Klawf, the Ambush Pokémon. Klawf hangs upside-down from cliffs, waiting for prey. But Klawf can't remain in this position for long because its blood rushes to its head. This Pokémon lives on sheer cliffs. It sidesteps opponents' attacks, then lunges for their weak spots with its claws.
Overview
The first titan Pokémon players are likely to encounter and for many their first storyline boss, Klawf cuts quite an imposing figure in Scarlet and Violet. How could it not, with its signature Anger Shell ability, giving Kalwf a watered-down Shell Smash when it drops to half HP. The effectively free Dragon Dance is monstrous, pushing Klawf’s Speed to the point where it can outrun base 130s like Jolteon, and stacking with other potential boosts like Swords Dance for Klawf to crush anything in its path. The offensively strong Rock typing helps a lot in this regard, granting Klawf a powerful STAB to wield against its foes and Kalwf’s coverage is quite excellent, covering for what Rock STAB can’t with Crabhammer, Temper Flare, High Horsepower and Knock Off. Or one could go full defense using Klawf’s good base 115 Defense and the always fantastic Regenerator ability, giving Klawf decent hit taking ability and absurd longevity, allowing it to pivot into attacks again and again.
Yet, as an early boss, Klawf possesses fatal flaws that bring all this potential crashing down. Rock is a horrid type defensively, being easily exploitable with 5 weaknesses especially Ground and Fighting, popular physical coverage types that makes Klawf’s hit taking that much harder. Yet this pales in comparison to Klawf’s horrid base 55 Special Defense. Kalwf struggles taking any decently powered Special Attack which really is what brings Klawf down. Due to this major achilles heel, Klawf is not reliable as a defensive Regenerator user as all that healing means nothing if Klawf is being knocked out in a single hit. This same frailty means that the offensive Anger Shell sets struggle surviving a hit to get the ability to activate in the first place. This is even before we get into the other issues of Anger Shell, which mirror Minior’s issues with Shields Down where the boost’s activation is largely in control of the opponent. Lacking stats scuttle Klawf in other areas as well. Base 75 Speed is unimpressive pre Anger Shell, making those exploitable defenses all the easier to take advantage of, and Klawf’s base 100 attack is merely usable at best, causing Klawf to frequently miss knockouts even after Anger Shell without other forms of boosting. While this giant enemy crab has impressive offensive and defensive tools, attacking its weak points for massive damage quickly render them all for naught.
Positives
Good Base 115 Defense and Regenerator allows Klawf to repeatedly soak up physical attacks.
Explosive boosting power in Swords Dance and Anger Shell allows Klawf to escalate out of control quickly.
Possesses decent coverage options and access to valuable utility in Stealth Rocks and Knock Off.
Negatives
Rock is a horrible defensive typing with almost no utility and extremely exploitable weaknesses.
Base 55 Special Defense is horrid, causing Klawf to fold to any decently powerful special attacker.
Base 70 Speed exasperates such weaknesses, making Klawf vulnerable to numerous attackers.
Movesets
Craggy Crabby
-Swords Dance
-Stone Edge
-High Horsepower
-Temper Flare
Ability: Anger Shell
Item: Focus Sash
EVs and Nature:
4 HP / 252 Atk /252 Spe
Jolly Nature
While Klawf's power normally isn't that impressive, the successive boosts of Swords Dance and Anger Shell changes the match quickly, especially with the Speed boost from Anger Shell making Klawf very difficult for any unboosted threat to outspeed. The plan is simple, have Klawf come in Swords Dance and get knocked down to Anger Shell while doing so before tearing apart an opponent's team in the late game. Stone Edge is Klawf's primary STAB and mercifully an good one, between the good coverage of Rock, and its high power is the go to move for Klawf in most situations. High Horsepower is unfortunately Klawf's best Ground attack, but invaluable nonetheless given how complementary Ground coverage is to Rock, hitting every Rock resistance for at least neutral. Temper Flare rounds out the set, being excellent coverage into Orthwrom, who otherwise easily eats Stone Edge and High Horsepower without issue as well as cover for Toesdcruel and Hisuian-Decuideye who resist Rock-Ground coverage and can survive if healthy.
Tera Types:
With how poor Rock is defensively and Klawf's unimpressive base Attack, it should come as little surprise that Klawf loves Terastalization to make up the difference and is rather Tera hungry as a result. Tera Ground is great giving a vital boost to High Horsepower allowing Klawf to OHKO Eviolite Rhydon, and deal at least three fourths to Regirock, and all but 2HKO max HP/Defense Mudsdale. Tera Rock supercharges Stone Edge causing even conventional Rock resists like Passimian, Hariyama, and Golurk lose three fourths of their health to the attack. Tera Ghost is a more defensive option, namely for protecting Klawf from Quick Attack, Extremespeed and Mach Punch once it is knocked into Anger Shell. Tera Grass is only recommended if running Trailblaze for a Double dance set, pushing the attack into a viable damage.
