its STAB moves further.

Draft Strategy
========
Crabominable should not be the cornerstone of a draft in any sense of the term, meaning it needs a team that can function without it. Due to its abysmal Speed stat, as a wallbreaker it is outclassed by far too many Pokemon other wallbreakers and should only be drafted on hyper offensive offense drafts that do not need a cheap 1-point one-point entry hazard setter like Cutiefly and Glimmet (RC) meaning its passiveness will be less of an issue in games it is brought.

Checks and Counters
========
**Residual Damage**: Crabominable is very prone to damage from entry hazards, pivot moves, Rocky Helmet, and more, and due to its relative frailness, (AC) it will does not need much damage from any of these sources to get easily KOed.

**Faster Offensive Threats**: Considering most offensive Pokemon are faster than Crabominable, this list is expansive. Most offensive Pokemon will be able to they can easily force it out, however but defensive Pokemon will need to find a way to get them in safely.

**Physically Defensive Pokemon**: Physical walls that can shrug off Crabominable’s Crabominable's STAB options such as Metagross, Toxapex, and Galarian Weezing can all switch on into it and force Crabominable it out in varied ways.

[credits]
Written by:
https://www.smogon.com/forums/members/drizzle.313217/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
1/1 GP Team done
add remove comment
[overview]
**Draft Order**: Round 8

**Price Range**: 1 point

**Overview**: Crabominable is a powerful wallbreaker that tries using Iron Fist alongside a supreme offensive typing and slew of punching moves to smash through its foes. Unfortunately, it is too slow to take advantage of its Attack stat, since it is naturally outsped by most Pokemon. Along with that, it is too frail and has a poor defensive typing, which does it absolutely no favors to tank hits, meaning it is often KOed before it gets to hit back.


[strategy comments]
Common Roles
========
**Wallbreaker**: Leveraging its high Attack stat and vast movepool to dismantle defensive cores, Crabominable's STAB combination allows it to hit a wide range of common threats super effectively, making it a choice for teams looking to break through bulky opponents; that is, if it can get off any attacks.

Common Moves
========
**Primary STAB Moves**: Ice Hammer, Ice Punch, Drain Punch, Close Combat, Body Press

**Setup Moves**: Bulk Up, Iron Defense

**Utility Moves**: Brick Break, Knock Off

**Coverage**: Crabhammer, Earthquake, Gunk Shot, Iron Head, Liquidation, Rock Slide, Thunder Punch, Zen Headbutt

Niche Moves
========
**Focus Punch**: If Crabominable is able to force its foe out, Iron Fist-boosted Focus Punch can deliver a powerful attack to the incoming Pokemon.

**Endure**: Due to Crabominable's low Speed, an Endure + Custap Berry set can be utilized well to dish out one last attack before fainting.

Common Items
========
**Choice Band**: Choice Band gives a much-needed boost to all of Crabominable's moves, but making the correct predictions is especially important with it, as using the wrong move likely results in it getting KOed in return.

**Damage-boosting Items**: Life Orb and Expert Belt allow Crabominable to switch moves while still outputting high damage. Punching Glove can also be useful, allowing it to avoid adverse contact effects while stacking with Iron Fist.

Niche Items
========
**Eject Pack**: With Ice Hammer, Eject Pack allows Crabominable to get a big attack off while generating momentum and avoiding having to take a hit itself the following turn.

**Assault Vest**: Although Crabominable is not particularly bulky even with an Assault Vest, it can be used to tank a key hit.

**Heavy-Duty Boots**: Since Crabominable is prone to chip from entry hazard damage, Heavy-Duty Boots is an option against teams that can easily set hazards.

Tera
========
Crabominable should not be a Tera Captain. It has little to gain offensively, and although changing its type does help it defensively, its frailty means it still gets KOed regardless. If it were to be a Tera Captain, it can benefit slightly from defensive types like Tera Water and Fairy as well as Tera Ice and Fighting to boost its STAB moves further.

Draft Strategy
========
Crabominable should not be the cornerstone of a draft in any sense of the term, meaning it needs a team that can function without it. Due to its abysmal Speed stat, it is outclassed by far too many other wallbreakers and should only be drafted on hyper offense drafts that do not need a cheap one-point entry hazard setter like Cutiefly and Glimmet.

Checks and Counters
========
**Residual Damage**: Crabominable is very prone to damage from entry hazards, pivot moves, Rocky Helmet, and more, and due to its relative frailness, it does not need much damage from any of these sources to get KOed.

**Faster Offensive Threats**: Considering most offensive Pokemon are faster than Crabominable, they can easily force it out, but defensive Pokemon need to find a way to get them in safely.

**Physically Defensive Pokemon**: Physical walls that can shrug off Crabominable's STAB options such as Metagross, Toxapex, and Galarian Weezing can all switch into it and force it out in varied ways.

[credits]
Written by:
https://www.smogon.com/forums/members/drizzle.313217/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
implemented
 
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