[OVERVIEW]
-High Attack stat in combination with a great offensive type and Iron Fist boosted moves make Crabominable a powerful attacker, able to 2HKO most of the tier at worst with the right move
-Abysmal defensive typing and mediocre defenses leave it weak to many top tier threats such as Delphox, Slowbro, and Toxicroak
-Horrible speed leaves Crabominable slower than almost the entire tier, while it can outspeed some slower walls with Speed investment, it cannot outpspeed any of its offensive threats
-Faces heavy competition from Hitmolee, Toxicroak, and Medicham as physical Fighting Types, and from Sneasel as a physical Ice Type
[SET]
name: All-Out Attacker
move 1: Close Combat
move 2: Ice Hammer
move 3: Thunder Punch
move 4: Earthquake
item: Life Orb
ability: Iron Fist
nature: Adamant
evs: 196 HP / 252 Atk / 60 Spe
[SET COMMENTS]
Moves
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-Close Combat is Crabominable's best Fighting STAB, taking a huge chunk out of everything that doesn't resist it
-Ice Hammer is Crabominable's best Ice STAB and OHKOs Venusaur, Druddigon, and Alolan Exeggutor
-Thunder Punch with Iron Fist allow Crabominable to get 2HKOs on Slowbro, Slowking, and Jellicent, it also OHKOs Flying Types like Sigilyph and Braviary without dropping Crabominable's stat like Ice Hammer or Close Combat would
-Earthquake can hit Delphox and Diancie, it also can hit Skuntank and Garbodor without activating Aftermath
Set Details
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-252 Attack EVs give Crabominable it's best offensive potential
-60 Speed EVs allow Crabominable to outspeed uninvested base 50 speed mons like Piloswine, Mega Audino, and Hariyama
-196 HP EVs are just to make Crabominable more bulky while still having its Attack and Speed investment
-Iron Fist gives more power to moves such as Thunder Punch and Ice Hammer
-Life Orb makes that already high attack even more powerful
-An Adamant nature can guarantee OHKOs on mons such as non-Eviolite Rhydon and Type: Null
-A Brave Nature without Speed investment suits Crabominable better when used on Trick Room teams
Usage Tips
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-Crabominable is a good Sneasel check, as it resists both of Sneasel's STAB and can in turn OHKO it. It is also very good at forcing Sneasel to switch out.
-Ice Hammer and Close Combat usually secures a 2HKO on almost everything it the tier, making Crabominable very good at wallbreaking
-Crabominable's wide movepool and amazing attack stat make it great at switching into opposing mons Choice locked into unfavorable moves, like Scarf Vanilluxe Blizzard or Specs Clawitzer's Ice Beam
-Crabominable's lack of defenses and recovery doesn't give Crabominable many safe switch ins. The safest way to switch into Crabominable is via VoltTurn from Heliolisk, Xatu, or Scyther
-Crabominable is extremely useful on Trick Room teams, as its offensive capabilities are no longer inhibited by its low Speed
Team Options
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-Rock Type teammates who can switch in and Fire and Flying types: like Gigalith and Diancie
-Steel Types such as Klinklang and Silvally-Steel that can switch into Psychic and Fairy types
-Clerics like Aromatisse and Mega Audino who can remove status or heal Crabominable with Wish/Healing Wish
-Memento and Parting Shot users like Whimsicott and Silvally that can give Crabominable a more safe switch in
-Pokemon that appreciate Crabominable's ability to easily remove Sneasel, like Mismagius, Heliolisk, and Xatu
-Teammates who can set up Trick Room such as Aromatisse and Alolan Exeggutor
Other Options
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-Bulk Up seems like it is a nice set up option, but Crabominable's terrible Speed makes it bad at freely setting up
-Drain Punch in combination with Iron Fist gives Crabominable a nice way to recover and doesn't drop Crabominables defenses like Close Combat, but it isn't as hard hitting as Close Combat, and Crabominable's defenses make it lose more HP than it can recover
-Ice Punch also has Iron Fist boost and can be run over Ice Hammer, giving up power for not having Ice Hammer's Speed drop.
-Choice Band can give Crabominable a better offensive boost, but at the expense of being locked.
Checks and Counters
========
**Offensive Pokemon**: Crabominable's terrible defensive type and mediocre defenses, along with its very low Speed, leave Crabominable easily OHKOed or 2HKOed by anything it doesn't resist
**Safe Switch-ins**: Anything that can get a safe switch in on Crabominable can easily threaten and punish it, Slowbro, Incineroar, and Sigilyph can switch into a resisted move and can in turn OHKO Crabominable
**Residual Damage**: Life Orb does not help with Crabominable's already low longevity, and the likes of Rocky Helmet Garbodor, Togedemaru's Spiky Shield / Iron Barbs, and Aftermath make Crabominable's life worse
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