What it does
When Anger Point's holder takes a critical hit, its Attack jumps straight to +6 — the maximum, equivalent to three Swords Dances at once.
The catch is critical hits. Normal moves have a roughly 4% critical hit rate in Gen 9 (1/24). You can't reliably trigger this through random crits. But two moves always crit: Frost Breath and Storm Throw. In doubles, a partner running either move can deliberately target your own Anger Point user, triggering the +6 Attack boost on demand.
At +6, a Crabominable with base 132 Attack hits hard enough to one-shot most targets that aren't specifically built to wall it. The math is basically irrelevant — you're not playing damage calcs at that point, you're just clicking a move and watching things faint.
Who runs it
Krookodile (1%): Dark/Ground with base 117 Attack. The typing gives it good coverage once boosted, but the 1% usage is honest — this strategy rarely fires consistently enough to justify a team slot.
Crabominable (11%): Ice/Fighting with base 132 Attack. This is the main carrier. Fighting STAB at +6 clears through almost anything, and its Ice typing creates specific matchup angles that matter when you're building around the trigger strategy.
How to use it
Forget random crits as a strategy. In doubles: build around a partner with Frost Breath or Storm Throw. Turn 1, use Fake Out on one opposing Pokémon. Turn 2, the partner hits your Anger Point user with the guaranteed crit move. Turn 3, the +6 Attack Pokémon goes to work.
The tricky part is the damage your Anger Point user takes from the trigger hit — Frost Breath deals real damage. You need your carrier to survive that hit, which means EV investment in bulk matters.
Tips & strategy
If your carrier gets KO'd before firing, the whole setup was wasted. That's the ceiling this ability runs into. Crabominable's bulk makes it the better choice over Krookodile specifically because it can absorb the partner hit.
Opponents who recognize the setup will hard-target your Anger Point user immediately, so timing the trigger for a turn when the opponent can't interrupt is the real skill expression. Haze or Clear Smog from the opponent erases the +6 entirely — if you see that in their team, plan around it.