PU Crabominable (Assault Vest)

asa

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:sv/crabominable:
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 196 SpD / 60 Spe
tera type: Water / Electric / Ground

[SET COMMENTS]

With Assault Vest bolstering its naturally good bulk, Crabominable becomes a solid tank that forces advantageous trades against several Pokemon, including Rotom-F, Alolan Persian, and even Charizard if need be. Thanks to Iron Fist and its strong STAB moves, Crabominable excels at pressuring walls like Misdreavus on the switch, Gogoat, and Whiscash, which can make it awkward for balance teams to play around. Earthquake hits Skuntank without triggering Aftermath and, after some chip damage, 2HKOes specially defensive Carbink, physically defensive Tinkatuff, and Mareanie. Close Combat is a secondary Fighting STAB option that's stronger than Drain Punch, but Thunder Punch is more reliable against Flying-types than Ice Hammer due to its higher accuracy. 60 Speed EVs allow Crabominable to outrun uninvested base 50s like Perrserker, Chansey, and Carbink. Tera Water helps against Fire-, Water-, and Steel-types like Pyroar, Basculin, and Alolan Dugtrio, all of which can otherwise overwhelm Crabominable. Tera Electric lets Crabominable take Electric-, Flying-, and Steel-type attacks from Pokemon like Rotom-F, Honchkrow, and Tera Steel Alolan Persian and is best used with Thunder Punch. Tera Ground gives Crabominable an Electric immunity, notably letting it block Volt Switch, and secures the OHKO on Skuntank with Earthquake. On teams with entry hazard control, Tera Fire can be considered to let Crabominable absorb Will-O-Wisp and thus more easily handle Misdreavus as well as Fire-types like Pyroar.

Crabominable's main flaw is that its poor longevity can limit its ability to repeatedly handle special attackers; this is made worse with Crabominable being vulnerable to all hazards and tending to attack last. Entry hazard removers like Dartrix and Komala can give Crabominable an easier time switching in, with the latter not removing any hazards set by Crabominable's team. Wish support from the likes of Dachsbun and Leafeon is another way to keep Crabominable healthy, with the former also absorbing Fire-type moves from Pokemon like Misdreavus and Charizard. In return, Crabominable pressures Ice- and Steel-types like Rotom-F and Perrserker. Healing Wish Indeedee-F can similarly give Crabominable another chance to sponge hits or break if it gets worn down too quickly. Physical walls like Alolan Persian and Misdreavus can form a good defensive core with Crabominable and facilitate wallbreaking through moves like Parting Shot, Thunder Wave, and Will-O-Wisp. Fast Pokemon like Electrode, Dugtrio, and Choice Scarf Indeedee-F are good at compensating for Crabominable's bad matchup against offense and benefit from its ability to both tear through balance cores and trade with revenge killers like Choice Scarf Rotom-F. Fire- and Dark-types like Charizard and Skuntank can more reliably pressure Misdreavus for Crabominable and appreciate it wearing down bulky foes like Whiscash, Carbink, and Hisuian Sliggoo.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/asa.400292/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
https://www.smogon.com/forums/members/bella.567483/
Grammar checked by:
https://www.smogon.com/forums/members/lumari.232216/
 
Last edited:
Trial QC check, apply what you wish
add, remove, comments
:sv/crabominable:
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 196 SpD / 60 Spe
tera type: Water / Electric / Ground

[SET COMMENTS]

With Assault Vest bolstering its naturally good bulk, Crabominable becomes a solid tank that forces advantageous trades against several Pokemon, including Rotom-F, Alolan Persian, and even Charizard if need be. Thanks to Iron Fist and its strong STAB moves, Crabominable excels at pressuring walls like Misdreavus on the switch, Gogoat, and Whiscash, which can make it awkward for balance to play around. Earthquake hits Skuntank without triggering Aftermath and, after some chip, 2HKOs specially defensive Carbink, physically defensive Tinkatuff, and Mareanie. Close Combat is a secondary Fighting STAB option that's stronger than Drain Punch, but Thunder Punch is more reliable against Flying-types than Ice Hammer due to its higher accuracy. 60 Speed EVs allow Crabominable to outrun uninvested base 50s like Perrserker, Chansey, and Carbink. Tera Water helps against Fire-, Water-, and Steel-types like Pyroar, Golduck, and Alolan Dugtrio, all of which can otherwise overwhelm Crabominable, even factoring the HP recovery from Drain Punch. Tera Electric lets Crabominable take Electric-, Flying-, and Steel-type attacks from Pokemon like Rotom-F, Rotom-S, and Tera Steel Alolan Persian and is best used with Thunder Punch. Tera Ground gives Crabominable an Electric immunity, notably letting it block Volt Switch, and secures the OHKO on Skuntank with Earthquake. mentioning a fourth Tera type is cringe but I think Tera Fire for the Wisp immunity is pretty epic if provided with proper hazard control.

