PU Assault Vest Crabominable

uploading -mz

[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Stone Edge / Earthquake
move 4: Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Stone Edge enables Crabominable to OHKO Articuno and offensive variants of Froslass, the latter of which otherwise is able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp. Earthquake is a viable alternative that deals a solid amount of damage to Qwilfish, a Pokemon that otherwise walls Crabominable, and is its strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating. Thunder Punch deals adequate damage to Jellicent while securing an OHKO on Swanna.

Set Details
========

Crabominable's EVs are dedicated to maximizing its HP and special bulk, allowing it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible. An Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.

Usage Tips
========

Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited number of times and thus should not be used as a constant switch-in. Crabominable should be kept healthy if it intends to stomach an especially powerful special attack, such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack or heal off damage taken with Drain Punch. Bring Crabominable in against slow, bulkier teams whenever presented with the chance, as its high power and effective STAB combination allow it to apply heavy amounts of pressure to such teams. Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp. Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Stone Edge in order to maximize damage output on an incoming Froslass or Articuno. Thunder Punch can be used on a predicted Jellicent switch-in to 2HKO offensive variants or force defensive sets to use Recover. Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy.

Team Options
========

Pokemon such as Mesprit, Regirock, and Spiritomb are able to pressure offensive Fighting-, Flying-, and Psychic-types like Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to bring Crabominable in safely with either U-turn or Healing Wish. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus. Entry hazard setters such as Mudsdale, Qwilfish, and Weezing allow Crabominable to wallbreak far more easily. Qwilfish and Weezing can additionally cripple physical attackers like Kangaskhan and Alolan Sandslash. Special attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physically bulky Pokemon like Mesprit and Weezing, giving Crabominable a much easier time wallbreaking. Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats such as Regirock and Mudsdale for Crabominable to take advantage of. Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna. Late-game sweepers such as Lycanroc, specially offensive Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria. Physically defensive walls such as Mudsdale and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape and weaken these Pokemon with Knock Off and Will-O-Wisp, respectively.

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [Darkinium, 448296], [yogi, 252106]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [lotiasite, 302985]]
 
Last edited by a moderator:

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
HJAD sucks
name: delet this pls put the real name tho
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Stone Edge / Power-Up Punch / Close Combat we got shifts so now it should be more like thunderpunch/cc with edge in moves and no pup
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 16 Atk / 240 SpD

[SET COMMENTS]
Moves
========
  • Drain Punch is Crabominable's preferred Fighting-type STAB move as to provide it with recovery and avoid being 2HKOed by certain Pokemon such as Jolly Choice Band Skuntank.
  • Ice Hammer threatens Pokemon that are immune, resist, or otherwise don't mind Drain Punch like Oricorio-G, Golurk, Mudsdale, and Clefairy.
  • Earthquake deals a solid amount of damage to Qwilfish, which otherwise resists Crabominable's STAB moves. This also prevents Rocky Helmet and Skuntank's Aftermath from activating. this is also gonna be ur best neutral move vs froslass
  • Stone Edge enables Crabominable to OHKO Articuno and offensive varations of Froslass, the latter otherwise able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp.
  • Power-Up Punch lets Crabominable boost its Attack, facilitating its ability to break through Pokemon like Clefairy, Tangela, and Type: Null.
  • Close Combat is a notably stronger STAB option over Drain Punch, as it's able to 2HKO Regirock as well as OHKO Omastar and opposing Crabominable. The drop in Defense stats caused by this move makes it difficult to stay in after use, however.
thunderpunch for hitting jellicent etc uk what it does

Set Details
========
  • 16 Attack EVs with an Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.
  • The remaining EVs are dedicated to maximizing Crabominable's HP and special bulk, allowing for it to switch into special attackers such as Aurorus, Clefairy, and Lilligant as best as possible. idk that clef is the best example

Usage Tips
========

  • Crabominable can pivot into various special attackers such as Choice-locked Aurorus u can switch into aurorus whether choice locked or not, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited amount of times and thus should not be used as a constant switch-in.
  • If one chooses to keep Crabominable healthy, it can be used to stomach an especially powerful special attack such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack. using more drain punch than anything else should be relevant to keeping it healthy
  • Bring Crabominable in against slow, bulkier teams whenever presented the chance, as its high power in and effective STAB combination allows it to apply heavy amounts of pressure to such teams.
  • Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp.
  • Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Stone Edge if you feel as if an opponent's Froslass will attempt to switch in. Power-Up Punch can be used to exploit a Pokemon that an opponent may try to sack off. moves r different now
  • Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy.

