Krookodile [QC: 0/3]

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[OVERVIEW]

  • Krookodile is a niche Pursuit trapper that with a Choice Scarf, can revenge kill the likes of Mega Alakazam, Tapu Koko, and Mega Latias to name a few.
  • Its niche is solidified thanks to its Ground-typing paired with Intimidate, granting it justifiable offensive utility as it blocks Volt Switch all the while dropping the Attack stat on threatening physical wallbreakers.
  • Thanks to its typing and marginally workable defensive stats, Krookodile can also prove to deceptively a little difficult to remove.
  • Krookodile is unfortunately a disappointingly weak Pokemon that often requires enough chip from entry hazards in order to get it to land the KOs it requires on its victims.
  • Krookodile is also pragmatically simple to take advantage of once it locks itself into a move due to its over reliance on its Choice Scarf.
  • Because of these shortcomings, Krookodile faces competition against Weavile and Tyranitar due to their added range of Pokémon to revenge kill or superior defenses respectively.
[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Knock Off is an all around respectable utility move that removes Leftovers off of Celesteela and Ferrothorn, therefore shortening their longevity.
  • Foul Play punishes Kartana, Garchomp, and Mega Scizor if they stack up their Swords Dance boosts.
  • Crunch is an alternative as it's Krookodile's hardest hitting move for Mega Latias.
  • Stone Edge is also available for Krookodile to remove Tornadus-T, Volcarona, and Kyurem-B as these Pokemon care little about any of Krookodile’s other options.
Set Details
========

  • Intimidate offers Krookodile's essential utility in scoring Attack drops against Tapu Bulu, Garchomp, and Mega Swampert in order to weaken their effectiveness against your team.
Usage Tips
========

  • Krookodile should strictly be used as a revenge killer, only being brought in by pivots or a safe switch in upon losing a Pokemon.
  • However, Krookodile can be boonful against physical wallbreakers thanks to Intimidate, so it can weaken any that potetntially threaten your team and then switched out for a Pokemon that can handle said wallbreaker now with the Attack drop.
  • Even against the victims Krookodile traps, it requires careful prediction and tricky 50/50s in order to effectively remove the Pokemon. Read into every scenario of what the opponent could do in the heat of the moment to predict accordingly and ask yourself some questions: how much entry hazard damage has your target taken, doyou think the opponent will tactically sack their Pokemon what route do you think your opponent sees you taking due to the evidence provided? These questions can give a nuanced but picture perfect course of action for you to take with Krookodile.
  • If prediction isn't your strong suit, then Knock Off is always a reasonable middle ground against anything that typically isn’t a Mega Evolution. You can potentially knock off the Leftovers of an unsuspecting Ferrothorn or Celesteela and stagnate their longevity.
  • Remain consistent with keeping your hazards up, and place your opponent into positions where they’re switching out and chipping Krookodile's targets, guaranteeing a more safe trap.
Team Options
========

  • Krookodile caters to teams that require it to deal with pesky Psychic-types, reasonably fast Pokemon, or slower wallbreakers that Krookodile can revenge kill while also filling an Electric immunity.
  • Fighting-types like Mega Medicham, Hawlucha, and Kommo-o utilize Krookodile to revenge kill the aforementioned Psychic-types and other fast Pokemon that could potentially revenge kill or end their sweep in the case of the latter two.
  • Heatran, Ferrothorn, and Mega Diancie are potential hazard setters for Krookodile, laying down Stealth Rock to chip down Krookodile's targets while also being soft checks to them which prevents any overreliance on Krookodile.
  • Tapu Fini checks nearly every Water-type that could threaten Krookodile while also having Nature's Madness as a means for chip damage. Tangrowth and Tapu Bulu can also handle these Water-types while including their own benefits to teams.
  • Mega Charizard X is another wallbreaker that benefits from these fast Psychic-types removes and it can also remove every Steel-type that Krookodile fails to do any sort of damage to.
[STRATEGY COMMENTS]
Other Options
=============

  • Fire Fang can still enable Krookodile to revenge kill Steel-types that are targeted by Foul Play while also 2HKOing Ferrothorn, but its is generally useless outside of handling this wall.
Checks and Counters
===================

**Hydreigon**: Hydreigon is easily Krookodile's strongest counter. With Levitate and its Dark-typing, there is nothing that Krookodile can do to seriously harm a Hydreigon while it can heal itself up with Roost.

**Physical Walls**: Celesteela, Clefable, Mega Sableye, Skarmory, and Physically Defensive Tangrowth are a medley of examples that consistently wall Krookodile with almost no effort involved although Celesteela should be wary of Knock Off.

**Water-types**: Water-types such as Mega Swampert, Pelipper, Gastrodon, and Gyarados all deal with Krookodile while the latter can use it as set up fodder. Krookodile can also be revenge killed itself by Ash-Greninja and Choice Scarf Greninja.

**Grass-types**: Tapu Bulu, Ferrothorn, and Mega Venusaur all wall Krookodile and finish it off with ease. Choice Scarf Kartana is another Pokemon capable of revenge killing Krookodile.

**Ice-types**: Kyurem-B, Weavile, and Mamoswine all defeat Krookodile in most scenarios and while the former two needs to watch out for Stone Edge, the latter two use Ice Shard to take down Krookodile.

