
Krookodile
Typing: Dark / Ground type
Base Stats: 95 HP | 117 Atk | 80 Def | 65 SpA | 70 SpD | 92 Spe
Abilities: Intimidate | Moxie | Anger Point (H)
[Newly Obtainable Moves]
- Body Slam
- Close Combat
- Darkest Lariat
- Endure
- High Horsepower
- Lash Out
- Mega Kick
- Mega Punch
- Revenge
- Scale Shot
- Scorching Sands
- Skitter Smack
[Notable Moves]
- Knock Off
- Earthquake
- Close Combat
- Stone Edge
- Darkest Lariat
- High Horsepower
- Iron Tail
- Beat Up
- Bulk Up
- Stealth Rock
- Substitute
- Taunt
- Toxic
[Pros]
- Great typing, backed by strong STAB moves, a solid attacking stat, and an immunity to both Psychic and Electric type moves, among other neat resistances.
- Decent speed tier, able to outspeed everything up to Adamant Mienshao unboosted. Including some key Pokemon like Excadrill.
- This speed can be further boosted by a choice scarf, which can outspeed threats like Zeraora, Dragapult, and neutral natured +2 Magearna.
- One of the strongest STAB Knock Off's in the metagame.
- Access to Intimidate, which is a fantastic ability to have. Also has access to Moxie which can snowball into a sweep late-game.
- Decent coverage options to match with STAB moves in Close Combat and Stone Edge.
- Access to interesting support options such as Stealth Rock, Taunt and Toxic.
[Cons]
- Weaknesses to common types, including Water type moves, Fairy type moves and Fighting type moves.
- Struggles to break through bulkier Pokemon. Pokemon like Hippowdon, Tangrowth and Corviknight make it difficult to break through teams in some matchups.
- Outsped by a fair portion of the faster offensive metagame
- Not particularly bulky, even considering Intimidate, which makes it difficult to switch in to strong neutral moves
[Potential Movesets]
Scarf Krookodile
Krookodile @ Choice Scarf
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake / High Horsepower
- Close Combat
- Stone Edge / Darkest Lariat
What I predict to be Krook's best option. Scarf Krookodile was a UU staple last gen and possesses both potent speed and attack. With the addition of Close Combat, Krookodile gains a very solid coverage option, now able to pressure defensive steels resistant to earthquake like Ferrothorn. High Horsepower can be utilised over Earthquake if grassy terrain becomes more common. Knock Off is the crux of this set and should be used early and often to cripple defensive switches.
Offensive Stealth Rock
Krookodile @ Leftovers / Iapapa Berry / Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt / Close Combat / Toxic
Utilising Krookodile's solid offensive stats and intimidate, Krookodile is able to apply pressure for Stealth Rock. Further crippling hazard removal with either Taunt or Toxic and the standard Knock Off. With Sash it can act as a lead on HO, with a higher speed tier than Excadrill. Otherwise utilising intimidate plus either leftovers or iapapa for longevity and multiple uses of Stealth Rock.
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off / Darkest Lariat
- Close Combat
- Stone Edge / Darkest Lariat
A BW staple I used in teambuilding. This thing hits pretty hard. Acts similar to scarf but is outsped by more, and is able to break through defensive checks and switches much better.
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