#0740.1
Mega Crabominable

Mega Crabominable

Ice Fighting

Abilities

  • Iron Fist Boosts the power of the Pokémon's punching moves by 20%.

Stat Points

HP
97
ATK
157
DEF
122
Sp. Atk
62
Sp. Def
107
SPE
33

Weakness and Resistance

2x ⦿ Super Effective
Fire Fighting Flying Psychic Steel Fairy
1x – Normal
Normal Water Grass Electric Poison Ground Rock Ghost Dragon
0.5x △ Resists
Ice Bug Dark

Learnable Moves (63)

Name Type Category Power PP Description
Amnesia status - 20 Boosts the user's Sp. Def stat by 2 stages.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Crabhammer physical 100 12 This move has a 1-stage Critical-Hit Ratio Boost.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Dynamic Punch physical 100 8 Confuses the target.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endeavor physical - 8 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.
Endure status - 12 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.
Facade physical 70 20 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.
Fling physical - 12 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 special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Gunk Shot physical 120 8 Has a 30% chance of poisoning the target.
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Hammer physical 100 12 Lowers the user's Speed stat by 1 stage.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Ice Spinner physical 80 16 Removes any terrain.
Icicle Spear physical 25 20 The user attacks 2 to 5 times in a row.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mach Punch physical 40 20 —
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Protect status - 8 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.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon 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.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.