[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/
**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: