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Community POTW #106

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next one. The RNG has spat out a decent Pokémon, albeit a rather underutilised one.

342.png


It's Crawdaunt, the interesting Water/Dark-type Pokémon. It's capable of some decent stuff, and with Adaptability, it can do even more damage!

http://www.serebii.net/pokedex-bw/342.shtml

Go nuts
 

ilucado

Blaine's Style!
Dragon Shrimp!?

Item: Lum Berry
Nature: Jolly
EVs: 252 HP/ 200 Sp Def / 56 Def
Ability: Adaptability
Moveset:
- Crunch
- Crabhammer / Waterfall
- Dragon Dance
- Substitute / Aerial Ace / Superpower

Crawdaunt is one of my favorite pokemon of all time! But enough of that... This is a bulkier set to Crawdaunt, because if you can't get this fella 2 DD it can't do much sweeping (he only has 55 base speed, and after 1 DD it only reaches to 78). Adaptability works great on him, because he has 2 types: Dark and Water, so Crunch and Crabhammer are the strongest moves in his arsenal! (Waterfall is 80-100 and CrabH is 90-90). DD is to help him to raise his speed and his already huge attack. For the last slot is a matter of what you want Big Shrimp to do... Sub can give you an opportunity to get one DD up and evade a WoW, Aerial Ace gives coverage to fighting and grass types, Superpower, for extra power/damage! Lum berry IS the best option in my opinion, because a Toxic or a Burn will really ruin your day!

CYA LATER!
 

SkyDriver

Hiding in the grass
Crawdaunt @ Choice Band
Adamant
Adaptablilty
252 Hp/252 Atk/4 Def
-Waterfall/CrabHammer
-Crunch
-Return
-SuperPower

Choice Band.Just hit hard with STAB moves, as it isnt going tolast long anyways,cuz it'sfrailas a Barboach. Waterfallis accurate STAB, crab hammer is more powerful. return is for ... who knows?
Superpower for Steels
 

paipr_christian

grass type fan.
a crawdaunt-ing task!
 

Lucario Fan

Well-Known Member
Ability: Adaptability
Item: Muscle Band
Moves: Crabhammer, Crunch, X-Scissor, Waterfall
 

Meowmeow

selfproclaimed guru
Crawdaunt is a very overlooked threat. Sure it has little bulk and has speed issues, but what Crawdaunt has is pinch value. Trick Room is tailor-made for this crustacean. With a wonderful base 120 attack and a passable base 90 special attack, this guy can rip unprepared teams to shreds. Outside of Trick Room, the shellfish has access to Dragon Dance to boost its attack and speed. Crawdaunt's movepool does have a few holes, but it's nothing to laugh at. It has Waterfall and Crabhammer for water STAB, Crunch for dark STAB, a coverage move in Superpower and Ice Beam, Rock Slide, X-Scissor, and boosting moves in Swords Dance and Dragon Dance. Dream World also presented Crawdaunt with Adaptability, which makes Crawdaunt's STAB moves apocalyptic.
What's wrong with Crawdaunt? Low bulk and speed. Throw in weaknesses to bug, electric, fighting, and grass. Not only that, Crawdaunt's STAB is punishable. Gastrodon can safely switch in on water with Storm Drain and Justified abusers will use that dark STAB.
 

rc52

Member
Ryan's PokeNalysis
Crawdaunt. This is indeed a very interesting Pokemon. It's got huge Attack, boosted further by Adaptibility, and decent Special Attack to go with it. However its Speed and defenses are horrendous. Sure, it's got Dragon Dance to alleviate its Speed issues, but that only takes care of one half of the spectrum. Even worse, no matter how fast it gets, Mach Punch and Vacuum Wave, especially the latter, will wreck it. However, don't let that send you away; its offenses and typing alone make it a very good Pokemon, as it has 5 resistances and one immunity. That, Dragon Dance, Adaptibility, and Water/Dark coverage instantly spell "wallbreaker". However, Dragon Dance can give it deadly sweeping capabilities, so if you can't put it down quickly...look out.

