Mega Pinsir has 65/120/90 and is faster, so you can't really compare their abilities to set-up.I still think that the ability to go +6 at the cost of a fourth of your HP with a good amount of bulk is better than Crawdaunt's set-up sweeping capabilities.
And you said choice band in the ferro calc, so i assumed you would be staying in agasint it. If crawdaunt becomes popular then ferros will switch out off a one that isn't locked in on a move, because crawdaunt won't pass up Adaptibility Knock Off. And would you want your ferro to lose its lefties/rocky helmet?
I think the Pros of crawdaunt are:
-Better pure wallbreaker
-Stab Adaptibility Knock Off
-Has good coverage.
Cons:
-realatively poor defensive typing
-Defences of a wet piece of toliet paper
-Is outclassed as a set-up sweeper by practically every set-up sweeper in OU
-is weak to both halves of volturn
-only a mother could love that face
Pros of azumarril(for comparision):
-Has utility outside if wallbreaking if you are using it as such.
-has the great combo BD+STAB priority
-great typing
-good bulk
-is adorable
Cons:
-is weak to half of volturn
-has a bit of 4MSS on BD sets.
-is as slow as all hell.
+2 252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 0 Def (custom): 234-278 (68.6 - 81.5%) -- guaranteed 2HKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def (custom): 318-375 (93.2 - 109.9%) -- 56.3% chance to OHKO
+2 252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 0 HP / 0 Def (custom): 588-691 (172.4 - 202.6%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Waterfall vs. 0 HP / 0 Def (custom): 634-747 (185.9 - 219%) -- guaranteed OHKO
The value '+6' is wayyyy overrated. Even at +2, Crawdaunt is matching the damage of a +6 Azumarill. The fact that you are at +6 means you cannot potentially get any higher boosts against stuff like Rest and Protect users, whereas Crawdaunt can make use of it to get to +4 or more.
Crawdaunt's bulk physically is not as frail as you are making it sound. It is bulkier than Sylveon, Drifblim, and the likes in terms of Skarmpoints, and for instance Drifblim in fact can be EV-ed to survive unSTABed Stone Edge. Though I admit its special bulk is terrible, even losing to Farfetch'd.
Another thing about BellyAzu is that it is like PH-Xerneas. It hits hard but it only has 1 chance to set up a sweep. On the other hand, Crawdaunt can come in and set up multiple times in a match.
So in a nutshell, the advantages of each are as follows, summing up this post and previous posts
Crawdaunt:
- WAY better wallbreaker
- Better STAB coverage hence less prediction intensive
- Slightly faster (can outspeed 0 spd Rotom)
- Hits significantly harder on CB set
- Can set up multiple times in a match if forced out
- No 4MSS in SD set
Azumarill:
- Better at defeating threats that avoids the 2HKO from both, or faster threats that can take an Aqua Jet
- WAY better defensive typing
- Significantly bulkier, especially on the special side
- Hits marginally harder on set-up sets
Technically, Crawdaunt and Azumarill are not in direct competition with each other for a team slot. It's like how it is wrong to say Entie is better than Emboar because it is bulkier. The fact is they have their own distinct roles. Neither can replace each other's role because Azumarill will never be able to break apart walls as easily as Crawdaunt. On the other hand, Crawdaunt will also be unable to switch in as freely as Azumarill, or afford to miss 3HKOs which Azumarill can afford to miss. The bottom line is: neither is considered to really outclass the other, pick what your team need, not whichever one is 'better'.