Crabominable's main flaw is that its poor longevity, made worse by being vulnerable to all entry hazards and tending to attack last, which can limit its ability to repeatedly handle special attackers. Hazard removers like Dartrix and Quaxwell can make up for this and give Crabominable an easier time switching in; the latter does not remove any hazards set by Crabominable's team and both check threatening physical attackers like Basculin and Lycanroc-N. Wish support from the likes of Dachsbun and Leafeon is another way to keep Crabominable healthy, with the former also absorbing Fire-type moves from Pokemon like Misdreavus and Charizard. I would mention Healing Wish support from Chansey and Indeedee-F after Wish users. Choice Scarf Indeedee-F also does well against offense if you want to reorder the sentences to easily mention Indeedee-F among Electrode and Dugtrio. In return, Crabominable pressures Ice- and Steel-types like Rotom-F and Perrserker. Fast pokemon like Electrode and Dugtrio are good at compensating for Crabominable's bad matchup against offense and benefit from its ability to both break through balance and trade with revenge killers like Choice Scarf Rotom-F. Fire- and Dark-types like Charizard and Skuntank can more reliably pressure Misdreavus for Crabominable and appreciate it wearing down bulky foes like Carbink, Whiscash, and Hisuian Sliggoo.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/asa.400292/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
not much to add this is pretty epic :heart:
 
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hey, you know the drill. QC check :3
Additions Removals Comments
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 196 SpD / 60 Spe
tera type: Water / Electric / Ground

[SET COMMENTS]

With Assault Vest bolstering its naturally good bulk, Crabominable becomes a solid tank that forces advantageous trades against several Pokemon, including Rotom-F, Alolan Persian, and even Charizard if need be. Thanks to Iron Fist and its strong STAB moves, Crabominable excels at pressuring walls like Misdreavus on the switch, Gogoat, and Whiscash, which can make it awkward for balance teams to play around. Earthquake hits Skuntank without triggering Aftermath and, after some chip, 2HKOs specially defensive Carbink, physically defensive Tinkatuff, and Mareanie. Close Combat is a secondary Fighting STAB option that's stronger than Drain Punch, but Thunder Punch is more reliable against Flying-types (Such as? Also hits stuff like Quaxwell.) than Ice Hammer due to its higher accuracy. 60 Speed EVs allow Crabominable to outrun uninvested base 50s like Perrserker, Chansey, and Carbink. Tera Water helps against Fire-, Water-, and Steel-types like Pyroar, Golduck, and Alolan Dugtrio, all of which can otherwise overwhelm Crabominable. (I mean, on the one on one Golduck still loses if its not Focus Blast no? Would mention another offensive Water-type instead.) Tera Electric lets Crabominable take Electric-, Flying-, and Steel-type attacks from Pokemon like Rotom-F, Rotom-S, and Tera Steel Alolan Persian and is best used with Thunder Punch (Just say "and boosts Thunder Punch"). Tera Ground gives Crabominable an Electric immunity, notably letting it block Volt Switch, and secures the OHKO on Skuntank with Earthquake.

