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Crabominable (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Crabominable
By
leveling up
Generation VII
Other generations:
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Ice Punch
Ice
Physical
075
75
100
100%
15
01
1
Bubble
Water
Special
040
40
100
100%
30
01
1
Rock Smash
Fighting
Physical
040
40
100
100%
15
01
1
Leer
Normal
Status
0000
—
100
100%
30
01
1
Pursuit
Dark
Physical
040
40
100
100%
20
Evo.
Evo.
Ice Punch
Ice
Physical
075
75
100
100%
15
05
5
Rock Smash
Fighting
Physical
040
40
100
100%
15
09
9
Leer
Normal
Status
0000
—
100
100%
30
13
13
Pursuit
Dark
Physical
040
40
100
100%
20
17
17
Bubble Beam
Water
Special
065
65
100
100%
20
22
22
Power-Up Punch
Fighting
Physical
040
40
100
100%
20
25
25
Dizzy Punch
Normal
Physical
070
70
100
100%
10
29
29
Avalanche
Ice
Physical
060
60
100
100%
10
33
33
Reversal
Fighting
Physical
0000
—
100
100%
15
37
37
Ice Hammer
Ice
Physical
100
100
090
90%
10
42
42
Iron Defense
Steel
Status
0000
—
00—
—%
15
45
45
Dynamic Punch
Fighting
Physical
100
100
050
50%
5
49
49
Close Combat
Fighting
Physical
120
120
100
100%
5
Bold
indicates a move that gets
STAB
when used by Crabominable
Italic
indicates a move that gets STAB only when used by an evolution of Crabominable
By
TM
Generation VII
Other generations:
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM01
TM01
Work Up
Normal
Status
0000
—
00—}}
—%
30
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM07
TM07
Hail
Ice
Status
0000
—
00—}}
—%
10
TM08
TM08
Bulk Up
Fighting
Status
0000
—
00—}}
—%
20
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM13
TM13
Ice Beam
Ice
Special
090
90
100}}
100%
10
TM14
TM14
Blizzard
Ice
Special
110
110
070}}
70%
5
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM26
TM26
Earthquake
Ground
Physical
100
100
100}}
100%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM39
TM39
Rock Tomb
Rock
Physical
060
60
095}}
95%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM46
TM46
Thief
Dark
Physical
060
60
100}}
100%
25
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM52
TM52
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TM55
TM55
Scald
Water
Special
080
80
100}}
100%
15
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM59
TM59
Brutal Swing
Dark
Physical
060
60
100}}
100%
20
TM66
TM66
Payback
Dark
Physical
050
50
100}}
100%
10
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM71
TM71
Stone Edge
Rock
Physical
100
100
080}}
80%
5
TM78
TM78
Bulldoze
Ground
Physical
060
60
100}}
100%
20
TM79
TM79
Frost Breath
Ice
Special
060
60
090}}
90%
10
TM80
TM80
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Crabominable
Italic
indicates a move that gets STAB only when used by an evolution of Crabominable
By
breeding
Generation VII
Other generations:
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Amnesia
Psychic
Status
—
—%
20
Endeavor
Normal
Physical
—
100%
5
Superpower
*
Fighting
Physical
120
100%
5
Wide Guard
Rock
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Crabominable in Generation VII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Crabominable in that game.
Bold
indicates a move that gets
STAB
when used by Crabominable
Italic
indicates a move that gets STAB only when used by an evolution of Crabominable
By
tutoring
Generation VII
Other generations:
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Block
Normal
Status
—
—%
5
S
M
US
UM
Drain Punch
Fighting
Physical
75
100%
10
S
M
US
UM
Dual Chop
Dragon
Physical
40
90%
15
S
M
US
UM
Endeavor
Normal
Physical
—
100%
5
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Iron Defense
Steel
Status
—
—%
15
S
M
US
UM
Iron Head
Steel
Physical
80
100%
15
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Superpower
Fighting
Physical
120
100%
5
S
M
US
UM
Thunder Punch
Electric
Physical
75
100%
15
S
M
US
UM
Zen Headbutt
Psychic
Physical
80
90%
15
A black or white abbreviation in a colored box indicates that Crabominable can be tutored the move in that game
A colored abbreviation in a white box indicates that Crabominable cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Crabominable
Italic
indicates a move that gets STAB only when used by an evolution of Crabominable
By a prior
evolution
Generation VII
Other generations:
VIII
-
IX
Stage
Move
Type
Cat.
Pwr.
Acc.
PP
Crabhammer
Water
Physical
100
90%
10
Bold
indicates a move that gets
STAB
when used by Crabominable
Italic
indicates a move that gets STAB only when used by an evolution of Crabominable