[QC READY 2/3]Crawdaunt

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[Pros]
<ul>
<li>Now has access to Aqua Jet + Adaptability, A major buff to Crawdaunt as he is now more viable than ever perhaps even more useful than his other counterpart, Sharpedo.</li>
<li>Base 120 Attack is very acceptable in terms of raw power.</li>
<li>As of Generation 6 it's offensive typing is only resisted by a few Pokemon. </li>
<li>Great boosting move in the likes of Swords Dance and Dragon Dance.</li>
</ul>

[Cons]

<ul>
<li>It's a really slow Pokemon. 55 base Speed is not very fast even after a Dragon Dance.</li>
<li>Really easy to shut down with priority moves such as Mach Punch.</li>
<li>Weak to common Pokemon such as Bug, Fighting, Electric, Grass, and the new Fairy types.</li>
</ul>

[Set Recommendations]

<p>name: Choice Band<br />
move 1: Aqua Jet<br />
move 2: Knock Off<br />
move 3: Crabhammer<br />
move 4: Crunch / Superpower<br />
ability: Adaptability<br />
item: Choice Band<br />
evs: 252 Atk / 252 Spe / 4 Hp<br />
nature: Adamant</p>

<ul>
<li>The standard Choice Band set, now revamped with it's newest move addition, Aqua Jet, making Crawdaunt a great revenge killer.</li>
<li>This set is used for making dents in teams with Waterfall/Crabhammer.</li>
<li>The choice between Waterfall and Crabhammer is up to the users preference. You may either trade in accuracy for more power, or more accuracy for less power. Crabhammer, however, provides more damage with little to no drawback besides 90 percent accuracy.</li>
<li>Knock-Off takes care of common Psychic and Ghost Pokemon. Besides the fact that Knock-Off is extremely powerful thanks to Crawdaunt's amazing ability Adaptability.</li>
<li>Superpower takes care of the Pokemon that resist Crawdaunts STAB moves.</li>
<li>Adamant is listed as the only nature because you won't be outrunning anybody so soon.</li>
<li>This set works very well with Stealth Rock support to secure KO's it wouldn't normally do. Especially if you take Waterfall over Crabhammer.</li>
<li>The last option for this set is an option between Crunch or Superpower, Crunch allows to 2HKO Mega Venusaur even without Stealth Rocks on the field. Superpower gives Crawdaunt more coverage against Steel, Rock, and Dark types.</li>
<li>It poses a major threat to any team under the rain even those who resist water attacks have a tough time coming in to a Rain boosted Crabhammer. It is also safe to assume that Crawdaunt has the best if not strongest Aqua Jet in the entire OU meta-game, especially under the rain.</li>
<li>Crabhammer can easily 2HKO 252 HP Azumarill even without the need of Stealth Rock support. Which makes the opponent think twice before switching in a Pokemon that resists Crawdaunt's STAB moves.</li>
<li>Mega Venusaur and Rotom-W both work as good partners for this set as they both handle bulky Water types.</li>

<p>name: Swords Dance<br />
move 1: Swords Dance<br />
move 2: Crabhammer<br />
move 3: Knock-Off<br />
move 4: Aqua Jet<br />
ability: Adaptability<br />
item: Life Orb / Lum Berry<br />
evs: 252 Atk / 252 Spe / 4 Hp<br />
nature:Adamant</p>

<li>Access to Swords Dance means that Crawdaunt can already raise its respectable 120 Attack even higher.</li>
<li>High risk, High reward set that can either function extremely well if played right, or extremely poor if there is a mistake.</li>
<li>Easy to set up with if managed to predict the switch of the enemy player fearing the Choice banded Aqua Jet.</li>
<li>Creates dents to Pokemon that resist its STAB moves.</li>
<li>Ability to OHKO common counters such as Breloom, Venusaur, and Toxicroak with a +2 Life Orb Knock-Off or Crabhammer with Stealth Rocks on the field.</li>
<li>Under the Rain there is no wall that can take a +2 Crabhammer coupled with Life Orb Skarmory will be OHKO'd and 2HKO Ferrothorn with a +2 Crabhammer.</li>
<li>Leftovers may be used over Life Orb if you think Crawdaunts survivability is short lived.</li>
<li>Lum Berry cures all status conditions.</li>
<li>Waterfall may be used if a 90% Accuracy from Crabhammer feels uncomfortable for the user.</li>
<li>Pokemon that have synergy with Crawdaunt are Roserade as she can switch in to common switch-ins such as Rotom-W, Jolteon, and the new common Fairy types. To some extent Crobat is also a good partner as he is quad resistant to Fighting, Grass, and Bug types which Crawdaunt is very weak to. However a good alternative to the lightning weakness would be somebody like Garchomp who can literally make Thunderbolts useless as he is a ground type. Dragalge also fits well with Crawdaunt very well as it can take Thunderbolts thanks to its base 123 Special Defense stat. Also Roserade and Volcarona are very good partners as well. </li>
<li>Scolipede can also Baton Pass some Speed boosts towards Crawdaunt making him even more threatening than he already is. They also have good synergy towards each other.</li>

</ul>

[Checks and Counters]

<li>One of the new starters, Chesnaught with base 122 Defense is the best counter to Crawdaunt thanks to Chesnaught's Grass/Fighting. Besides having very good Defense it can also retaliate with Wood Hammer and 1HKO Crawdaunt. </li>
<li>Azumarill resists Crawdaunt's dual STAB which is problematic for Crawdaunt because Azumarill can retaliate with Play Rough and proceed to OHKO Crawdaunt, However, Crawdaunt boasts the ability to 2HKO Azumarill if it is a switch in with 252 HP thanks to the ability Knock Off.</li>
<li>Mega Venusaur can resist most of Crawdaunt's arsenal but is also prone to being 2HKO by Crunch.</li>
<li>Breloom has the ability to revenge kill Crawdaunt with a Choice Banded Mach Punch and it also resists Crawdaunts dual STAB.</li>
<li>Toxicroak is also a problem for Crawdaunt as it also takes Crawdaunt's STAB moves very well, however, pairing Crawdaunt up with Salamence, Garchomp or Dragalge works best to solve this issue as they are a threat to Toxicroak.</li>
 
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perhaps even more useful than his other counterpart, Sharkpedo
1) It's Sharpedo; unless you are trying to be funny with Pedo Shark (in that case remove it anyway).
2) Sharpedo has a lot of perks over Crawdaunt - namely Speed Boost not making it reliant on Aqua Jet for faster threats. There's also its slightly higher SpA as well.

Anyway with the set...

So one thing you should mention is that Crawdaunt's Aqua Jet is slightly stronger than Azumarill's. And speaking of Azumarill, make sure to mention him as a counter - Crawdaunt can't do shit back to it while Play Rough will just eat Crawdaunt alive. Or even Superpower for that matter.

Also another perk to Sharpedo:

It learns Poison Jab. :P
 
1) It's Sharpedo; unless you are trying to be funny with Pedo Shark (in that case remove it anyway).
2) Sharpedo has a lot of perks over Crawdaunt - namely Speed Boost not making it reliant on Aqua Jet for faster threats. There's also its slightly higher SpA as well.

Anyway with the set...

So one thing you should mention is that Crawdaunt's Aqua Jet is slightly stronger than Azumarill's. And speaking of Azumarill, make sure to mention him as a counter - Crawdaunt can't do shit back to it while Play Rough will just eat Crawdaunt alive. Or even Superpower for that matter.

Also another perk to Sharpedo:

It learns Poison Jab. :P
Knock Off > Crunch

-Noted. Thanks guys!
 
just wondering how is knock off better than crunch, didnt ppl said that knock off doesnt double the power when the use has item even if the game description says so?
 
just wondering how is knock off better than crunch, didnt ppl said that knock off doesnt double the power when the use has item even if the game description says so?
Its base Power got boosted to 65 and it does 1.5x damage if it removes an item so its has 97.5 BP on the first hit and removes the item which makes it generally superior to Crunch even though Crunch has more power over two turns.
Maybe we should run some Calcs to see if Knock Off gets some OHKOs, that Crunch won't as well as some 2HKOs you can only get with Crunch.
 
First of all, rather than just titling it "preference" you need to stress that Crab Hammer is significantly more powerful than Waterfall, the added consistency of 10 accuracy rarely makes up for the difference in raw power that secures a number of OHKOs and 2HKOs that Waterfall does not; you need to make a point of the fact that if you choose to run Waterfall you need Stealth Rock support to be able to really compete with Crab Hammer, although naturally Crab Hammer Crawdaunt also becomes even better with entry hazard support, but it's more of a benefit than a necessity for the latter. Crab Hammer also lets you beat your biggest rival.

Secondly, I don't really see the point in slashing X Scissor or Rock Slide; Superpower gives you almost perfect neutral coverage, if you want an alternative to beat Azumarill (I might add; you don't need one, as you'll soon see below) you're better off with Double Edge, Rock Slide in general is hitting very little that your Water/Dark STAB won't hit harder anyway and the same is true of X-Scissor. If there's something significant either of these are hitting you should elaborate on it with calculations to illustrate.

Next up, the 252/252 spread isn't ideal at all, you want enough speed to beat certain Pokemon that foolishly think they can take a hit and outspeed you, although I will concede I'm still not done tinkering with the exact spread there are a number of notable speed tiers;
  • 12 EVs beats 44 Spe neutral natured Azumarill, and more notably 0 Spe neutral natured Trevenant
  • 52 EVs beats 0 Spe neutral natured Tyranitar, Ttar isn't too threatening to you though
  • 124 EVs beats 0 Spe neutral natured base 70 like Skarmory. You also beat Relaxed Mega Venusaur which is notable for Crunch users.
  • 164 EVs beats 0 Spe neutral natured base 75 like Mega Scizor, whom you cannot 2HKO with Aqua Jet but will with Waterfall/Crab Hammer
  • 204 EVS beat 0 Spe Mega Venusaur, -Spe is the standard but if it ever catches on then this is a notable speed tier for Crunch users
  • 252 EVs beats 0 Spe Rotom-x which is notably since you can actually beat any defensive Rotom as long as they're slower than you.
Oh you also need to point out that Azumarill is a very shaky 'counter' at best, remember how earlier I said you don't need a coverage move to deal with it?

252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 4 Def Azumarill: 203-239 (50.24 - 59.15%) -- guaranteed 2HKO

Not to mention Azu doesn't appreciate coming into Knock Off at all either, you can only really switch into Aqua Jet and Superpower without essentially 'losing' the match-up, even if you do force Crawdaunt out if coming into Knock. Defensive Toxicroak although less viable as a whole, is a far better counter since it can actually shrug off a Knock-Off (Even if losing Lefties/Sludge is problematic) and easily beats the crab with Drain Punch. Of course whilst also not really an OU Pokemon at all, Poliwrath is still the best Crawdaunt counter in the game, it wins the match-up even if dear crabcakes tries to be wily and use Double Edge to catch out Azu and 'croak.

Another possible counter you may wish to address; Mega Venusaur can counter a Crawdaunt running Knock Off because KO does not get the attack boost against Pokemon holding Mega Stones. However it does still have a pretty high chance of losing to Crunch variants (The same is true of defensive Mega Blastoise, if that set ever catches on);
252+ Atk Choice Band Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Venusaur: 138-164 (37.91 - 45.05%) -- guaranteed 3HKO
252+ Atk Choice Band Adaptability Crawdaunt Crunch vs. 252 HP / 252+ Def Venusaur: 170-200 (46.7 - 54.94%) -- 14.06% chance to 2HKO
Someone should probably mention this in the Mega Venusaur thread actually, since most people using it tend to rely on it to deal with Water types and make the mistake of assuming Crawdaunt falls like Azumarill does.

As for checks you can mention more or less "anything that can take Aqua Jet and outspeed" since it's not terribly difficult to force Crawdaunt out once you're in, but it's significant to keep in mind that actually switching into Crawdaunt safely is a literal minefield of prediction since even the bulkiest 'checks' really do not like Crab Hammer or Knock Off coming off what can best be describes as a crab shaped freight train.

-

I'd also like to bring up the possibility of the inclusion of a Swords Dance set; unlike last generation where Crawdaunt's speed essentially made it an impossibility, Aqua Jet actually makes it a viable choice for consideration now. I probably don't need to point it out but; it hits even harder than the CB set, which already verges on being able to 2HKO nearly every Pokemon allowed in OU.
 
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First of all, rather than just titling it "preference" you need to stress that Crab Hammer is significantly more powerful than Waterfall, the added consistency of 10 accuracy rarely makes up for the difference in raw power that secures a number of OHKOs and 2HKOs that Waterfall does not; you need to make a point of the fact that if you choose to run Waterfall you need Stealth Rock support to be able to really compete with Crab Hammer, although naturally Crab Hammer Crawdaunt also becomes even better with entry hazard support, but it's more of a benefit than a necessity for the latter. Crab Hammer also lets you beat your biggest rival.

Secondly, I don't really see the point in slashing X Scissor or Rock Slide; Superpower gives you almost perfect neutral coverage, if you want an alternative to beat Azumarill (I might add; you don't need one, as you'll soon see below) you're better off with Double Edge, Rock Slide in general is hitting very little that your Water/Dark STAB won't hit harder anyway and the same is true of X-Scissor. If there's something significant either of these are hitting you should elaborate on it with calculations to illustrate.

Next up, the 252/252 spread isn't ideal at all, you want enough speed to beat certain Pokemon that foolishly think they can take a hit and outspeed you, although I will concede I'm still not done tinkering with the exact spread there are a number of notable speed tiers;
  • 12 EVs beats 44 Spe neutral natured Azumarill, and more notably 0 Spe neutral natured Trevenant
  • 52 EVs beats 0 Spe neutral natured Tyranitar, Ttar isn't too threatening to you though
  • 124 EVs beats 0 Spe neutral natured base 70 like Skarmory. You also beat Relaxed Mega Venusaur which is notable for Crunch users.
  • 164 EVs beats 0 Spe neutral natured base 75 like Mega Scizor, whom you cannot 2HKO with Aqua Jet but will with Waterfall/Crab Hammer
  • 204 EVS beat 0 Spe Mega Venusaur, -Spe is the standard but if it ever catches on then this is a notable speed tier for Crunch users
  • 252 EVs beats 0 Spe Rotom-x which is notably since you can actually beat any defensive Rotom as long as they're slower than you.
Oh you also need to point out that Azumarill is a very shaky 'counter' at best, remember how earlier I said you don't need a coverage move to deal with it?

252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 4 Def Azumarill: 203-239 (50.24 - 59.15%) -- guaranteed 2HKO

Not to mention Azu doesn't appreciate coming into Knock Off at all either, you can only really switch into Aqua Jet and Superpower without essentially 'losing' the match-up, even if you do force Crawdaunt out if coming into Knock. Defensive Toxicroak although less viable as a whole, is a far better counter since it can actually shrug off a Knock-Off (Even if losing Lefties/Sludge is problematic) and easily beats the crab with Drain Punch. Of course whilst also not really an OU Pokemon at all, Poliwrath is still the best Crawdaunt counter in the game, it wins the match-up even if dear crabcakes tries to be wily and use Double Edge to catch out Azu and 'croak.

Another possible counter you may wish to address; Mega Venusaur can counter a Crawdaunt running Knock Off because KO does not get the attack boost against Pokemon holding Mega Stones. However it does still have a pretty high chance of losing to Crunch variants (The same is true of defensive Mega Blastoise, if that set ever catches on);
252+ Atk Choice Band Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Venusaur: 138-164 (37.91 - 45.05%) -- guaranteed 3HKO
252+ Atk Choice Band Adaptability Crawdaunt Crunch vs. 252 HP / 252+ Def Venusaur: 170-200 (46.7 - 54.94%) -- 14.06% chance to 2HKO
Someone should probably mention this in the Mega Venusaur thread actually, since most people using it tend to rely on it to deal with Water types and make the mistake of assuming Crawdaunt falls like Azumarill does.

As for checks you can mention more or less "anything that can take Aqua Jet and outspeed" since it's not terribly difficult to force Crawdaunt out once you're in, but it's significant to keep in mind that actually switching into Crawdaunt safely is a literal minefield of prediction since even the bulkiest 'checks' really do not like Crab Hammer or Knock Off coming off what can best be describes as a crab shaped freight train.

-

I'd also like to bring up the possibility of the inclusion of a Swords Dance set; unlike last generation where Crawdaunt's speed essentially made it an impossibility, Aqua Jet actually makes it a viable choice for consideration now. I probably don't need to point it out but; it hits even harder than the CB set, which already verges on being able to 2HKO nearly every Pokemon allowed in OU.

Thanks, appreciate all the help.
 
Don't bank too much on Speed creep. It's usually frowned upon in analyses.

For Crawdaunt, make either Tyranitar the bar minimum or Scizor with no Speed, or just go 4 HP / 252 Atk / 252 Spe Adamant / Jolly.

Also:

- Definitely agree with Crabhammer > Waterfall. The base power boost is a lot bigger than Waterfall vs Aqua Tail and it nets some extra 2HKOes it seems.
- I think Knock Off > Crunch is also ideal. While MegaMons have a slightly easier time switching into Crawdaunt, one cant deny the extra utility Knock Off provides. And, thanks to Adaptability, we're looking at a 195 Base power Dark-type move. Even if it is for one turn, that leaves a dent on Pokemon that lack recovery. Furthermore, removal of Choice items, Leftovers, and Shed Shell really help out.
- Also not opposed to looking at Swords Dance. Swords Dance / Aqua Jet / Crabhammer / Knock Off or Crunch sounds really scary. Jolly doesn't even sound bad since suddenly you get the upper hand in Speed versus certain walls.
- Mention Rain support; especially with Choice Band. Even though rain lasts 5-8 turns, Adaptability Crabhammers in the rain really fucking hurt.
 
Don't bank too much on Speed creep. It's usually frowned upon in analyses.

For Crawdaunt, make either Tyranitar the bar minimum or Scizor with no Speed, or just go 4 HP / 252 Atk / 252 Spe Adamant / Jolly.

Also:

- Definitely agree with Crabhammer > Waterfall. The base power boost is a lot bigger than Waterfall vs Aqua Tail and it nets some extra 2HKOes it seems.
- I think Knock Off > Crunch is also ideal. While MegaMons have a slightly easier time switching into Crawdaunt, one cant deny the extra utility Knock Off provides. And, thanks to Adaptability, we're looking at a 195 Base power Dark-type move. Even if it is for one turn, that leaves a dent on Pokemon that lack recovery. Furthermore, removal of Choice items, Leftovers, and Shed Shell really help out.
- Also not opposed to looking at Swords Dance. Swords Dance / Aqua Jet / Crabhammer / Knock Off or Crunch sounds really scary. Jolly doesn't even sound bad since suddenly you get the upper hand in Speed versus certain walls.
- Mention Rain support; especially with Choice Band. Even though rain lasts 5-8 turns, Adaptability Crabhammers in the rain really fucking hurt.

Noted, what do you think about a Sub + 3 attacks? Seems pretty scary to me especially in a Rain team with Stealth Rock support.
 
Don't bank too much on Speed creep. It's usually frowned upon in analyses.

For Crawdaunt, make either Tyranitar the bar minimum or Scizor with no Speed, or just go 4 HP / 252 Atk / 252 Spe Adamant / Jolly.

Also:

- Definitely agree with Crabhammer > Waterfall. The base power boost is a lot bigger than Waterfall vs Aqua Tail and it nets some extra 2HKOes it seems.
- I think Knock Off > Crunch is also ideal. While MegaMons have a slightly easier time switching into Crawdaunt, one cant deny the extra utility Knock Off provides. And, thanks to Adaptability, we're looking at a 195 Base power Dark-type move. Even if it is for one turn, that leaves a dent on Pokemon that lack recovery. Furthermore, removal of Choice items, Leftovers, and Shed Shell really help out.
- Also not opposed to looking at Swords Dance. Swords Dance / Aqua Jet / Crabhammer / Knock Off or Crunch sounds really scary. Jolly doesn't even sound bad since suddenly you get the upper hand in Speed versus certain walls.
- Mention Rain support; especially with Choice Band. Even though rain lasts 5-8 turns, Adaptability Crabhammers in the rain really fucking hurt.

  • Agree with Crabhammer > Waterfall, with that power increase, you can in fact even drop out Superpower since its a matter or 100 vs 120 BP, and Crabhammer gets the important OHKO's that Superpower gets as well, allowing you to run Double Edge for a stronger attack option against Azumarill.
  • Certainly Knock Off > Crunch. The only Mega that Crawdaunt takes 1 less hit to KO using Crunch than Knock Off is Kanghaskhan. Everything else either still get 2HKO-ed by Knock Off, or still don't get 2HKO-ed by Crunch, or just OHKO you back.
  • Another speed tier is 92 Spd, which allows you to just outspeed Jellicent and Scizor, and at the same time, giving you enough bulk to survive LO Mamo's EQ
 
Make the set like this:

<p>name: Choice Band<br />
move 1: Aqua Jet<br />
move 2: Knock Off<br />
move 3: Crabhammer<br />
move 4: Crunch / Superpower<br />
ability: Adaptability<br />
item: Choice Band<br />
evs: 252 Atk / 252 Spe / 4 Hp<br />
nature: Adamant</p>

Knock Off is slashed second as it is Crawdaunt's most spammable attack and the one you will be using most of the time. Crabhammer is alone in the 3rd slot as Waterfall is too weak for only 10% more accuracy. Mention it only in the set comments for those paranoid with accuracy. Double Edge is not needed at all as Crabhammer already always 2HKOes 252 HP Azumarill. On the last slot, Crunch 2HKOes Mega Venusaur and Mega Blastoise, which can avoid the 2HKO from Knock Off as Mega Stones prevent the effect of Knock Off, while Superpower deals with Mega Gyarados and can deal a ton to Ferrothorn if you desire (though it is 2HKOed by Knock Off anyway).

Fix the set comments as they currently describe moves that are not even in the set.
 
So CB definitely requires knock off for all the utility etc. but SD should have crunch for maximum power against slow grasses or whatever. Also dragon dance is kind of pointless if you ask me, because even with jolly it can't outspeed bases 108s and 107s (can't think of any that exist though.) Sure it can us eaqua jet for stuff like weakened gengar but it loses a lot of power with jolly against slower walls. I just think dd should get an ac or whatever it's called mention. Also how does rock slide specifically help against azumarill, STAB moves hit it harder. I can't think of a single flying type where other moves aren't better.
 
Just going to mention a minor error on the comments in the Choice Band set;

<p>name: Choice Band<br />
...
<li>X-Scissor can be used for hitting Grass and Poison super effectively.</li>

Unless we've gone back in time to RBY, X-Scissor doesn't hit Poison super effectively.

As for X-Scissor itself, I supposse that hitting Grass types super-effectively is pretty nice, but as mentioned before, I don't think it's worth sacrificing a spot for it as Crawdaunt already hits like a truck with the STAB moves it has.
 
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^ Above all, X-Scissor is weaker than Knock Off on all grass types minus Shiftry, and essentially the only non-stab moves you should be using are those that can hit something that resist your dual-stab super effectively, or has more than 100BP
 
Yeah, I don't think it's even worth mentioning Waterfall. Even Lugia can't switch into Crawdaunt's Crabhammer without taking a major dent;

252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 176+ Def Lugia: 214-254 (51.44 - 61.05%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Adaptability Crawdaunt Crabhammer vs. 252 HP / 4 Def Lugia: 270-318 (64.9 - 76.44%) -- guaranteed 2HKO (12.5% chance to OHKO after Stealth Rock)

Just to give you an idea of the insane power behind Crawdaunt. It's biggest problem seems to be that speed, which Aqua Jet fixes somewhat.
 