Crabominable's main flaw is that its poor longevity, made worse by being vulnerable to all entry hazards and tending to attack last, can limit its ability to repeatedly handle special attackers. Hazard removers like Dartrix and Quaxwell can make up for this and give Crabominable an easier time switching in; the latter does not remove any hazards set by Crabominable's team and both check threatening physical attackers like Basculin and Lycanroc-N. Wish support from the likes of Dachsbun and Leafeon is another way to keep Crabominable healthy, with the former also absorbing Fire-type moves from Pokemon like Misdreavus and Charizard. In return, Crabominable pressures Ice- and Steel-types like Rotom-F and Perrserker. Pokemon like Electrode and Dugtrio are good at compensating for Crabominable's bad matchup against offense and benefit from its ability to both break through balance and trade with revenge killers like Choice Scarf Rotom-F. Fire- and Dark-types like Charizard and Skuntank can more reliably pressure Misdreavus for Crabominable and appreciate it wearing down bulky foes like Carbink, Whiscash, and Hisuian Sliggoo.
(Probably would mention Physical walls like Alolan Persian that can form a solid defensive core with Crabominable. Persian spreads Twave to help Crab speed issue a bit and can pivot to get Crabominable on the field aswell.)
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/asa.400292/
Quality checked by:
https://www.smogon.com/forums/members/uhbella.567483/
https://www.smogon.com/forums/members/togkey.400664/ (you can mention ashley here too)
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
1/1 :3
 
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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
GP Team done
[SET]
name: Assault Vest
move 1: Drain Punch
move 2: Ice Hammer
move 3: Earthquake
move 4: Close Combat / Thunder Punch
item: Assault Vest
ability: Iron Fist
nature: Adamant
evs: 252 HP / 196 SpD / 60 Spe
tera type: Water / Electric / Ground

[SET COMMENTS]

With Assault Vest bolstering its naturally good bulk, Crabominable becomes a solid tank that forces advantageous trades against several Pokemon, including Rotom-F, Alolan Persian, and even Charizard if need be. Thanks to Iron Fist and its strong STAB moves, Crabominable excels at pressuring walls like Misdreavus on the switch, Gogoat, and Whiscash, which can make it awkward for balance teams to play around. Earthquake hits Skuntank without triggering Aftermath and, after some chip damage, 2HKOs 2HKOes specially defensive Carbink, physically defensive Tinkatuff, and Mareanie. Close Combat is a secondary Fighting STAB option that's stronger than Drain Punch, but Thunder Punch is more reliable against Flying-types than Ice Hammer due to its higher accuracy. 60 Speed EVs allow Crabominable to outrun uninvested base 50s like Perrserker, Chansey, and Carbink. Tera Water helps against Fire-, Water-, and Steel-types like Pyroar, Basculin, and Alolan Dugtrio, all of which can otherwise overwhelm Crabominable. Tera Electric lets Crabominable take Electric-, Flying-, and Steel-type attacks from Pokemon like Rotom-F, Honchkrow, and Tera Steel Alolan Persian and is best used with Thunder Punch. Tera Ground gives Crabominable an Electric immunity, notably letting it block Volt Switch, and secures the OHKO on Skuntank with Earthquake. On teams with entry hazard control, Tera Fire can be considered to let Crabominable absorb Will-O-Wisp and thus more easily handle Misdreavus as well as Fire-types like Pyroar.

Crabominable's main flaw is that its poor longevity can limit its ability to repeatedly handle special attackers; this is made worse with Crabominable being vulnerable to all hazards and tending to attack last. Entry hazard removers like Dartrix and Quaxwell can give Crabominable an easier time switching in, with the latter not removing any hazards set by Crabominable's team. Wish support from the likes of Dachsbun and Leafeon is another way to keep Crabominable healthy, with the former also absorbing Fire-type moves from Pokemon like Misdreavus and Charizard. In return, Crabominable pressures Ice- and Steel-types like Rotom-F and Perrserker. Healing Wish Indeedee-F can similarly give Crabominable another chance to sponge hits or break if it gets worn down too quickly. Physical walls like Alolan Persian and Misdreavus can form a good defensive core with Crabominable and facilitate wallbreaking through moves like Parting Shot, Thunder Wave, and Will-O-Wisp. Fast Pokemon like Electrode, Dugtrio, and Choice Scarf Indeedee-F are good at compensating for Crabominable's bad matchup against offense and benefit from its ability to both tear through balance cores and trade with revenge killers like Choice Scarf Rotom-F. Fire- and Dark-types like Charizard and Skuntank can more reliably pressure Misdreavus for Crabominable and appreciate it wearing down bulky foes like Whiscash, Carbink, and Hisuian Sliggoo.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/asa.400292/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
https://www.smogon.com/forums/members/bella.567483/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
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