Abilities
Hyper Cutter: This ability isn't that great. Sure, you don't get your Attack dropped by the wayward Intimidate, but not only does it not apply to self-inflicted statdowns like the one from Superpower, but it doesn't prevent your attack from dropping in the event of a burn. Thus this ability will always be outclassed by Adaptibility.
Shell Armor: This ability is even less useful on Crawdaunt. Since it's as frail as it is, there is really not that much of a point at all in running it.
Adaptibility: This ability makes Crawdaunt what it is: A fearsome menace. Increasing the power of STAB moves even further to add to that 120 base Attack is totally nuts.

Really Sticks In My Crawdaunt
- Waterfall / Crabhammer
- Crunch / Fling
- Superpower
- Swords Dance
Item Attached: Life Orb / Iron Ball
Ability: Adaptibility
EVs and Nature:
252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, Spd)

If you look at Crawdaunt's base 55 Speed and think Trick Room, I don't blame you. It's basically the usual set tweaked around for the Trick Room. Waterfall and Crabhammer need no explanation. Crunch doesn't either, but Fling...this is where my creativity kicked in. It might instantly be labeled "gimmick", but when used in conjunction with an Iron Ball and at +2, it can OHKO so many things that it's sickening. Whatever it doesn't OHKO another move can easily dispose of it afterward. Superpower only undoes half of a Swords Dance boost and the defensive side doesn't matter if you totally smash something. Swords Dance is obviously the better option for Trick Room Crawdaunt.

Other Options for Crawdaunt
Not too many. Brick Break, Double-Edge, Knock Off, Payback, Retaliate, Special moves, X-Scissor.
Double-Edge gives you some nice power that could prove useful on a Choice Band set.
Knock Off removes the opponent's item, which gives Crawdaunt better chances to break that wall.
Payback gets a mention just to say don't use it. Even though though it is slow, it can't take hits well enough to use it effectively, and it gets Crunch, anyway.
Retaliate decimates something that Crawdaunt would revenge kill, but honestly it's better to go in and hammer them with a STAB move.
Special moves are usable thanks to its 90 base Special Attack + Adaptibility, but it has no way to boost them outside of items.
X-Scissor, like Double Edge, will see some use in certain situations, but it would usually be to destroy Grass-types and opposing Dark-types and not a whole lot else to add on to that besides maybe Weavile.

Partners
Down in the valley of RU, I have found that an awesome partner is Cryogonal. It sponges special hits while spinning away hazards and eliminating some Pokemon that would get in Crawdaunt's way. As for the rest, whatever can clear Crawdaunt's weaknesses is a-okay. You need to get rid of Electrics, Grasses, Fighters and Bugs before Crawdaunt can sweep with no fear if that's your intent. Entry hazards are also a pain. Bug/Flying Pokemon like Yanmega can take care of most of those weaknesses but have to watch out for the Electrics and Stealth Rock. A Pokemon like Donphan can take care of spinning and Electric types but most carry Hidden Power [Ice] so it needs to be ready. If you're taking this Pokemon to Standard, you're not crazy, I assure you. It will be awesome with Rain support, making that already-frightening Waterfall or Crabhammer even more powerful.

Countering Crawdaunt
A strong attack will put it down, but thanks to its nice number of resistances Crawdaunt can switch in on a number of Pokemon and set up in their face, including but not limited to Slowbro, Heatran, Uxie, Steelix, and Skarmory. Its surprising ability to set up means one boost and its list of counters disappears very quickly. If you want a revenge killer, you will have to either get something really fast, something with a priority Fighting move, or something that can miraculously take its STABs and return fire. Honestly, find something to throw in front of it that can beat it before it sets up and you're good to go; however, just beware that whether it gets to +2 or not can be the difference between it going down and it sweeping an entire team.
 
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Ghosts of the Forums

Who Ya Gonna Call?
because no else is oing it.

Crawdaunt @Choice Specs
Modest
Adaptability
252hp 252sp.atk 4spe
-Surf/Scald
-Dark Pulse
-Hidden Power (/fighting/fire)/Ice Beam
-Sludge Bomb/Hidden Power (fighting/fire)/ Ice Beam
we (i dont know why i said that, i'm referring to the community) would prefer to use hidden power and ice beam, but sludge bomb is an option, if you need a sucky regular poison chance.
 

