This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat.
The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target.
The user throws a punch at blinding speed. This move always goes first.
The target is attacked with an electrified punch. This may also leave the target with paralysis.
The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats.
The target is attacked with an icy punch. This may also leave the target frozen.
The target is hammered with a large pincer. This move has a heightened chance of landing a critical hit.
The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.
The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.
Powers up punching moves.
Allows Crabominable to Mega Evolve into Mega Crabominable.
Raises the power of Fighting-type moves. Note: Formatted as Blackbelt in Generation II .
Prevents a one-hit knockout.
Raises the power of Ice-type moves. Note: Formatted as NeverMeltIce prior to Generation VI .
Restores 30 HP in Generation III . Restores ¼ of maximum HP from Generation IV onwards.
Cures any status condition .
Raises a lowered stat.
Heals a little HP at the end of each turn.
May allow the user to move first.
Reduces damage from a super effective Fighting-type move by 50%.