Crabominable [QC 0/3]

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[OVERVIEW]
-High Attack stat in combination with a great offensive type and Iron Fist boosted moves make Crabominable a powerful attacker, able to 2HKO most of the tier at worst with the right move
-Abysmal defensive typing and mediocre defenses leave it weak to many top tier threats such as Delphox, Slowbro, and Toxicroak
-Horrible speed leaves Crabominable slower than almost the entire tier, while it can outspeed some slower walls with Speed investment, it cannot outpspeed any of its offensive threats
-Faces heavy competition from Hitmolee, Toxicroak, and Medicham as physical Fighting Types, and from Sneasel as a physical Ice Type

[SET]
name: All-Out Attacker
move 1: Close Combat
move 2: Ice Hammer
move 3: Thunder Punch
move 4: Earthquake
item: Life Orb
ability: Iron Fist
nature: Adamant
evs: 196 HP / 252 Atk / 60 Spe

[SET COMMENTS]

Moves
=========
-Close Combat is Crabominable's best Fighting STAB, taking a huge chunk out of everything that doesn't resist it
-Ice Hammer is Crabominable's best Ice STAB and OHKOs Venusaur, Druddigon, and Alolan Exeggutor
-Thunder Punch with Iron Fist allow Crabominable to get 2HKOs on Slowbro, Slowking, and Jellicent, it also OHKOs Flying Types like Sigilyph and Braviary without dropping Crabominable's stat like Ice Hammer or Close Combat would
-Earthquake can hit Delphox and Diancie, it also can hit Skuntank and Garbodor without activating Aftermath

Set Details
========
-252 Attack EVs give Crabominable it's best offensive potential
-60 Speed EVs allow Crabominable to outspeed uninvested base 50 speed mons like Piloswine, Mega Audino, and Hariyama
-196 HP EVs are just to make Crabominable more bulky while still having its Attack and Speed investment
-Iron Fist gives more power to moves such as Thunder Punch and Ice Hammer
-Life Orb makes that already high attack even more powerful
-An Adamant nature can guarantee OHKOs on mons such as non-Eviolite Rhydon and Type: Null
-A Brave Nature without Speed investment suits Crabominable better when used on Trick Room teams

Usage Tips
========
-Crabominable is a good Sneasel check, as it resists both of Sneasel's STAB and can in turn OHKO it. It is also very good at forcing Sneasel to switch out.
-Ice Hammer and Close Combat usually secures a 2HKO on almost everything it the tier, making Crabominable very good at wallbreaking
-Crabominable's wide movepool and amazing attack stat make it great at switching into opposing mons Choice locked into unfavorable moves, like Scarf Vanilluxe Blizzard or Specs Clawitzer's Ice Beam
-Crabominable's lack of defenses and recovery doesn't give Crabominable many safe switch ins. The safest way to switch into Crabominable is via VoltTurn from Heliolisk, Xatu, or Scyther
-Crabominable is extremely useful on Trick Room teams, as its offensive capabilities are no longer inhibited by its low Speed

Team Options
=========
-Rock Type teammates who can switch in and Fire and Flying types: like Gigalith and Diancie
-Steel Types such as Klinklang and Silvally-Steel that can switch into Psychic and Fairy types
-Clerics like Aromatisse and Mega Audino who can remove status or heal Crabominable with Wish/Healing Wish
-Memento and Parting Shot users like Whimsicott and Silvally that can give Crabominable a more safe switch in
-Pokemon that appreciate Crabominable's ability to easily remove Sneasel, like Mismagius, Heliolisk, and Xatu
-Teammates who can set up Trick Room such as Aromatisse and Alolan Exeggutor

Other Options
========
-Bulk Up seems like it is a nice set up option, but Crabominable's terrible Speed makes it bad at freely setting up
-Drain Punch in combination with Iron Fist gives Crabominable a nice way to recover and doesn't drop Crabominables defenses like Close Combat, but it isn't as hard hitting as Close Combat, and Crabominable's defenses make it lose more HP than it can recover
-Ice Punch also has Iron Fist boost and can be run over Ice Hammer, giving up power for not having Ice Hammer's Speed drop.
-Choice Band can give Crabominable a better offensive boost, but at the expense of being locked.


Checks and Counters
========
**Offensive Pokemon**: Crabominable's terrible defensive type and mediocre defenses, along with its very low Speed, leave Crabominable easily OHKOed or 2HKOed by anything it doesn't resist

**Safe Switch-ins**: Anything that can get a safe switch in on Crabominable can easily threaten and punish it, Slowbro, Incineroar, and Sigilyph can switch into a resisted move and can in turn OHKO Crabominable

**Residual Damage**: Life Orb does not help with Crabominable's already low longevity, and the likes of Rocky Helmet Garbodor, Togedemaru's Spiky Shield / Iron Barbs, and Aftermath make Crabominable's life worse
 
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asa

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quick nitpick or w/e in regard to c&c, but

it's not that crabominable's offensive typing is bad, bc it's not. it's that the typing isn't the best defensively.
 