Furret Master

Champion Seeker
Overview:
Crawdaunt is a Pokemon that is not seen very often despite having some good qualities. Having Base 120 Attack and Base 90 Sp. Attack is pretty great and allows Crawdaunt to get moves from either physical or special. It also has access to Dragon Dance, which can make him terrifying. Crawdaunt was also blessed with Adaptability from the Dream World, making his same-type moves even more powerful. Water/Dark also has pretty good coverage offensively, and Crawdaunt has coverage moves to fill in most of the holes. What holds Crawdaunt back? Base 55 Speed is a letdown, and 63/85/55 defensively is not good. On top of that, Water/Dark is weak to Grass, Bug, Electric, and Fighting, some of which are common types. Still, a properly set-up Crawdaunt is nothing to sneeze at, as it can be quite devastating.

Abilities:

Hyper Cutter: Prevents Crawdaunt's Attack stat from being lowered except from secondary effects of its own moves. An okay ability, but Crawdaunt has a better choice.
Shell Armor: Prevents Crawdaunt from being hit with a critical hit. Again, an okay ability, but not great in the face of his last ability.
Adaptability: Same-type Attack Bonuses go from *1.5 to *2. This is the ability to use, as Crawdaunt can really dish out the damage from its Water and Dark-type moves. Choose this ability on basically every set.

Movesets:

The dancing dragon... I mean, crab
-Dragon Dance
-Waterfall
-Crunch
-Superpower/Brick Break/Substitute
Item: Life Orb/Leftovers
Ability: Adaptability
Nature: Jolly
EVs: 4 HP, 252 Attack, 252 Speed

This set turns Crawdaunt into a terrifying sweeper if given the chance. Dragon Dance boosts Crawdaunt's Attack and Speed by one stage each, which gives Crawdaunt even more power and helps patch up its middling Speed. Waterfall is a good Water move, and the flinch chance might come in handy if Crawdaunt gets fast enough. Crunch is Dark STAB with good power and a possible chance to drop the foe's Defense. Both of the above moves are ridiculously powerful with Adaptability. The last move is a bit complicated. Superpower gives great coverage and is very powerful, but the Attack and Defense drop makes it a bit counter-intuitive to a boosting set. In that case, Brick Break is an alternative that won't cause self stat-drops but is significantly weaker. Substitute can be used to allow for setting up, but the loss of the Fighting-type move can cause issues against Ferroseed.

The Jolly nature boosts Crawdaunt's Speed, while the EVs max out his Attack and Speed, with the 4 leftovers in HP (although they can go into either defense stat if you wish). Life Orb is great for boosting the power of Crawdaunt's moves, but Leftovers should be used if you are running Substitute.

Choice Band
-Waterfall/Crabhammer
-Crunch
-Superpower
-Return
Item: Choice Band
Ability: Adaptability
Nature: Adamant
EVs: 4 HP, 252 Attack, 252 Speed

This set skips the boosts and just goes to hitting hard right off the bat. The choice between Waterfall and Crabhammer is power versus accuracy and PP. Waterfall is more realiable with 100 accuracy and more PP. Crabhammer has some use as it is more powerful and a better secondary effect in a higher critical-hit chance, since a flinch chance on Waterfall is less useful on a set where Crawdaunt is slower. Waterfall is still the better choice, though. Crunch is the Dark STAB. Superpower gives good coverage and is better on this set, since Choice sets involve a lot of swithcing out. Return is a filler move with good coverage alongside the Water-type move, but it is mostly filler.

The nature choice here boosts Crawdaunt's Attack, which reaches 558 with the Choice Band boost. The EVs are the same as above.

Other Options:
-A mixed set can be done with Ice Beam as a special move. This is not necessary, however, as Crawdaunt can muscle through with the moves it has and Adaptability.
-Swords Dance can replace Dragon Dance on the boosting set, but the Speed boost is more important.
-X-Scissor and Rock Slide are some other physical coverage moves, but Crawdaunt really only needs the moves listed above to get good coverage.

