Mega Crabominable is a Fighting/Ice-type Pokémon introduced in Generation VII and a final stage of its evolution line, with a base stat total of 578.

Mega Crabominable

Mega Crabominable

Abilities

Iron Fist

Boosts the power of punching moves.

Base Stats

Total: 578
EV Yield: 2 Attack
HP: 97
Attack: 157
Defense: 122
Sp. Atk: 62
Sp. Def: 107
Speed: 33

Mega Crabominable's Weaknesses and Resistances

Evolution Chain

Crabrawler evolves into Crabominable by leveling up at Mount Lanakila or with an Ice Stone.

Mega Crabominable is a Mega Evolution of Crabominable, not a separate evolutionary stage. The chain below shows the base species relationship.

Forms

Mega Crabominable Playthrough, Competitive, and Nuzlocke Usage

Using Mega Crabominable in a Playthrough

Crabrawler provides strong physical Fighting-type damage fairly early in Alola, but its evolution has one of the most game-dependent timing differences in this batch. In Sun and Moon it must level up at Mount Lanakila, an area the player cannot properly enter until very late in the story, so a large portion of the game is spent using the much weaker Crabrawler; Ultra Sun and Ultra Moon allow access to the mountain's base after reaching Tapu Village, making Crabominable obtainable substantially earlier. From Scarlet and Violet onward an Ice Stone can trigger the evolution, eliminating the location restriction entirely. Crabominable brings an excellent base 132 Attack and powerful Fighting/Ice STAB, with Iron Fist strengthening many of the punching moves it naturally wants to use, but base 43 Speed and weaknesses to Fire, Fighting, Flying, Psychic, Steel, and Fairy make it far less durable in practice than its 97 HP may initially suggest. Drain Punch is especially attractive in normal play because it combines STAB, Iron Fist synergy, and recovery; Ice Hammer hits much harder than Ice Punch but its imperfect accuracy and Speed drop add drawbacks, while Close Combat's defensive drops matter more in a long route or boss sequence than they do on a one-off damage calculation. Mega Crabominable, introduced much later in Pokémon Legends: Z-A's Mega Dimension content and now usable in Pokémon Champions, dramatically raises Attack and both defenses while becoming even slower, so Adamant suits maximum ordinary damage while Brave becomes especially natural under Trick Room.

Mega Crabominable in Competitive Pokémon

Standard Crabominable has always been defined by an excellent offensive concept fighting against severe structural flaws. In Generation VII it found a meaningful PU niche as a wallbreaker: base 132 Attack, Fighting/Ice STAB, Iron Fist, and coverage let it punish defensive teams, while Assault Vest and Trick Room sets could partially compensate for its poor Speed and awkward defensive typing. It never became a high-tier singles staple because base 43 Speed forces it to take hits, its six weaknesses make those hits difficult to manage, and other Fighting-types often provide more Speed, defensive utility, or consistency. Scarlet and Violet currently place the base form in ZU, where Choice Band and Bulk Up sets still exploit Ice Hammer, Close Combat or Drain Punch, Knock Off, and broad coverage, but its basic limitations remain unchanged. Mega Crabominable is a genuinely new competitive chapter rather than an old reputation: its 2026 form has 157 Attack, 122 Defense, 107 Special Defense, only 33 Speed, and Iron Fist, producing a very bulky physical breaker with exceptionally strong priority Mach Punch and powerful Drain Punch or Ice Hammer. Smogon's current Pokémon Champions dex lists Mega Crabominable in UU, and early 2026 tournament/ladder data show real usage, particularly alongside forms of speed control such as Trick Room; because the Mega has existed for only a short time, it is more accurate to describe it as an emerging competitive threat than to assign it a decades-long historical standing.

Mega Crabominable in Nuzlockes

Crabrawler can hit hard for an unevolved Pokémon, but its mediocre bulk means it is not a safe answer to every opponent that happens to be weak to Fighting. The biggest run-to-run issue in original Sun and Moon is keeping Crabrawler alive until the very late Mount Lanakila evolution point; Ultra Sun and Ultra Moon's earlier access and Scarlet/Violet's Ice Stone method greatly reduce that risk. Crabominable's high HP and enormous Attack are useful, but its Fighting/Ice typing carries six weaknesses and no immunities, while base 43 Speed means it commonly takes damage before acting. Iron Fist-boosted Drain Punch is one of its best Nuzlocke tools because it converts its offensive strength into healing, whereas Ice Hammer's 90% accuracy and Speed reduction and Close Combat's Defense and Special Defense drops introduce avoidable danger when safer alternatives can secure the same knockout. Mach Punch can provide valuable emergency priority in games where it is available, while Anger Point should never be treated as a safety strategy because intentionally relying on an enemy critical hit is the opposite of variance control. If Mega Crabominable is available under the ruleset being played, its huge defensive gains make it much more forgiving of a damage estimate that is slightly wrong, but its very low Speed and numerous common weaknesses still demand careful matchup selection.

