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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 2026-05)
Mega Crabominable sits at 0.22% usage at the high Singles ladder (0.92% overall), ranked 144th — a niche pick. Even after Mega Evolution its Speed remains low, so the set leans on Mach Punch to finish weakened foes or on team support to enable entry. Iron Fist-boosted Ice Hammer and Drain Punch provide notable power, and the Fighting/Ice dual coverage is useful against Dragon and Flying types. However, 0 appearances in ladder Top 300 teams reflects its fragility and limited ceiling in high-level singles.
Playstyle:Set is fully locked into Mega Stone (100%), Iron Fist ability (100%). Standard nature is Adamant; Brave (zero-Speed) sees play in Trick Room variants. Core moves: Mach Punch (23%) for priority, Drain Punch (22.4%) for sustain, Ice Hammer (19.4%) for powerful Ice-type output, Earthquake (8%) or Thunder Punch for coverage. Top teammates: Slowking-Galar (12.2%) for special support, Mimikyu (7.4%), Snorlax (6.9%). The Trick Room variant (paired with Torkoal or Ampharos-Mega) lets Drain Punch act as priority healing under reversed speed — a point highlighted explicitly in player commentary.
Mega Crabominable registers 1.04% usage at the high Doubles ladder (2.36% overall), ranked 69th — comfortably in the 'good' tier. Mach Punch's priority value is amplified in doubles where finishing weakened targets is critical; Wide Guard protects partners from spread moves; Iron Fist-boosted Ice Hammer deals massive damage under Trick Room. Player commentary explicitly names it as a 'core attack unit' in Trick Room teams: 'Ice Hammer OHKOs Garchomp, Fighting moves counter Kingambit; Wide Guard shields teammates from spread moves.'
Playstyle:Doubles sets almost exclusively run Brave nature (41.1%+25.8% in top spreads) to maximize Trick Room last-move timing. Mega Stone (100%), Iron Fist (100%). Core moves: Ice Hammer (23.6%) as primary nuke, Protect (19.6%) for positioning, Mach Punch (19.3%) for priority finishes, Drain Punch (18.8%) for sustain, Close Combat (6.2%) for burst damage. Top teammates: Farigiraf (15%) sets Trick Room, Kingambit (11.6%) covers different threats, Camerupt-Mega (9%) as co-Trick Room attacker, Incineroar (7.3%) for Fake Out support. Player commentary describes the full Trick Room attack core with Mega Crabominable as a key component — 'Ice Hammer OHKOs Garchomp, Fighting moves answer Kingambit.'
Crabominable registers a negligible 0.01% usage at the high Singles ladder (rank 230). The base form is essentially unplayable: Speed 43 means it almost always moves last in a 6v3 format that rewards action speed; its Fighting/Ice typing carries five weaknesses (Fire, Flying, Poison, Psychic, Rock), making safe switch-ins nearly impossible. Without Mega Evolution access in this form, it competes poorly against the array of Mega-capable Fighting-types available.
The base Crabominable registers 0.01% usage at the high Doubles ladder (rank 238), making it effectively absent from competitive doubles. Wide Guard and Mach Punch have some niche value in doubles, but Speed 43 under Trick Room is still outperformed by the Mega form. The Fighting/Ice type combination's multiple weaknesses make it a liability without the Mega stat improvements, and it cannot compete with its own evolved alternative.