Best Crabominable build
FightingIce A Pokédex entry →
Generated from the game rules and this Pokémon's move pool: a solid default for a 30-minute run. Swap moves to match the cards you are offered.
Moves (4 slots)
| Slot | Move | Kind | Why | Evolves into |
|---|---|---|---|---|
| 1Core (starting move) | Karate Chop Fighting | Melee | A sharp, powerful blow straight ahead. | Close Combatneeds Power · ×1.9 damage, more range and hits in 360° |
| 2Crowd clear | Hail Ice | Meteors | Hailstones fall on enemies and slow them. | Avalancheneeds Reflexes · ×1.7 damage, +2 meteors and more radius |
| 3Close defense | Powder Snow Ice | Aura | A blizzard around you that slows foes. | Icy Windneeds Sprint · ×1.8 damage and 35% more radius |
| 4Flex / damage | Aura Sphere Fighting | Projectile | An energy sphere that never misses. | Focus Blastneeds Reflexes · ×1.8 damage, +2 projectiles, +2 pierce and bigger |
How to play the run
- Level Karate Chop first. It is your only attack at the start. Push it to level 5 with upgrade cards.
- Take Power once (+10% damage with every move.) so a golden card turns Karate Chop into Close Combat (×1.9 damage, more range and hits in 360°).
- Add Hail for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
- Enter every rift you can. Beating the legendary gives a bond: fuse Karate Chop with Hail so both fire together from one slot.
- Hold Life Orb: +30% damage, but each attack costs a little HP. Held items drop from chests and bosses; you keep one at a time.
- Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.
Level-up card priority
- Power — +10% damage with every move.evolution
- Reflexes — -8% cooldown on every move.evolution
- Sprint — +7% movement speed.evolution
- Vigor — +20 max HP (and heals it).
Items
Life Orb — +30% damage, but each attack costs a little HP.
Alternative: Choice Band — +40% damage, but you can't switch moves.
Permanent upgrades first
- Repertoire (Start with 2 moves, 1,500 coins to max)
- Strength (+4% damage, 5,050 coins to max)
- Reflexes (-3% cooldown, 3,340 coins to max)
- Critical Hit (+3% critical chance (x1.5 damage), 6,300 coins to max)
Best weather
Snowfall: Ice is boosted; the rest suffer and slow down.
Super effective against
NormalGrassIceGroundFlyingRockDragonDarkSteel
Best rift arenas for this build
- Red Desert (Groudon, Landorus, Zygarde)
- Dragon Sanctuary (Latias, Latios, Rayquaza, Dialga…)
- Sky Peak (Articuno, Zapdos, Moltres, Lugia…)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Crabominable build in PokéSurvivor?
Karate Chop, Hail, Powder Snow, Aura Sphere, holding Life Orb. Take Power, Reflexes, Sprint so the moves can evolve at max level.
What item should Crabominable hold?
Life Orb (+30% damage, but each attack costs a little hp.) If you find Choice Band first, it is a good alternative.
How do Crabominable's moves evolve?
Karate Chop → Close Combat (needs Power); Hail → Avalanche (needs Reflexes); Powder Snow → Icy Wind (needs Sprint); Aura Sphere → Focus Blast (needs Reflexes).
Game data from PokéSurvivor · Last updated