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No. 0740 B
Crabominable

Crabominable

Region
Alola · 7ª generation
Rarity
Rare
Attack side
Physical
As an enemy
Tank
Recommended build B
  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Rolling Kick → High Jump Kick

Group damage 9,790/s (3,522 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Karate Chop → Close Combat Melee · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Body Slam → Giga Impact Melee · evolves with Power
  4. Bond 3: add to the group Rolling Kick → High Jump Kick Spin · evolves with Sprint

Group damage 9,790/s (3,522 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint up to 2
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Ice Beam → Blizzard
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Karate Chop Fighting Physical Melee 79 516 1,414Power
Body Slam Normal Physical Melee 81 396 1,086Power
Rolling Kick Fighting Physical Spin 80 352 1,021Sprint
Tackle Normal Physical Melee 63 350 961Vigor
Quick Attack Normal Physical Dash 95 398 947Sprint
Rapid Spin Normal Physical Spin 65 286 831Sprint
Aura Sphere Fighting Special Projectile 28 186 814Reflexes
Ice Shard Ice Physical Homing 40 272 784Reflexes
Hyper Beam Normal Special Charge 141 417 751Power
Ice Beam Ice Special Beam 66 249 651Power
Substitute Normal Physical Turret 40 227 575Armor
Hail Ice Special Meteor 42 194 548Reflexes
Hyper Voice Normal Special Nova 46 205 535Reflexes
Powder Snow Ice Special Aura 51 282 508Sprint
Dynamic Punch Fighting Physical Stun 57 191 495Power
Vacuum Wave Fighting Special Shove 66 236 454Armor
Freeze-Dry Ice Special Stun 37 124 323Power
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Fire×1.6
  • Fighting×1.6
  • Flying×1.6
  • Psychic×1.6
  • Steel×1.6
  • Fairy×1.6

Resists

  • Ice×0.6
  • Bug×0.6
  • Dark×0.6
  • Rock×0.96

Sprites by

baronessfaron, Chesyon, Soulja. SpriteCollab, CC BY-NC 4.0.