Mega Crabominable

Mega Crabominable

FightingIce

HP
172
Atk
177
Def
142
SpA
82
SpD
127
Spe
53
Total753

Usage Format

Mega Crabominable Abilities

All Crabominable Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
CrabominableCrabominableFightingIce17215297828763653180
Mega CrabominableMega Crabominable
FightingIce1721771428212753753252.8

Mega Crabominable Type Effectiveness

Weak to

Fighting2×Flying2×Steel2×Fire2×Psychic2×Fairy2×

Resistant to

Bug½×Ice½×Dark½×

Immune to

—

Damaged normally by

Normal1×Poison1×Ground1×Rock1×Ghost1×Water1×Grass1×Electric1×Dragon1×

Mega Crabominable Moves

Usage Move Type Category Target Power Acc PP Prio Description
83.2%Ice HammerIcePhysicalSingle10090120Lowers the user’s Speed stat by 1 stage.
77.9%Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
71.7%ProtectNormalStatusSelf—∞8+4The 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.
42.3%Mach PunchFightingPhysicalSingle4010020+1—
29.5%Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
18.9%Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
18.3%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
14%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
13.2%Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
6.7%CrabhammerWaterPhysicalSingle10095120This move has a 1-stage Critical-Hit Ratio Boost.
—Body SlamNormalPhysicalSingle85100160Has 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 BeamIceSpecialSingle90100120Has a 10% chance of freezing the target.
—BlizzardIceSpecialAll Foes1107080Has a 10% chance of freezing targets. This move never misses in snow.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—AmnesiaPsychicStatusSelf—∞200Boosts the user’s Sp. Def stat by 2 stages.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—Icy WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—EndureNormalStatusSelf—∞12+4During 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.
—SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Dynamic PunchFightingPhysicalSingle1005080Confuses the target.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—FacadeNormalPhysicalSingle70100200This 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 PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—EndeavorNormalPhysicalSingle—10080Deals 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 TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Icicle SpearIcePhysicalSingle25100200The user attacks 2 to 5 times in a row.
—Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—AvalancheIcePhysicalSingle6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Gunk ShotPoisonPhysicalSingle1208080Has a 30% chance of poisoning the target.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—RoundNormalSpecialSingle60100160If 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Brutal SwingDarkPhysicalAll60100200—
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
—Ice SpinnerIcePhysicalSingle80100160Removes any terrain.
—SnowscapeIceStatusField—∞80Summons snow for 5 turns.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Hard PressSteelPhysicalSingle—100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
—Upper HandFightingPhysicalSingle6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority attack.