Team Options
========

  • Answers to offensive Fighting-, Flying- and Psychic--types such as Mesprit, Regirock, and Spiritomb are able to pressure the likes of Gurdurr, Scyther, and Alolan Raichu. The former two are able to provide additional support through setting Stealth Rock, with Mesprit being able to use Healing Wish to bring Crabominable back up to full health, alleviated of status conditions. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus. definitely something u could cut down on when writeup comes around
  • Entry hazard setters in general are able to weaken targets that switch in. Clefairy can pivot into harmful status moves, while Qwilfish and Weezing can burn physical attackers like Kangaskhan and Alolan Sandslash. The aforementioned Mesprit can bring Crabominable in safely with a slow U-Turn or give it a second chance with Healing Wish. u already talked about mesprit being useful, this is just redundant
  • Specially offensive attackers such as Oricorio-G and Mesprit are able to preemptively eliminate or weaken physical walls like Gourgeist-XL and Weezing, presenting Crabominable with more opportunities to attack. They can also switch into a potential Will-O-Wisp in order to cover for Crabominable and keep it in good condition. mesprit should not be an example 3 times in a row
  • Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring Crabominable in more safely whilst luring in bulkier threats for Crabominable to take advantage of such as Regirock and Mudsdale. Silvally-Dragon and Alolan Persian's Parting Shot further enhances Crabominable's ability t,.o switch into special attacks, with Z-Parting Shot providing full heal.
  • Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria is also able to heal off status conditions with Heal Bell, while Skuntank threatens Psychic-types like Mesprit and Musharna, and can absorb Toxic Spikes just by switching in.
  • Late-game sweepers such as Lycanroc, Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria.
  • Sponges to physical attackers such as Tangela and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape, able to weaken these Pokemon with Knock Off and Will-O-Wisp, respectively. Weezing can also set Toxic Spikes in order to wear down switch-ins.
this section is just generally quite long and could cut down on a lot of the fairly unnecessary example explanations or w/e, not too bad but doesnt rly need to be this big come writeup

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[,], [,], [, ]]
- Grammar checked by: [[, ], [, ]]
stamp.gif
1/3
 

TJ

Banned deucer.
is the Smogon Tour Season 34 Championis a Past SPL Championis a Two-Time Past SCL Champion
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch (check with qc first, but I'd slash tpunch before cc since crab tends to click it more in this meta)
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 16 Atk / 240 SpD

[SET COMMENTS]
Moves
========
  • Drain Punch is Crabominable's preferred Fighting-type STAB move as to provide it with recovery and avoid being 2HKOed by certain Pokemon such as Jolly Choice Band Skuntank. (cb skunk is kinda rare; id replace this with something else)
  • Ice Hammer threatens Pokemon that are immune, resist, or otherwise don't mind Drain Punch like Oricorio-G, Golurk, Mudsdale, and Clefairy.
  • Earthquake deals a solid amount of damage to Qwilfish, a Pokemon which otherwise resists Crabominable's STAB moves, and is Crabominable's strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating,
  • Close Combat is a notably stronger STAB option over Drain Punch, as it's able to 2HKO Regirock as well as OHKO Omastar and opposing Crabominable. (nitpick but id say that cc does more damage to things like gurdurr rather than mentioning opposing crabominable) The drop in Defense stats caused by this move makes it difficult to stay in after use, however.
  • Thunder Punch can be used instead as to deal adequate damage to Jellicent while securing an OHKO on Swanna. (tpunch also hits poliwrath a bit harder than cc)
  • Stone Edge is a viable alternative that enables Crabominable to OHKO Articuno and offensive varations of Froslass, the latter otherwise able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp.

Set Details
========
  • 16 Attack EVs with an Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.
  • The remaining EVs are dedicated to maximizing Crabominable's HP and special bulk, allowing for it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible.

