Crabominable
Rank #113![]()
![]()
HP
172
Atk
152
Def
97
SpA
82
SpD
87
Spe
63
Total653
Usage Format
Crabominable Abilities
All Crabominable Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 172 | 152 | 97 | 82 | 87 | 63 | 653 | 180 | ||
| 172 | 177 | 142 | 82 | 127 | 53 | 753 | 252.8 |
Crabominable Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Crabominable Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 86% | Ice Hammer | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| 69.5% | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 61.4% | Protect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 52% | Mach Punch | 40 | 100 | 20 | +1 | — | ||
| 28.6% | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 27.2% | Close Combat | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| 16.9% | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 14.3% | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| 10.7% | Ice Punch | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| 9.5% | Wide Guard | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| — | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Amnesia | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 2 stages. | ||
| — | Crabhammer | 100 | 95 | 12 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Mud-Slap | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Endure | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Swagger | — | 85 | 16 | 0 | Boosts the target’s Attack stat by 2 stages and confuses it. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Dynamic Punch | 100 | 50 | 8 | 0 | Confuses the target. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Facade | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Icicle Spear | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Mud Shot | 55 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Avalanche | 60 | 100 | 12 | -4 | This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Gunk Shot | 120 | 80 | 8 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Round | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Brutal Swing | 60 | 100 | 20 | 0 | — | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Liquidation | 85 | 100 | 12 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| — | Coaching | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Ice Spinner | 80 | 100 | 16 | 0 | Removes any terrain. | ||
| — | Snowscape | — | ∞ | 8 | 0 | Summons snow for 5 turns. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). | ||
| — | Upper Hand | 65 | 100 | 16 | +3 | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |