Crabominable
Woolly Crab Pokémon
- height
- 1.7 m
- weight
- 180 kg
Before it stops to think, it just starts pummeling. There are records of its turning back avalanches with a flurry of punches.
Base stats
Abilities
- Hyper Cutter
Prevents other Pokemon from lowering this Pokemon's Attack stat stage.
- Iron Fist
This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.
- Anger Point
If this Pokemon (not its substitute) takes a critical hit, its Attack is raised 12 stages.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves63
Ability effects— only if the Pokémon runs that ability
- Iron Fist1.2× power for punching moves
Raises the user's Sp. Def by 2.
Power doubles if user is damaged by the target.
10% chance to freeze foe(s). Can't miss in Snow.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
100% chance to lower the target's Attack by 1.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
High critical hit ratio.
Digs underground turn 1, strikes turn 2.
User recovers 50% of the damage dealt.
100% chance to confuse the target.
Hits adjacent Pokemon. Double damage on Dig.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
User cannot move next turn.
30% chance to poison the target.
More power the more HP the target has left.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
Lowers the user's Speed by 1.
10% chance to freeze the target.
Ends the effects of terrain.
Hits 2-5 times in one turn.
100% chance to lower the foe(s) Speed by 1.
Raises the user's Defense by 2.
20% chance to make the target flinch.
1.5x damage if foe holds an item. Removes item.
20% chance to lower the target's Defense by 1.
Usually goes first.
100% chance to lower the target's Speed by 1.
100% chance to lower the target's accuracy by 1.
Power doubles if the user moves after the target.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
For 5 turns, snow falls. Ice: 1.5x Def.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Raises the target's Attack by 2 and confuses it.
If the user has no item, it steals the target's.
10% chance to paralyze the target.
100% flinch. Fails unless target using priority.
Protects allies from multi-target moves this turn.
20% chance to make the target flinch.