Usage Tips
========

  • Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited amount of times and thus should not be used as a constant switch-in. (id remove the ludi mention for something like omastar because if rain is up, you cant really switch in safely since you are 2hko'd by lo or hydro pump into hydro vortex. 252+ SpA Life Orb Ludicolo Hydro Pump vs. 252 HP / 252 SpD Assault Vest Crabominable in Rain: 204-242 (51.2 - 60.8%) -- guaranteed 2HKO after Stealth Rock) (252+ SpA Ludicolo Hydro Vortex (185 BP) vs. 252 HP / 252 SpD Assault Vest Crabominable in Rain: 262-310 (65.8 - 77.8%) -- guaranteed 2HKO after Stealth Rock)
  • If one chooses to keep Crabominable healthy, it can be used to stomach an especially powerful special attack such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack, or heal off damage taken with Drain Punch. (remove omastar for ludi here)
  • Bring Crabominable in against slow, bulkier teams whenever presented the chance, as its high power in and effective STAB combination allows it to apply heavy amounts of pressure to such teams. (list some specific mons that it can come in on)
  • Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp.
  • Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Earthquake in order to maximize damage output on an incoming Qwilfish or Froslass. Thunder Punch can be used on a predicted switch into Jellicent to heavily pressure it and potentially force it to use Recover, which can then be exploited by another teammate.
  • Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy.

Team Options
========

  • Answers to offensive Fighting-, Flying- and Psychic-types such as Mesprit, Regirock, and Spiritomb are able to pressure the likes of Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to use Healing Wish to bring Crabominable back up to full health and relieved of conditions. (mesprit also provides sr support and can bring in crab safely with u-turn) In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus.
  • Entry hazard setters in general are able to weaken targets that switch in. Clefairy can pivot into harmful status moves, while Qwilfish and Weezing can burn physical attackers like Kangaskhan and Alolan Sandslash. (qwil cant always burn physical attackers. just say cripple here imo)
  • Specially offensive attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physical walls like Gourgeist-XL and Weezing, presenting Crabominable with more opportunities to attack. (ik what you mean here but id just say something like it gives it an easier time.) They can also switch into a potential Will-O-Wisp (from which mon?) in order to cover for Crabominable and keep it in good condition.
  • Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats for Crabominable to take advantage of such as Regirock and Mudsdale. Silvally-Dragon and Alolan Persian's Parting Shot further enhances Crabominable's ability to switch into special attacks, with Z-Parting Shot providing full heal. (id say that silvally-dragon also removes entry hazards for crab, which augments its longevity)
  • Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna. (optional, but id remove mush since its not very relevant in the meta)
  • Late-game sweepers such as Lycanroc, Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria. (in return, they can break through things like weezing and mesprit for crab)
  • Sponges to physical attackers such as Tangela and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape, able to weaken these Pokemon with Knock Off and Will-O-Wisp, respectively. Weezing can also set Toxic Spikes in order to wear down switch-ins for Crabominable.

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [,], [, ]]
- Grammar checked by: [[, ], [, ]]
am check
 

Darkinium

the mighty nuaguunibi
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch Thunder Punch first slash for sure, Jelli is really relevant
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 16 Atk / 240 SpD After some talk with yogi we decided that, unless the Attack investment actually does anything, the spread should probably be 252 HP 252 SpD. Of course, if you run some calcs and find it hits a relevant benchmark, then sure, keep it and mention that benchmark in Set Details, but otherwise converting to max-max is just a lot simpler given the investment's only purpose atm is the jump point.

[SET COMMENTS]
Moves
========
  • Drain Punch is Crabominable's preferred Fighting-type STAB move as to provide it with recovery and avoid being 2HKOed by certain Pokemon such as Jolly Choice Band Skuntank. Obvious stuff, remove
  • Ice Hammer threatens Pokemon that are immune, resist, or otherwise don't mind Drain Punch like Oricorio-G, Golurk, Mudsdale, and Clefairy. Same as above
  • Earthquake deals a solid amount of damage to Qwilfish, a Pokemon which otherwise resists Crabominable's STAB moves, and is Crabominable's strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating,
  • Close Combat is a notably stronger STAB option over Drain Punch, as it's able to 2HKO Regirock as well as OHKO Omastar and opposing Crabominable. The drop in Defense stats caused by this move makes it difficult to stay in after use, however.
  • Thunder Punch can be used instead as to deal adequate damage to Jellicent while securing an OHKO on Swanna. Switch this and CC in accordance to slashes
  • Stone Edge is a viable alternative that enables Crabominable to OHKO Articuno and offensive varations of Froslass, the latter otherwise able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp.

