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Mega Evolution

Mega Crabominable

Iron Fist boosts all punching moves by 1.2× — Ice Hammer becomes a 120 effective base power physical Ice attack, and Ice Punch becomes reliable STAB coverage.

fightingice

Requires: Crabominite

New ability

Iron Fist

Boosts the power of punching moves by 1.2×. Punching moves include Ice Punch, Ice Hammer, Fire Punch, Thunder Punch, Drain Punch, Mach Punch, Bullet Punch, Shadow Punch, and others. The boost applies to any move tagged as a punch.

Champions exclusive: Mega Crabominable does not exist in mainline Pokémon games. This Mega was introduced in Pokémon Champions.

Mega Crabominable is a physical attacker built around punch-based moves boosted by Iron Fist. Ice Hammer (100 base power Ice move, lowers Speed after use) becomes 120 effective base power after Iron Fist, plus Fighting/Ice STABSTABmechanicSame-Type Attack Bonus: a move deals ×1.5 damage when its type matches one of the user's types.Click to read more →. Drain PunchDrain PunchmoveA Fighting-type physical move that heals the user for half the damage dealt.Click to read more → (recovers HP) provides Fighting STAB while healing. The combination makes Mega Crabominable surprisingly durable for a physical attacker.

Fighting/Ice is one of the best offensive type combinations. Fighting covers Normal, Steel, Rock, Ice, and Dark. Ice covers Dragon, Flying, Grass, and Ground. Together, very few Pokémon avoid both types’ super-effective hits.

Ice Hammer trade-off

Ice Hammer lowers Mega Crabominable’s Speed by one stage after each use. This seems like a downside, but on Trick RoomTrick RoomstrategyFor 5 turns, slower Pokémon move first. Reverses the entire speed game — a strategy that builds teams around very slow attackers.Click to read more → teams this is actually beneficial — lower Speed means it moves first under Trick Room. Ice Hammer synergizes perfectly with Trick Room strategies.

Drain Punch sustainability

Drain Punch recovers 50% of the damage dealt as HP. Combined with decent bulk and Trick Room, Mega Crabominable can stay on the field for multiple turns while recovering from damage.

What stops it