Learnsets

67 moves · Scarlet Violet

Level Up

- Ice Punch ice type 75 100 physical move
1 Leer normal type --- 100 status move
1 Protect normal type --- --- status move
1 Rock Smash fighting type 40 100 physical move
17 Bubble Beam water type 65 100 special move
22 Brick Break fighting type 75 100 physical move
25 Slam normal type 80 75 physical move
29 Avalanche ice type 60 100 physical move
33 Reversal fighting type --- 100 physical move
37 Ice Hammer ice type 100 90 physical move
42 Iron Defense steel type --- --- status move
45 Dynamic Punch fighting type 100 50 physical move
49 Close Combat fighting type 120 100 physical move

Machine

- Ice Punch ice type 75 100 physical move
- Thunder Punch electric type 75 100 physical move
- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Ice Beam ice type 90 100 special move
- Blizzard ice type 110 70 special move
- Hyper Beam normal type 150 90 special move
- Earthquake ground type 100 100 physical move
- Dig ground type 80 100 physical move
- Swift normal type 60 --- special move
- Amnesia psychic type --- --- status move
- Rest psychic type --- --- status move
- Rock Slide rock type 75 90 physical move
- Substitute normal type --- --- status move
- Thief dark type 60 100 physical move
- Reversal fighting type --- 100 physical move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Mud-Slap ground type 20 100 special move
- Icy Wind ice type 55 95 special move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Rain Dance water type --- --- status move
- Sunny Day fire type --- --- status move
- Facade normal type 70 100 physical move
- Focus Punch fighting type 150 100 physical move
- Helping Hand normal type --- --- status move
- Brick Break fighting type 75 100 physical move
- Knock Off dark type 65 100 physical move
- Endeavor normal type --- 100 physical move
- Rock Tomb rock type 60 95 physical move
- Iron Defense steel type --- --- status move
- Bulk Up fighting type --- --- status move
- Mud Shot ground type 55 95 special move
- Close Combat fighting type 120 100 physical move
- Fling dark type --- 100 physical move
- Drain Punch fighting type 75 100 physical move
- Focus Blast fighting type 120 70 special move
- Giga Impact normal type 150 90 physical move
- Avalanche ice type 60 100 physical move
- Zen Headbutt psychic type 80 90 physical move
- Gunk Shot poison type 120 80 physical move
- Iron Head steel type 80 100 physical move
- Bulldoze ground type 60 100 physical move
- Stomping Tantrum ground type 75 100 physical move
- Liquidation water type 85 100 physical move
- Body Press fighting type 80 100 physical move
- Coaching fighting type --- --- status move
- Tera Blast normal type 80 100 special move
- Ice Spinner ice type 80 100 physical move
- Snowscape ice type --- --- status move
- Chilling Water water type 50 100 special move
- Hard Press steel type --- 100 physical move
- Upper Hand fighting type 65 100 physical move

Pokédex Entries

4 entries
Sun

It aimed for the top but got lost and ended up on a snowy mountain. Being forced to endure the cold, this Pokémon evolved and grew fur.

Moon

It just throws punches indiscriminately. In times of desperation, it can lop off its own pincers and fire them like rockets.

Ultra Sun

It stores coldness in its pincers and pummels its foes. It can even smash thick walls of ice to bits!

Ultra Moon

Before it stops to think, it just starts pummeling. There are records of its turning back avalanches with a flurry of punches.

Additional Images

PokeAPI sprites

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Mega Crabominable Biology and Behavior

Mega Evolution makes Crabominable substantially larger and bulkier, covering the ends of its enormous pincers in dense, spiked layers of ice while its body is supported primarily by its rearmost pair of ice-encased legs. Its strength rises enough that a light swing of an ice-covered fist can pulverize reinforced concrete, and it can use the oversized pincers along with its legs to help propel itself forward. Canon specifically warns that a battle between two Mega Crabominable can threaten to destroy the surrounding area, giving this newly introduced form an unusually direct statement about the environmental danger of its physical power.

Mega Crabominable Biological Data

National Pokédex
#740
Species
Woolly Crab Pokémon
Height
8' 6" (2.6 m)
Weight
557.3 lbs (252.8 kg)
Habitat
Currently Unknown
Color
White
Body Style
Armor
Gender
50% female / 50% male

Misc

Catch Rate: 60

Hatch Counter: 20

Mega Crabominable Size Comparison: BETA

Mega Crabominable is listed at 8' 6" (2.6 m) and shown in an in-chart visual comparison.

9 ft8 ft7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
crabominable-mega
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.