Counters:
Taking out Crawdaunt isn't terribly difficult, considering it's defenses are not that good. Super-effective special moves are the best choice. Crawdaunt is also slow before any boosts from Dragon Dance, so fast threats can take it down before it can strike. Galvantula, Manetric, and Rotom can strike with STAB Thunderbolt before Crawdaunt can attack, especially if they are holding a Choice Scarf. A great counter to Crawdaunt is Poliwrath, as Circle Throw hits super-effectively as well as forcing Crawdaunt out. Even still, Crawdaunt can be very difficult to take down due to sheer power and any Speed boosts it might get if it is running Dragon Dance. Take care as you fight against him, or you could be in some serious trouble.
 

Ryan7437

Banned
Defensive Crawdaunt!

Crawdaunt @ Leftovers
Impish Nature, Adaptability.
252 Defense EV's, 252 HP Ev's, 4 Attack EV's
~ Substitute
~ Toxic
~ Iron Defense
~ Knock Off

Offensive Crawdaunt!

Crawdaunt @ Life Orb
Adamant Nature, Adaptability.
252 Attack EV's 252 Defense EV's, 4 Speed EV's
~ Crabhammer
~ Dragon Dance
~ Superpower
~ Crunch
 

flashtone

Active Member
The Lobster Mobster

Life Orb
Jolly 252HP/252 Attack/4 Sp D
Adaptability
Crunch
Waterfall
Dragon Dance
Aeriel Ace

Set up with DD and sweep with Waterfall and Crunch. Aa IS TO COVER THE GRASS WEAKNESS.
 

sbktdreed

Veteran Trainer
All-Physical
Shell Armor w/ Life Orb/Muscle Band/Scope Lens
Adamant/Brave w/ 252 Attack, 252 Defense, 6 HP
Crabhammer/Waterfall
Payback/Crunch/Night Slash
Brick Break/Rock Slide/Aerial Ace/Superpower
Hone Claws/Swords Dance/Brick Break/Rock Slide/Aerial Ace/Superpower

All-Special
Adaptability w/ Life Orb/King's Rock
Modest/Quiet w/ 252 Sp Attack, 252 Defense, 6 HP
Scald/Surf
Dark Pulse
Ice Beam
Sludge Bomb

Partners (for Double and Triple Battles)
Drizzle Politoad or Rain Dance-users
Trick Room-users
Water Absorb-users if using Surf
Light Screen-users

Countering
High defense and sp attack with Electric/Fighting/Grass/Bug-type moves like Tangrowth, Thunderbolt Weezing, Magnezone, Mow/Wash/Fan/Frost Rotom, or Signal Beam Gorebyss.
 
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Soperman

The One and Only
Crawdaunt is one of those pokemon that has a ability, great movepool and great stats for those moves, but terrible everything else. He has been screwed over with terrible Speed and Hp and some of the worst typing in the game, Water and Dark, giving him weaknesses to two of the most common types in the entire freaking metagame, those being Fighting and Electric. (Please note: I'm saying two weaknesses that are extremely common, among the top five in move-type usage (See: Thunderbolt, Thunder, Volt Switch)) He's also weak to Grass and Bug, which are a lot more common in the lower tiers. All of these, combined with the fact that he's blessed with one of the best abilities in the game and a great move-pool to boot, really annoys me. On to the abilities.

Hyper Cutter: Prevents other pokemon from lowering your Attack. Meh, and utterly useless compared to his finally ability.
Shell Armor: Prevents crits. Not that great either. But then we have...
Adaptability(DW): Some say Wonder Guard is the best ability. Others will argue it's Multiscale. Some even say abilities like Mold Breaker. But me, I think Adaptability is the most powerful ability any pokemon can ever have in the game. Rather than having just a 1.5 boost for your STAB attacks, every move of your type is times 2. This means all of your attacks are automatically Super-Effective. So moves like Crabhammer have a base power of 180, and in the rain, 270. That's insane. Unfortunately, only five pokemon get this move: Eevee, who's too weak and is generally used to evolve into one of its various Eeveelutions; Basculin, who's pathetic; Feebas, who's also pathetic; Porygon-Z, who has lackluster typing; and finally, Crawdaunt (and Corphish). So out of these five, only Crawdaunt is really worth using for Adaptability. Regardless, his Speed kills him, as no Dark type can really hope to survive with such poor Speed and bulk. Adaptability really is the only factor that makes Crawdaunt worth using.