So CB definitely requires knock off for all the utility etc. but SD should have crunch for maximum power against slow grasses or whatever.

Citation?

+2 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Chesnaught: 183-217 (48.15 - 57.1%) -- 91.02% chance to 2HKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 248 HP / 252+ Def Tangrowth: 354-416 (87.84 - 103.22%) -- 25% chance to OHKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Ferrothorn: 338-400 (96.02 - 113.63%) -- 75% chance to OHKO

Even against Mega Venusaur;
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Venusaur: 239-283 (65.65 - 77.74%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Crunch vs. 252 HP / 252+ Def Venusaur: 294-346 (80.76 - 95.05%) -- guaranteed 2HKO

Those are the bulkiest Grass types there are. Knock Off does more on the initial hit than Crunch does; if Knock Off doesn't OHKO, Crunch will not. If Crunch 2HKOs, Knock Off almost always will. If Knock Off cannot even 2HKO, Crunch can't either. I'm not seeing anything that warrants Crunch being used over Knock Off, the closest so far is Poliwrath;

+2 252+ Atk Life Orb Adaptability Crawdaunt Crunch vs. 252 HP / 252+ Def Poliwrath: 175-207 (45.57 - 53.9%) -- 2.34% chance to 2HKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Poliwrath: 213-251 (55.46 - 65.36%) -- Knock Off first hit
+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Poliwrath: 143-169 (37.23 - 44.01%) -- Knock Off second hit
Even then there's only a miniscule chance of Crunch securing the kill in less hits than Knock Off

Maybe I'm missing a glaring choice but; if it resists Water and Dark, Crab Hammer does more anyway so Crunch vs Knock Off is irrelevant. Ergo the only Pokemon that it matters against are those either resistant or immune to Water, but not Dark. If it doesn't resist Dark, it's dead regardless. So immune to Water, resistant to Dark?

The following Pokemon fit that critera (In order of counter-successfulness!)

  • Poliwrath - Immune to Water, resists Dark, bulky enough to withstand both Knock Off and Crunch in spit of Stealth Rocks, KOs you in return with STAB Fighting moves, best counter
  • Cacturne - ahahahahahaha - Even 252/252 +Def barely lives at +2 Knock Off at only 65 bp
 
Knock Off is entirely superior on the SD set, make it the only slash. Also, remove the Dragon Dance set, it's outclassed by the other two sets. It can't sweep because it's too slow and week to priority even after a boost, which means that it's trying to be useful against offensive teams by boosting speed while also wallbreaking, but you are far more useful against offense with CB Aqua Jet or +2 Aqua Jet, and obviously the other two sets are better wallbreakers.
 
Remove Waterfall as a slash from the second set and just give it a small mention in the set comments. Also, remove Leftovers from the SD set, as well as the Jolly nature, which if i am not missing something is useless. Also, add teammates on both sets, particularly Pokemon that have good defensive synergy with Crawdaunt (to take on the Pokemon that will try to KO it after it KOes something) and Pokemon that provide hazards. Roserade has Spikes and can easily switch into Pokemon such as Rotom-W, Jolteon, some Fairy-types, and opposing Grass-types that will try to revenge kill Crawdaunt, so it's a good teammate, but add a couple more that fit the criteria i mentioned.
 
Oh yeah you're right I totally forgot about the mechanics of the move, only factoring in base power. By nature of being a dark type, poison types are excellent teammates, and those that resist grass and electric are even better. I have to say while roserade is an excellent partner, if your mega slot is not already taken up venusaur is even better because it is much more reliable against azumarill, who is basically this thing's archnemesis. Rotom-W is more of a problem because of the willowisp burn, but outside out rotom thick fat and that typing is a huge roadblock to lots of things that like to mess with crawdaunt. If you are running a rain team synthesis is less reliable but there aren't other megas that are screaming to be run, unlike kangashkhan for offensive teams or chomper/ttar for sand. Amoonguss and bulky dragalge are also good partners etc.

Also crawdaunt is a fucking boss, just look at it. <------ belongs in intro
 
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