Set Details
========
  • 16 Attack EVs with an Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.
  • The remaining EVs are dedicated to maximizing Crabominable's HP and special bulk, allowing for it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible.
Remember to adjust this if 16 Atk ends up being useless.

Usage Tips
========

  • Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited amount of times and thus should not be used as a constant switch-in.
  • If one chooses to keep Crabominable healthy, it can be used to stomach an especially powerful special attack such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack, or heal off damage taken with Drain Punch. I would reword this point slightly to say that Crabominable's health should be preserved if it's needed to check stuff like the aforementioned threats. I think that's what you were trying to go for but I feel like that idea isn't emphasized enough with the current wording
  • Bring Crabominable in against slow, bulkier teams whenever presented the chance, as its high power in and effective STAB combination allows it to apply heavy amounts of pressure to such teams.
  • Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp.
  • Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Earthquake in order to maximize damage output on an incoming Qwilfish or Froslass. Thunder Punch can be used on a predicted switch into Jellicent to heavily pressure it and potentially force it to use Recover, which can then be exploited by another teammate. Lots of Jellicent (i.e. Specs) don't use Recover, so I would just blend this into the previous sentence, or rewrite it differently to account for both sets.
  • Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy.

Team Options
========

  • Answers to offensive Fighting-, Flying- and Psychic-types such as Mesprit, Regirock, and Spiritomb are able to pressure the likes of Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to use Healing Wish to bring Crabominable back up to full health and relieved of condition. U-turn too. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus.
  • Entry hazard setters in general are able to weaken targets that switch in. I don't think this really explains why Crab likes entry hazards (it likes them because it helps it wallbreak) Clefairy can pivot into harmful status moves, while Qwilfish and Weezing can burn physical attackers like Kangaskhan and Alolan Sandslash. Maybe mention these Pokemon in the prior sentence as well because in the current state I feel they're kinda thrown out of nowhere.
  • Specially offensive attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physical walls like Gourgeist-XL Gourg isn't really the best example due to Ice Hammer, nor the most relevant and Weezing, presenting Crabominable with more opportunities to attack. I dunno if "presenting Crabominable with more opportunities to attack" is the right term to use if I understand what you're trying to get across. I think what TJ proposed in his amcheck is probably more appropriate. They can also switch into a potential Will-O-Wisp in order to cover for Crabominable and keep it in good condition.
  • Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats for Crabominable to take advantage of such as Regirock and Mudsdale. Silvally-Dragon and Alolan Persian's Parting Shot further enhances Crabominable's ability to switch into special attacks, with the latter's Z-Parting Shot providing full heal.
  • Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna.
  • Late-game sweepers such as Lycanroc, Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria.
  • Sponges to physical attackers The term "physically defensive walls" or something along those lines would be less confusing bc with the current wording Tang and Weez could potentially be seen as examples of physical attackers such as Tangela and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape, able to weaken these Pokemon with Knock Off and Will-O-Wisp, respectively. Weezing can also set Toxic Spikes in order to wear down switch-ins for Crabominable.

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [,], [, ]]
- Grammar checked by: [[, ], [, ]]
2/3
Darkinium-QC-small-1.gif
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake (put stone edge over this)
move 4: Thunder Punch / Close Combat (i'd just remove close combat, it's pretty ass)
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Earthquake deals a solid amount of damage to Qwilfish, a Pokemon which otherwise resists Crabominable's STAB moves, and is Crabominable's strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating. Thunder Punch can be used instead as to deal adequate damage to Jellicent while securing an OHKO on Swanna. Close Combat is a notably stronger STAB option over Drain Punch, as it's able to 2HKO Regirock as well as OHKO Omastar and opposing Crabominable. The drop in Defense stats caused by this move makes it difficult to stay in after use, however. Stone Edge is a viable alternative that enables Crabominable to OHKO Articuno and offensive varations of Froslass, the latter otherwise able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp. (basically just reorganise in relation to the comments presented in set)

Set Details
========

Crabominable's EVs are dedicated to maximizing its HP and special bulk, allowing for it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible. An Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.