I will adapt to my environment!
-Crabhammer
-Superpower
-Crunch
-Return/X-Scissor/Rock Slide
Item: Choice Scarf/Choice Band
Ability: Adaptability
EVs and Nature: Jolly (+Spd, -Sp. Atk)
252 Atk/252 Spd
Remember when I said Crawdaunt has a great movepool? I meant in terms of power, not coverage. Adaptability makes Crabhammer and Crunch do an outrageous amount of damage, basically allowing you to break through any pokemon, even if they resist your attacks. The last move is filler, so take your pick. Superpower is there to fill in any gaps that might appear in coverage between Water and Dark, and serves as a high-power move. The EVs are to maximize sweeping potential. Now, this set should generally be used with the Choice Scarf (Peaks at 315 Speed with Scarf, almost as fast as a a non-scarfed Timid Celebi!). However, if you just want to force a switch and dent a massive whole in the opponent's "counter" to Crawdaunt, Choice Band (and Adamant, for that matter) would be the way to go.

Apparently, Crabs are Dragons, too
-Dragon Dance
-Crabhammer
-Crunch
-Superpower
Item: Life Orb/Focus Sash
Ability: Adaptability
EVs and Nature: Jolly (+Spd, -Sp. Atk)
252 Atk/252 Spd
Gamefreak really just went up to Crawdaunt and said, "Eff it, let's make him good, because we're Gamefreak, so screw you". So they gave him Dragon Dance. Then they decided to give him Adaptability this gen. And here we are. A crab. Dancing. Like a dragon.
Anyway, Dragon Dance is sort of a god-send to Crawdaunt. After one boost, it has normal Speed. After two, it can actually sweep. Not only that, but it will have immense Attack, making it unstoppable. And I mean unstoppable. His moves are self-explanatory, and the Life Orb is for the extra power. However, you can also use Focus Sash. Let me explain: You send Crawdaunt in after your pokemon has died. Turn one, your opponent sends out a counter while you use DD once. Turn two, you use Dragon Dance again, while your opponent attacks you, thinking you will die. But no! You hold on with the Sash. And thus, with over 450 Speed and 700 Attack, you strike with super-STAB Crabhammer, utterly annihilating your opponent and any other pokemon he has (unless he has a priority move, but that's another matter). So you see, it could work well.

Other Options
Swords Dance can boost your Attack stat to outrageous heights, but chances are, you won't survive long enough to actually do anything with that Attack.

Partners
Priority is a complete pain for Crawdaunt, so you want to get rid of that. This way, you may at least survive one hit (you know, maybe Luvdisc won't OHKO you with Tackle) to hit back like a truck. If you decide to test your luck in OU, Politoed is a great choice for the best results with Crabhammer. No more resistances, period. In RU, Medicham is hard for Crawdaunt to deal with. Actually, any Fighting type is hard to deal with. So someone to deal with that. I understand this is rather vague, but there you have it. I'm lazy.

Countering Crawdaunt
Mach Punch Mach Punch Mach Punch Mach Punch Mach Punch. Two Mach Punches by any Fighting type and he's down. Scizor also happens to be his worst nightmare, with typing that Crawdaunt has a hard time dealing with. Most Special Attackers ruin Crawdaunt with one SE blow. Even NVE hits will be a guaranteed 3 hit KO. So Crawdaunt isn't too hard to deal with. However, if it somehow manages to get even one Dragon Dance in (two is impossible to beat with priority or luck), it becomes a legitimate problem. Don't let that happen and you should be fine. The worst it can do is smash your wall's face in, really.
 