poh

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  • Overview: Describe what the mon does in the current meta, why should you use it over other fighting types? Remove the first bullet point: It's redundant because the number is listed above the text as is and knowing the number doesn't help anyways. Also try to stay neutral so avoid words like 'amazing'.
  • move 4: Earthquake / Stone Edge
remove Stone Edge
  • Set Details: Does Adamant net 2hkos Jolly can't get? Does Jolly outspeed relevant things?
  • Usage Tips: Definitely mention using it on a TR team.
  • Switching into Crabominable is never a good idea
Rephrase this. Crabominable doesn't have the bulk/recovery to switch into moves. So bring it in with a double switch or when you know for sure it won't get damaged heavily.
  • It's low Speed and undesirable defenses leaves Crabominable wide open to be revenge killed and even KOed by faster mons in general
    This line doesn't belong in Usage Tips
  • Other Options: Ice Punch has good damage output with Iron Fist and doesn't have the -1 speed like Ice Hammer. It's still weaker than Ice Hammer. Remove Crabhammer, Zen Headbutt and Iron Head.
Let me know when you've implemented these changes and i'll give it a last look.
 
  • Overview: Describe what the mon does in the current meta, why should you use it over other fighting types? Remove the first bullet point: It's redundant because the number is listed above the text as is and knowing the number doesn't help anyways. Also try to stay neutral so avoid words like 'amazing'.
remove Stone Edge
  • Set Details: Does Adamant net 2hkos Jolly can't get? Does Jolly outspeed relevant things?
  • Usage Tips: Definitely mention using it on a TR team.
Rephrase this. Crabominable doesn't have the bulk/recovery to switch into moves. So bring it in with a double switch or when you know for sure it won't get damaged heavily.

  • This line doesn't belong in Usage Tips
  • Other Options: Ice Punch has good damage output with Iron Fist and doesn't have the -1 speed like Ice Hammer. It's still weaker than Ice Hammer. Remove Crabhammer, Zen Headbutt and Iron Head.
Let me know when you've implemented these changes and i'll give it a last look.
PursuitOfHappiny implemented this
 

Punchshroom

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Atm, your Overview about Crabominable's stats either tells us little or doesn't place enough emphasis on them.
[OVERVIEW]-High attack stat in combination with Iron Fist make it hit pretty hard
-Great physical movepool that gives it a way to hit almost every mon that checks it for super effective damage
-Amazing offensive type that gives it advantages over many top tier threats like Sneasel, Heliolisk, and Venusaur
For example, all 3 of these points can be condensed into a single point: "Crabominable's high Attack stat, amazing STAB combination, and perfect neutral coverage with Iron Fist-boosted attacks allow it to 2HKO the entire tier at worst with the right move". Doesn't this sound way more concise and appealing?

-Abysmal defensive typing that leaves it weak to many top tier threats such as Delphox, Slowbro, and Toxicroak
-Horrible speed and mediocre defenses leave it easily outsped and KOed
Here as well; just how badly does the Speed impact Crabominable? Hint: it requires Speed investment to outrun walls while still not outspeeding any offensive threats whatsoever.

-A higher HP and not having to rely on boosting for damage puts Crabominable over other Fighting Types, but a lack of Speed and priority moves are a huge consequence
This is honestly not even an advantage (Passimian beats Crabominable in both areas). Omit this point.


[SET COMMENTS]
Moves
=========
-Close Combat is Crabominable's best Fighting STAB
-Ice Hammer is Crabominable's best Ice STAB
-Thunder Punch with Iron Fist allow Crabominable to get 2HKOs on Slowbro, Slowking, and Vaporeon
-Earthquake can deal with Garbodor, Toxicroak, and Skuntank, as well as give Crabominable the way to cover Fire types
-Stone Edge can hit Scyther and Vikavolt, as well as the before mentioned Fire Types
- You could flesh out Crabominable's STAB moves by mentioning important Pokemon that they hit.
- Toxicroak and Skuntank already get KOed by Crabominable's STAB moves, while most Fire-types get thrashed by Close Combat, so you really need to be specific about what Earthquake hits here to warrant clicking the move at all.
- You didn't fully remove Stone Edge.

Set Details
========
-252 HP gives Crabominable the most bulk it can get
-252 Attack EVs give Crabominable it's best offensive potential
-Iron Fist gives more power to moves such as Thunder Punch and Ice Hammer
-Life Orb makes that already high attack even more powerful
-An Adamant nature can guarantee OHKOs on mons such as non-Eviolite Rhydon and Type: Null
-A Jolly nature along with 12 Speed EVs allow Crabominable to outspeed uninvested base 50 speed mons like Piloswine, Hariyama, and Mega Audino, but this usuallly gives up on quite a few guaranteed OHKOes and 2HKOes
What is the point of prioritizing Crabominable's bulk so much to the point where you'd sacrifice your Attack boosting nature for a couple of Speed? Just allocate some HP EVs into Speed and you'd get: 196 HP / 252 Atk / 60 Spe. This EV spread is way more efficient than "Jolly + 12 Speed EVs", as it still gives you the benefits of the Adamant nature, and I'd just make it the main EV spread at this point. You could make a mention of a minimum Speed investment Brave nature set to use for Trick Room teams.