Usage Tips
========

Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited amount of times and thus should not be used as a constant switch-in. Crabominable should be kept healthy if it intends to stomach an especially powerful special attack, such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack, or heal off damage taken with Drain Punch. Bring Crabominable in against slow, bulkier teams whenever presented the chance, as its high power in and effective STAB combination allows it to apply heavy amounts of pressure to such teams. Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp. Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Earthquake in order to maximize damage output on an incoming Qwilfish or Froslass (see above). Thunder Punch can be used on a predicted switch into Jellicent to 2HKO offensive variants or force defensive sets to use Recover. Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy. (basically this just needs tinkering too to accommodate for the set change)

Team Options
========

Answers to offensive Fighting-, Flying- and Psychic-types such as Mesprit, Regirock, and Spiritomb are able to pressure the likes of Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to bring Crabominable in safely with either U-turn or Healing Wish. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus. Entry hazard setters such as Clefairy (clef crab is a pretty ass core tbh), Qwilfish, and Weezing allow Crabominable to wallbreak far more easily. Clefairy can pivot into harmful status moves (see above), while Qwilfish and Weezing can cripple physical attackers like Kangaskhan and Alolan Sandslash. Special attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physically bulky Pokemon like Mesprit and Weezing, giving Crabominable a much easier time wallbreaking. Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats for Crabominable to take advantage of such as Regirock and Mudsdale. Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna. Late-game sweepers such as Lycanroc, Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria (physical float fucks all three of these so hard it's unreal). Physically defensive walls such as Tangela and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape (no. they do not switch in to aggron, ever), able to weaken these Pokemon with Knock Off and Will-O-Wisp, respectively. Weezing can also set Toxic Spikes in order to wear down switch-ins for Crabominable. (you already mentioned weezing and it being able to set earlier though)

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [Darkinium, 448296], [, ]]
- Grammar checked by: [[, ], [, ]]
Aight. QC 3/3.
9qJxFoh.gif
 
Last edited:

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Stone Edge / Earthquake
move 4: Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Stone Edge enables Crabominable to OHKO Articuno and offensive varations of Froslass, the latter of which otherwise is able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp. Earthquake is a viable alternative that deals a solid amount of damage to Qwilfish, a Pokemon which that otherwise resists Crabominable's STAB moves, and is Crabominable's strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating. Thunder Punch deals adequate damage to Jellicent while securing an OHKO on Swanna.

Set Details
========

Crabominable's EVs are dedicated to maximizing its HP and special bulk, allowing for it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible. An Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.

Usage Tips
========

Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited amount number of times and thus should not be used as a constant switch-in. Crabominable should be kept healthy if it intends to stomach an especially powerful special attack, such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack (RC) or heal off damage taken with Drain Punch. Bring Crabominable in against slow, bulkier teams whenever presented with the chance, as its high power in and effective STAB combination allows allow it to apply heavy amounts of pressure to such teams. Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp. Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Stone Edge in order to maximize damage output on an incoming Froslass or Articuno. Thunder Punch can be used on a predicted switch into Jellicent switch-in to 2HKO offensive variants or force defensive sets to use Recover. Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela (RC) and turning it into setup fodder for Clefairy.

Team Options
========

Answers to offensive Fighting-, Flying- and Psychic-types Pokemon such as Mesprit, Regirock, and Spiritomb are able to pressure the likes of offensive Fighting-, Flying-, and Psychic-types like Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to bring Crabominable in safely with either U-turn or Healing Wish. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus. Entry hazard setters such as Mudsdale, Qwilfish, and Weezing allow Crabominable to wallbreak far more easily. Qwilfish and Weezing can additionally cripple physical attackers like Kangaskhan and Alolan Sandslash. Special attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physically bulky Pokemon like Mesprit and Weezing, giving Crabominable a much easier time wallbreaking. Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats such as Regirock and Mudsdale for Crabominable to take advantage of such as Regirock and Mudsdale. Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna. Late-game sweepers such as Lycanroc, specially offensive Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria. Physically defensive walls such as Mudsdale and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape (RC) and able to weaken these Pokemon with Knock Off and Will-O-Wisp, respectively.

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [Darkinium, 448296], [yogi, 252106]]
- Grammar checked by: [[, ], [, ]]
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
GP 2/2
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Stone Edge / Earthquake
move 4: Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Stone Edge enables Crabominable to OHKO Articuno and offensive variantions of Froslass, the latter of which otherwise is able to come in safely and set up Spikes or cripple Crabominable with Will-O-Wisp. Earthquake is a viable alternative that deals a solid amount of damage to Qwilfish, a Pokemon that otherwise resists Crabominable's STAB moves, and iwalls (it still resists the stab moves) Crabominable, (AC) and is its strongest neutral option against Froslass. This also prevents Rocky Helmet and Skuntank's Aftermath from activating. Thunder Punch deals adequate damage to Jellicent while securing an OHKO on Swanna.