First: Why was Sneasel banned from Little Cup? It's unevolved, it SHOULD be there.
Pun suggestion for Taunt set: Crawdtaunt
But, stil, so now BOTH my puns and MOVESETS are AWFUL... But... Better say it directly, Serebii! And you're unaffected by my old suggestion.
Here's Something if you still care:
-Waterfall/Crabhammer
-Crunch/Night Slash
-X-Scissor/Brick Break/Rock Slide/Superpower (tutor)/Aerial Ace
-Swords Dance/Dragon Dance (breed)
Adaptability or Hyper Cutter
252 in Atk and Spd, 4 in HP
Jolly
Expert Belt/Muscle Band
Physical. Adaptability abuses STAB, Hyper Cutter negates Intimidate. Swords Dance is... Swords Dance. I don't need to explain. Dragon Dance is better as Crawdaunt is somewhat slow. Waterfall may flinch and gets full accuracy. Crabhammer is Aqua Tail with high critical hit rate. Crunch is stronger and may lower defense, but Night Slash getshigh critical hit rate. There is a slot for another physical move from the little movepool.
Run Choice Scarf instead of this if you find it better (Crawdaunt is somewhat slow).

No, it can't get Nasty Plot, Autotomize or Agility
-Dark Pulse (tutor)
-Surf/Scald
-Ice Beam/Blizzard
-Ancientpower (breed)/Dragon Dance
Choice Scarf (No Dragon Dance then)/Wise Glasses/Expert Belt
Timid
252 Spd and SAtk, 4 HP
Dragon Dance... Of course you run Special moves, but the Speed boost is welcome. But I'd rather run Scarf. STAB: Dark: Dark Pulse. Else? Water: Surf is stronger but Scald may burn. Ice Beam/Blizzard hits Grass Types. Ice Beam if you use this in rain. The last Slot (unless you run Dragon Dance): Ancientpower may do well with bugs.
 
Despite Crawdaunt's terrible speed, paper-thin defenses, and barren movepool, it has two qualities that keep it from going into NU: Dragon Dance and Adaptability. The former somewhat fixes its speed problem. The former, and most important, gives it ridiculously powerful STAB moves. It is also one of the best counters Dusknoir.
 

Miror

De-le-le wooooooooooop
Staff member
Moderator
First: Why was Sneasel banned from Little Cup? It's unevolved, it SHOULD be there.
Pun suggestion for Taunt set: Crawdtaunt
But, stil, so now BOTH my puns and MOVESETS are AWFUL... But... Better say it directly, Serebii! And you're unaffected by my old suggestion.
Here's Something if you still care:
-Waterfall/Crabhammer
-Crunch/Night Slash
-X-Scissor/Brick Break/Rock Slide/Superpower (tutor)/Aerial Ace
-Swords Dance/Dragon Dance (breed)
Adaptability or Hyper Cutter
252 in Atk and Spd, 4 in HP
Jolly
Expert Belt/Muscle Band
Physical. Adaptability abuses STAB, Hyper Cutter negates Intimidate. Swords Dance is... Swords Dance. I don't need to explain. Dragon Dance is better as Crawdaunt is somewhat slow. Waterfall may flinch and gets full accuracy. Crabhammer is Aqua Tail with high critical hit rate. Crunch is stronger and may lower defense, but Night Slash getshigh critical hit rate. There is a slot for another physical move from the little movepool.
Run Choice Scarf instead of this if you find it better (Crawdaunt is somewhat slow).

No, it can't get Nasty Plot, Autotomize or Agility
-Dark Pulse (tutor)
-Surf/Scald
-Ice Beam/Blizzard
-Ancientpower (breed)/Dragon Dance
Choice Scarf (No Dragon Dance then)/Wise Glasses/Expert Belt
Timid
252 Spd and SAtk, 4 HP
Dragon Dance... Of course you run Special moves, but the Speed boost is welcome. But I'd rather run Scarf. STAB: Dark: Dark Pulse. Else? Water: Surf is stronger but Scald may burn. Ice Beam/Blizzard hits Grass Types. Ice Beam if you use this in rain. The last Slot (unless you run Dragon Dance): Ancientpower may do well with bugs.

Just to answer your question, Sneasel was banned from Little Cup because its base stats were considered far too high for the tier. Pokemon like Scyther were also banned for the same reason.
 
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