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

FightingFlyingSteelFirePsychicFairy

Resistant to

Bug½×Ice½×Dark½×

Immune to

Damaged normally by

NormalPoisonGroundRockGhostWaterGrassElectricDragon

Mega Crabominable Moves

Usage Move Type Category Power Acc PP Prio Description
86%Ice HammerIcePhysical10090120Lowers the user’s Speed stat by 1 stage.
69.5%Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
61.4%ProtectNormalStatus8+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.
52%Mach PunchFightingPhysical4010020+1
28.6%Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
27.2%Close CombatFightingPhysical12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
16.9%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
14.3%Knock OffDarkPhysical65100200This 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 PunchIcePhysical75100160Has a 10% chance of freezing the target.
9.5%Wide GuardRockStatus12+3During the turn this move is used, the user protects its side from moves that target all allies.
Body SlamNormalPhysical85100160Has 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 BeamIceSpecial90100120Has a 10% chance of freezing the target.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
AmnesiaPsychicStatus200Boosts the user’s Sp. Def stat by 2 stages.
CrabhammerWaterPhysical10095120This move has a 1-stage Critical-Hit Ratio Boost.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
Mud-SlapGroundSpecial20100120Lowers the target’s accuracy by 1 stage.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
EndureNormalStatus12+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.
SwaggerNormalStatus85160Boosts the target’s Attack stat by 2 stages and confuses it.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Dynamic PunchFightingPhysical1005080Confuses the target.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
FacadeNormalPhysical70100200This 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 PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
EndeavorNormalPhysical10080Deals 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 TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Icicle SpearIcePhysical25100200The user attacks 2 to 5 times in a row.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
Mud ShotGroundSpecial5595160Lowers the target’s Speed stat by 1 stage.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
AvalancheIcePhysical6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Gunk ShotPoisonPhysical1208080Has a 30% chance of poisoning the target.
Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
RoundNormalSpecial60100160If 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.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Brutal SwingDarkPhysical60100200
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
LiquidationWaterPhysical85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Body PressFightingPhysical80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
CoachingFightingStatus120Boosts allies’ Attack and Defense stats by 1 stage.
Ice SpinnerIcePhysical80100160Removes any terrain.
SnowscapeIceStatus80Summons snow for 5 turns.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.
Hard PressSteelPhysical100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.