Usage Tips
========
-Crabominable is one of the best Sneasel checks in the tier, as it resists both of Sneasel's STAB and can in turn OHKO it. It is also very good at forcing Sneasel to switch out. Saving Crabominable just for Sneasel is a good idea
-Crabominable's wide movepool and amazing attack stat make it great at switching into opposing mons Choice locked into unfavorable moves.

-Switching into Crabominable is a bad idea unless double switching or you know Crabominable won't be heavily damaged on the switch
-Crabominable is extremely useful on Trick Room teams, as its offensive capabilities are no longer inhibited by its low Speed
This section right here seems extremely iffy as is; saying Crabominable is one of "the best" Sneasel checks in the tier is quite an exaggeration considering it's taking a hefty 30% from the first Knock Off and a quarter from Icicle Crashes, and its longevity is further reduced by Life Orb. Saving Crabominable 'just for Sneasel' is also a poor long term idea since you're not really using Crabominable to wallbreak as much as it can (as it should, given its limited opportunities).
- What kind of Choice-locked moves can Crabominable even aim to take advantage of given its bad defensive typing and mediocre bulk? The safest way of getting Crabominable into battle is via VoltTurn, especially since Crabominable threatens a huge majority of Pokemon that can take Volt Switches / U-turns. Obviously, name some examples of these users.
- Mention users of Trick Room as well.

Team Options
=========
-Rock Type teammates who can switch in and take Crabominable's Fire and Flying weaknesses
-Steel Types that can switch into Psychic and Fairy types
-Clerics who can remove status or heal Crabominable with Wish/Healing Wish
-Memento and Parting Shot users that can give Crabominable a more safe switch in
-Any Pokemon that appreciates Crabominable's ability to easily remove Sneasel
- Not only did you fail to specify any of these teammates, but you also fail to point out the Pokemon Crabominable should be afraid of. You can definitely expand upon these, for example: "Diancie checks Fire- and Flying-types such as Delphox, Houndoom, Vivillon, Sigilyph, and Braviary, while providing Stealth Rock or Trick Room support for Crabominable". Try to come up with more partners.
- Clerics are appreciated, but not particularly worthy of needing a specific teamslot for. You can point out partners that can additionally provide it though (ex: Diancie).
- I'm surprised you remembered to list Memento and Parting Shot as a way to let Crabominable in and not, say, VoltTurn.
- Crabominable is chosen not so much as a 'Sneasel remover' than it being a destructive holepuncher.

Other Options
========
-Bulk Up seems like it is a nice set up option, but Crabominable's terrible Speed makes it bad at freely setting up
-Drain Punch in combination with Iron Fist gives Crabominable a nice way to recover and doesn't drop Crabominables defenses like Close Combat, but it isn't as hard hitting as Close Combat, and Crabominable's defenses make it lose more HP than it can recover
-Ice Punch also has Iron Fist boost and can be run over Ice Hammer, giving up power for not having Ice Hammer's Speed drop.
-Choice Band can give Crabominable a better offensive boost, but at the expense of being locked.
- Bulk Up is bad on Crabominable because of its awful typing, not its Speed. That said, I wouldn't bother mentioning it here.
- You can mention Drain Punch as an alternative to Earthquake, but point out Earthquake's non-contact quality and mild additional coverage tend to be more worthwhile, in addition to Drain Punch's minimal benefits already stated here.
- Ice Punch is also perfectly accurate, but mention Ice Hammer's accuracy is still workable, and its significantly higher power is usually superior.

Checks and Counters
========
**Offensive Pokemon**: Crabominable's terrible defensive type and mediocre defenses leaves Crabominable easily OHKOed or 2HKOed by anything it doesn't resist

**Faster Pokemon**: Many things outspeed Crabominable, making it lose in many 1v1 situations if it doesn't land an OHKO, it is also easily revenge killed.
These go hand-in-hand and should be merged, but more importantly, your C&C section needs a lot more expanding and work to do. You should first list sections of Pokemon that serve as primary switch-ins to Crabominable, even if they are limited (example: Slowbro switches into anything not named ThunderPunch and scares Crab out, Intimidate Incineroar switches into non-Close Combat and does the same, Garbodor's Rocky Helmet punishes Crab's STABs, especially Close Combat, etc.). Then you can list the other Pokemon that serve as softer checks (Fire-types like Delphox can switch into Ice Hammer and threaten Crab, Flying-, Fairy-, and Psychic-types punish Close Combat). BE SURE TO SPECIFY THESE EXAMPLES.

**Burn**: Crabominable being burned is very bad, offsetting its high attack.
This goes for any physical attacker really, plus you should have mentioned any particularly noteworthy burn users in the sections above.
 
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