EVs and Items:
Standard sweeper array of Max Speed and Attack are recommended here. Klawf is lacking so much in both aspects it cannot afford to drop either. While Jolly nature is generally recommended for the extra Speed, Adamant Klawf still outspeeds base 120 Pokémon like Sceptile at +1, leaving Jolteon as the main unboosted threat that Klawf outruns with Jolly, but not with Adamant. Focus Sash is strongly recommended for this set, allowing Klawf to reliably activate Anger Shell without much fear of being OHKO'd and get that vital speed boost.
Partners:
:
This Klawf set is meant to come in once its opposing checks are weakened to the point it can safely setup and sweep. As such, Water and Grass types like Tatsugiri and Virizion work well in this role. Tatsugiri for its Rapid Spin keeping hazards off to maintain Focus Sash and powerful Draco Meteors, compromising if not knocking out most checks. Virizion's Fighting and Grass STABs handle the high Defense Rock, Ground and Steel types that Klawf normally struggles with while drawing in Fire and Flying types that Klawf can use to setup more easily.
Allies that enable Klawf's setup are greatly appreciated. Uxie is most notable at this, its Encore trapping opponents into moves that can safely hit Klawf down into Anger Shell range while being able to pivot out with U-Turn. Salazzle is a more offensive take on this while being able to compromise walls with its Toxic (if not blast them away with its own STABs).
Other Options:
Knock Off is a fantastic move on any Pokémon that gets it and Klawf is no exception. However, while good for Golurk and Bronzong, being resisted by Fighting types along with Klawf's Rock STAB limits its usefulness as coverage.
Crabhammer is an excellent coverage option for all the Rock and Ground typed physical walls that can otherwise soak Klawf's hits quite well.
Trailblaze is good with Tera Grass for a Double Dance set, allowing Klawf to answer opposing Scarf users, as well as Klawf's best option into Poliwrath.
Rock Crab Bounty
-Stealth Rockbr />
-Knock Offbr />
-Tera Blastbr />
-Brick Breakbr />
Ability: Regenerator
Item: Rocky Helmet
EVs and Nature:
252 HP / 200 Def / 56 Spe
Impish Nature
Based on a Hard Stall Klawf team, this set makes the most of the extra longevity Regenerator provides to have Klawf stick around as long as possible. This works well in conjunction with Stealth Rocks, allowing Klawf to repeatedly re-establish Stealth Rocks, ensuring the opposing team is being worn down as they pivot around trying to break through your team. Knock Off is Klawf's other piece of utility and a good one at depriving opponents of their items including the vitally important Heavy-Duty Boots on hazard removers, allowing Klawf to chip them down each time it resets hazards. Tera Blast is meant to be used with Tera Ice for Klawf to act as a lure for Gliscor, able to dispatch it with Rocky Helmet chip and Tera Ice Tera Blast. Brick Break rounds out the set for Gliscor, while having utility for Grimmsnarl Screen teams, is here for Kingambit, dealing horrific damage to it and making it far easier for a teammate to clean Kingambit up.
Tera Types:
With how poor Rock is defensively it is unsurprising that Klawf is very Tera Hungry to make up the difference. However, this Tera type is largely offensive given how it was built with luring Gliscor in mind, chipping Gliscor with Rocky Helmet before going for the OHKO with Tera Ice Tera Blast. As well as remove offensive Landorus-Therian if it pivots into a Knock Off. If not running Klawf as a lure, defensive Tera types are the way to go. Tera Fairy is an all around excellent defensive typing, giving a valuable resistance to Fighting though the shared Steel weakness is unfortunate. Tera Bug also deserves a strong consideration, granting vital resistances to three of Klawf’s weaknesses in Ground, Grass and Fighting.
EVs and Items:
As this set is largely meant to be a physical wall, the bulk of EV investment is going into HP and Defense to maximize Klawf’s hit taking ability in that arena. The 56 Speed EVs are so that Klawf can outrun max Speed Adamant Kingambit and Ursaluna, allowing Klawf to threaten damage on them with Brick Break before being removed. Some Attack investment can be considered to ensure Klawf gets the OHKO on Gliscor after Rocky Helmet. 60 Attack EVs are sufficient for Tera Ice Tera Blast to always OHKO 244 HP 36 Defense Gliscor after Rocky Helmet damage and is able albeit unlikely to OHKO from full. If wanting to go all in as a lure for Gliscor, it would take Adamant Nature with 240 Attack to guarantee the OHKO on 252 HP 252 Def Impish Gliscor. Rocky Helmet is necessary for this set in regards to the Gliscor lure and synergizes well with Klawf’s high Defense in punishing physical attackers (especially Rapid Spin users) with chip damage, allowking Klawf to exert pressure while on Defense. Assault Vest is also a tantalizing option, especially with Regenerator for recovery, but cuts Klawf off from its best move in Stealth Rocks.
