Great, Ultra, and Master League Tier Lists are being overhauled.
Home
2,797
Lvl 50Max CP
2,474
Lvl 40
1,767
Lvl 25Weather Boost
1,413
Lvl 20Raids/Eggs
1,060
Lvl 15Research

Crawdaunt's main claim to fame is Crabhammer. This strong move is enough to patch this crayfish Pokemon up and make it actually worth using when Water Type damage is called for. But it's also not the best user of Crabhammer, and a number of Pokemon jump way ahead of it in the same niche, so it's not worth a heavy investment unless you're desperate for Water Type damage output.

  • Waterfall should be paired with Crabhammer for Water-type offense.
  • Snarl should be paired with Night Slash for Dark-type offense.
  • Vice Grip, Razor Shell, Scald and Bubble Beam are underwhelming.

  • Waterfall hits harder while Snarl gains energy faster. Waterfall is more useful given Crawdaunt’s fragility.
  • Night Slash should generally pair with Waterfall, while Snarl should generally pair with Razor Shell
  • Vice Grip and Bubble Beam are inferior to other charge moves.
  • Crabhammer and Scald are hardest to dodge by a hair, and hit the hardest. 

Waterfall takes advantage of STAB to offer high damage output at the cost of below average energy gains. Snarl slightly leans to energy gains instead of raw damage output, which lets Crawdaunt utilize its charge moves more often.

Crabhammer is Crawdaunt's best charge move, which hits quite hard with STAB. Bubble Beam and Night Slash both cost only 35 energy and are terrific for baiting shields. The former is mostly utility to debuff the opponent's ATK, while the latter has decent STAB damage to provide some Dark-type coverage. 

High attack and high competition leaves Crawdaunt without a leg to stand on in the Great League. It has good performances against mostly Psychic and Ghost-types, but isn't really worth chosing over its much stronger competitors. The addition of Crabhammer is a welcome one, and Snarl's buff in energy gain enables Crawdaunt to threaten its opponents more often. Despite its offensive potential, the lack of bulk and longevity in fights limits its overall performance. 

50,000 Stardust + 50 Candy
Second Charge Move Cost
6%
Flee Rate
3 KM
Buddy Distance
20%
Catch Rate
50%
Female Ratio
50%
Male Ratio