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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Crabominable sits at a 0.05% usage rate and rank 203 in singles, firmly on the fringe. The Fighting-Ice typing grants broad coverage and Iron Fist boosts its punch moves, yet a base 43 Speed means it almost always moves last, and six weaknesses (Fire, Fighting, Flying, Psychic, Steel, Fairy) leave it vulnerable to revenge kills. It registers only 0.29% usage overall, with zero appearances in the top 300 of the ladder or in tournament play, marking it as an experimental pick.
Playstyle:Adamant 32/32/0/0/2/0 dominates at 73.4%, dumping everything into HP and Attack while surrendering Speed for survivability. A second Adamant spread holds 14%, and a Careful variant takes 4.4%. Drain Punch at 25% and Mach Punch at 24% form the sustain-and-priority backbone, while Ice Hammer at 23.8% delivers the Ice STAB nuke and Thunder Punch at 19% patches Steel-type coverage. Three of four slots are Fighting, giving near-constant Iron Fist-boosted damage. Earthquake at 4.2%, Ice Punch at 1.2%, and Bulk Up at 1.1% round out the fringe. Crabominite and Iron Fist are universal at 100%.
Doubles usage climbs slightly to 0.16% at rank 157, still niche but less invisible than in singles. Crabominite and Iron Fist remain locked at 100%, and the low Speed stat demands heavy support from partners for both protection and speed control.
Playstyle:The doubles movepool mirrors singles but with Protect jumping to 21.1% as the most common slot, while Ice Hammer and Drain Punch tie at 20.4%. Mach Punch holds 10.6%, Thunder Punch 6.3%, Close Combat 4.6%, Ice Punch 4.2%, and Rock Slide 3.8%. Protect's rise reflects the higher survival pressure of doubles formats. On spreads, Brave 32/32/0/0/2/0 leads at 35.7%, fully surrendering Speed; the same Adamant spread takes 16.6%, and Brave 32/32/2/0/0/0 holds 15.5%, investing 2 points into Defense to tank physical hits. Brave accounts for over half of all sets, indicating Speed is largely written off. Farigiraf leads teammates at 11.4% as the Trick Room setter that gives Crabominable a window to act; Kingambit at 6.3% and Incineroar at 4.7% provide protection and utility; Torkoal at 5.4% enables sun-powered Fire allies; Sinistcha at 4.6% brings trap momentum.
Crabominable barely registers in singles play. The 0.04% overall usage rate and absent rank confirm it is not a common choice. A Speed of 43 and a defensive chart that folds to Fighting, Fire, Flying, and Steel at double or quadruple effectiveness leave it without a stable foothold in a metagame defined by fast, hard-hitting threats.
Playstyle:Only 67 singles games inform this picture, and the build is almost entirely locked into Iron Fist plus Focus Sash: 77.6% run Adamant 7/32/1/0/1/25, committing bulk EVs mostly to physical defense and leaning on Ice Hammer and Close Combat as the core output. Iron Fist at 91% lifts Mach Punch and Thunder Punch alongside them, while the 80.6% Focus Sash lets it survive a hit and revenge slower threats, which is about all it can offer in this format.
A 0.08% usage rate and rank 237 in doubles confirm Crabominable as a fringe pick rather than a meta presence. The 50% Brave 32/32/0/0/2/0 spread paired with Hyper Cutter at 80.9% clearly points to a Trick Room pivot whose 43 base Speed is pushed down to nearly zero.
Playstyle:The doubles build centers on Hyper Cutter, not Iron Fist, and the 50% Brave 32/32/0/0/2/0 spread pushes Speed to its floor so the Pokémon operates as a slow retaliator under Trick Room. Ice Hammer leads at 22%, with Close Combat at 18.5% and Protect at 18.1% close behind. Wide Guard at 10.9% takes on a role absent from singles, shielding partners from spread moves, which is a split the 2.2% Protect in singles does not. Focus Sash at 42.6% and Life Orb at 33.3% dominate items: the sash for a one-time survival pivot, the orb to stack power into Ice Hammer and the punching moves. An 11% Iron Ball share further reduces Speed, squeezing maximum value out of Trick Room.