Partners:
:
Toxapex makes for a fantastic partner for Klawf thanks to its ability to absorb Water, Fighting and to a lesser extent Steel attacks with ease while not exasperating a team’s Grass weakness. Add in Toxapex’s ability to badly poison the entire opposing team with Toxic Spikes and Klawf and Toxapex become a win condition unto themselves, easily stalling out the Toxic timer thanks to Regenerator. Klawf does wonders in enabling Toxapex as well, its Knock Off removing Heavy-Duty Boots, exposing more Pokémon to Toxic Spikes while running down the timer faster with Stealth Rocks and Rocky Helmet chip damage. Klawf’s ability to remove Gliscor, an aggravating Poison immune wall is further benefit. Qwilfish can perform similarly given its identical typing, though the poorer Special Defense, lack of Regenerator and shared Ground weakness are far more noticeable.
Given Klawf’s poor Special Defense, having a Special Sponge to compliment Klawf’s physical is recommended. Despite the shared Fighting weakness, Blissey remains the gold standard for Special sponges, able to pivot into any Special Attack sent Klawf’s way, while Klawf does well into non-Fighting physical attacks thrown at Blissey, racking up some easy chip damage with Rocky Helmet. Other sponges like Muk, Snorlax and Uxie also work well in this regard, especially the latter with its resistance to Fighting and Immunity to Ground.
Given how much Klawf likes switching in and out, strong hazard control is heavily recommended to make sure Klawf remains healthy. Corviknight excels at this roll, its strong defenses and access to Roost allowing it to pivot in repeatedly to remove hazards while handling the Ground and Grass moves sent towards Klawf. Klawf returns the favor, absorbing Fire attacks sent Corviknight’s way and threatening Fire types with both Stealth Rocks and its own Rock STAB. Other hazard removers like Tatsugiri and Cryonogal can cover for some of Klawf’s weaknesses as easy entry points for them to come in and remove hazards.
Other Options:
Swords Dance is an alternative option if not using Klawf as a lure, allowing Klawf to act as a late game win condition if it lasts that long.
Countering Klawf
While Klawf has many scary attributes, the ability to exploit its weak points to OHKO it certainly cuts down on their threat.
Even in the worst-case scenario of Klawf fully setting up with Swords Dance and Anger Shell, its offense is not insurmountable. If not running Crabhammer, bulky Ground types and sturdy walls can easily absorb an attack and KO Klawf right back. Sandslash, Mudsdale, Palossand, and Sandaconda all fight this role nicely, though Palossand does need to take anti Knock Off measures.
As Klawf’s coverage is primarily Rock and Ground, Pokémon that resist both tend to do well. Orthworm is of particular note, fearing only Temper Flare, while absorbing High Horsepower and taking a pittance from even boosted Stone Edge. Grass Fighting also perform similarly, fearing only Temper Flare while resisting the Rock+Ground+Knock Off coverage, allowing defensive Hisuian-Decidueye and Virizion to handle a setup Klawf. Offensive variants can as well, but without bulk investment are unable to switch in on a boosted Klawf.
Stopping Anger Shell Klawf before it can get going is another way to go. Preemptively paralyzing or burning Klawf with the likes of Rotom, and Spiritomb neuter any offensive threat Klawf has and generally are not hard to pull off given Klawf’s lack of power and speed before setting up. Encore users like Uxie, and Mesprit can also turn Klawf’s setup into an easy Knock Out on their side.
Even after setup, Klawf isn’t that hard to handle, with thanks to Anger Shell sabotaging its defenses allowing just about every naturally faster Scarf user and non Normal priority attack to handle it. Scarf users like Passimian, Mesprit, Toxicroak, Typhlosion, Dodrio, Rotom-Mow, and Paldean Tauros, are just some of the Scarf users that fit the bill. Other priority attacks like Floatzel and Veluza’s Aqua Jet, Hitmontop’s Mach Punch, Toxicroak’s Vacuum Wave, and Honchkrow’s Sucker Punch doing the deed quite well.
Defensive Klawf is a tougher nut to crack given on how it will switch out at the first sign of trouble, sticking around for only advantageous confrontations. If Klawf does stick around, there are no shortage of special attackers that outspeed and end it like Venusaur, Shaymin, Kingdra, Specs Jolteon, Whimsicott, as well as powerful physical attackers exploiting Klawf’s weaknesses like Basculin and Medicham.
Locations in Games
Red/Blue/Yellow:
Not in game
Gold/Silver/Crystal:
Not in game
Ruby/Sapphire/Emerald:
Not in game
FireRed/LeafGreen:
Not in game
Colosseum/XD:
Not in game
Diamond/Pearl/Platinum:
Not in game
HeartGold/SoulSilver:
Not in game
Black/White:
Not in game
Black 2/White 2:
Not in game
X/Y:
Not in game
Omega Ruby/Alpha Sapphire:
Not in game
Sun/Moon:
Not in game
Ultra Sun/Ultra Moon:
Not in game
Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game
Sword/Shield:
Not in game
Brilliant Diamond/Shining Pearl:
Not in game
Legends: Arceus:
Not in game
Scarlet/Violet:
South Province Area Three
Tera Raid Battles: 6 Star Raid Battles
Legends: Z-A:
Not in game

Anime Appearences
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Klawf has made some appearances in the anime. In it, some got riled up in an attempt for some people to capture the moment Palafin transforms |
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