Set Details
========

Crabominable's EVs are dedicated to maximizing its HP and special bulk, allowing it to switch into special attackers such as Aurorus, Lilligant, and Rotom-F as best as possible. An Adamant nature serves as a jump point, enabling Crabominable to hit hard even when lacking full investment.

Usage Tips
========

Crabominable can pivot into various special attackers such as Aurorus, Lilligant, and Ludicolo in order to sponge a powerful hit for its teammates. Against such Pokemon, Crabominable is presented with a great opportunity to fire off an attack. Do be mindful about more powerful special wallbreakers such as Drampa and Alolan Exeggutor, however, as Crabominable can only switch into certain Choice-locked moves a limited number of times and thus should not be used as a constant switch-in. Crabominable should be kept healthy if it intends to stomach an especially powerful special attack, such as a boosted Lilligant's Bloom Doom, a boosted Omastar's Hydro Pump, or a Supersonic Skystrike from Swanna or an unboosted Oricorio-G. Crabominable can then retaliate with a powerful, potentially super effective attack or heal off damage taken with Drain Punch. Bring Crabominable in against slow, bulkier teams whenever presented with the chance, as its high power and effective STAB combination allow it to apply heavy amounts of pressure to such teams. Against more offensive teams, Crabominable should be brought in through double switches or pivots against foes that generally don't bother it such as Lilligant, Aurorus, and Rotom-F lacking Will-O-Wisp. Prediction plays a key role when using Crabominable, as its poor speed and exploitable weaknesses means it can easily be taken advantage of if an opponent is able to safely switch in. For example, use Stone Edge in order to maximize damage output on an incoming Froslass or Articuno. Thunder Punch can be used on a predicted Jellicent switch-in to 2HKO offensive variants or force defensive sets to use Recover. Keep Crabominable away from status moves whenever possible, as most are detrimental to its role as a specially bulky wallbreaker. Toxic puts Crabominable on a timer and reduces its ability to pivot into special attackers like Aurorus, while burns severely limit what it can break, making it unable to do adequate damage to the likes of Tangela and turning it into setup fodder for Clefairy.

Team Options
========

Pokemon such as Mesprit, Regirock, and Spiritomb are able to pressure offensive Fighting-, Flying-, and Psychic-types like Gurdurr, Scyther, and Alolan Raichu. Mesprit is additionally able to bring Crabominable in safely with either U-turn or Healing Wish. In return, Crabominable is able to engage various threats such as Skuntank, Lilligant, and Aurorus. Entry hazard setters such as Mudsdale, Qwilfish, and Weezing allow Crabominable to wallbreak far more easily. Qwilfish and Weezing can additionally cripple physical attackers like Kangaskhan and Alolan Sandslash. Special attackers such as Oricorio-G and Alolan Raichu are able to preemptively eliminate or weaken physically bulky Pokemon like Mesprit and Weezing, giving Crabominable a much easier time wallbreaking. Pivots such as Scyther and Togedemaru enjoy Crabominable wearing down walls and are able to bring it in more safely whilst luring in bulkier threats such as Regirock and Mudsdale for Crabominable to take advantage of. Defoggers like Altaria and Skuntank are able to clear entry hazards off the field, which otherwise wear at Crabominable and water down its ability to pivot into special attackers. Altaria also doubles as a cleric with Heal Bell, while Skuntank can absorb Toxic Spikes and take on Psychic-types like Mesprit and Musharna. Late-game sweepers such as Lycanroc, specially offensive Floatzel, and Lilligant highly appreciate Crabominable's ability to heavily dent bulkier foes like Mudsdale, Clefairy, and Altaria. Physically defensive walls such as Mudsdale and Weezing are able to switch into incoming attacks from various offensive threats like Aggron and Primeape and weaken these Pokemon with Knock Off and Will-O-Wisp, respectively.

[CREDITS]
- Written by: [[tondas, 442732]]
- Quality checked by: [[Megazard, 202117], [Darkinium, 448296], [yogi, 252106]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [lotiasite, 302985]]
 

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