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:
Hey BackAtYouBro, the main set should be as follows:

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Pursuit
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Stone Edge should go in Moves, while Fire Fang should go in Other Options.
 
Isn't Moxie nice as well, considering u can stack KOs with the Atk boost from Moxie KOs, since you will be bringing it against things that it can KO anyway?
 
Isn't Moxie nice as well, considering u can stack KOs with the Atk boost from Moxie KOs, since you will be bringing it against things that it can KO anyway?
Nah once Krookodile is locked into a move it really can’t get anything going and is piss easy to revenge kill. Intimidate overall provides better utility as you lessen Mega Mawile’s and Mega Medicham’s Attack therefore weakening their priority and preserving your Krookodile.
 
This needs a lot of work. Tag me once you've implemented everything BackAtYouBro.

comments | remove

[OVERVIEW]

  • Krookodile is a niche Pursuit trapper that with a Choice Scarf, can revenge kill the likes of Mega Alakazam, Tapu Koko, and Mega Latias to name a few.
  • Its niche is solidified thanks to its Ground-typing paired with Intimidate, granting it justifiable offensive utility as it blocks Volt Switch all the while dropping the Attack stat on threatening physical wallbreakers.
I'll be honest when I say that this doesn't really do a great job at properly explaining its niche; like the way you've written really understates the fact that it's a pursuit trapper which is obv isn't great because that's the biggest part of its niche. It's definitely worth bringing the differences (as in what can krook do that ttar / weav can't) between krook and other pursuit trappers since its not really clear as to why you'd use this over them in the first place. As a part of that, include the fact that it is a ground + intimidate since that's pretty big for it.

  • Thanks to its typing and marginally workable defensive stats, Krookodile can also prove to deceptively a little difficult to remove.
    • I genuinely do not see the point of any of this. Not only is this useless information, but you later contradict yourself anyways so like :pikuh:
  • Krookodile is unfortunately a disappointingly weak Pokemon that often requires enough chip from entry hazards in order to get it to land the KOs it requires on its victims.
    • Is there any reason you're limiting chip damage to entry hazard damage?
  • Krookodile is also pragmatically simple to take advantage of once it locks itself into a move due to its over reliance on its Choice Scarf.
    • expand on the fact that it's got a decently exploitable offensive typing
  • Because of these shortcomings, Krookodile faces competition against Weavile and Tyranitar due to their added range of Pokémon to revenge kill or superior defenses respectively.
    • Expand on this, it's clearly not the only reason why it's worse off than them both

[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Knock Off is an all around respectable utility move that removes Leftovers off of Celesteela and Ferrothorn, therefore shortening their longevity.
  • Foul Play punishes Kartana, Garchomp, and Mega Scizor if they stack up their Swords Dance boosts.
  • Crunch is an alternative as it's Krookodile's hardest hitting move for Mega Latias.
this needs to specify that it's a midground option versus latias since your goal is to trap that mon.
  • Stone Edge is also available for Krookodile to remove Tornadus-T, Volcarona, and Kyurem-B as these Pokemon care little about any of Krookodile’s other options.
move this down to oo, this is difficult to actually fit onto krook's moveset but is definitely still worth noting.

Set Details
========

  • Intimidate offers Krookodile's essential utility in scoring Attack drops against Tapu Bulu, Garchomp, and Mega Swampert in order to weaken their effectiveness against your team.
these examples are legit just fucking dumb like you're never actually going to be pivoting into any of these because you're straight up never pivoting into pert / bulu and it's not worth switching into chomp because you lose the ability to check it in the long term if it's chipped so please use practical examples if you really want to include them.

Usage Tips
========

  • Krookodile should strictly be used as a revenge killer, only being brought in by pivots or a safe switch in upon losing a Pokemon.
    • I'm not disagreeing with this but doesn't this contradict w/ legit every point you've made about intimidate so do you actually know what you're supposed to be doing w/ this mon
  • However, Krookodile can be boonful against physical wallbreakers thanks to Intimidate, so it can weaken any that potetntially threaten your team and then switched out for a Pokemon that can handle said wallbreaker now with the Attack drop.
    • I disagree w/ this entirely; you really should avoid directly pivoting into mons because krook basically needs to be at full / as healthy as possible for it to actually do anything and take less pressure off of 50 / 50's w/ pursuit etc.
  • Even against the victims Krookodile traps, it requires careful prediction and tricky 50/50s in order to effectively remove the Pokemon. Read into every scenario of what the opponent could do in the heat of the moment to predict accordingly and ask yourself some questions: how much entry hazard damage has your target taken, do you think the opponent will tactically sack their Pokemon what route do you think your opponent sees you taking due to the evidence provided? These questions can give a nuanced but picture perfect course of action for you to take with Krookodile.
    • This is so unnecessarily bloated; there are so many easier ways of wording something as something as simple as "be careful when to bring in krook, trapping something too early can lose a lot of momentum". Another thing is that half of this is just redundant filler anyways so please make this concise.
  • If prediction isn't your strong suit, then Knock Off is always a reasonable middle ground against anything that typically isn’t a Mega Evolution. You can potentially knock off the Leftovers of an unsuspecting Ferrothorn or Celesteela and stagnate their longevity.
  • Remain consistent with keeping your hazards up, and place your opponent into positions where they’re switching out and chipping Krookodile's targets, guaranteeing a more safe trap.
I want to see mentions of:
  • Revenging stuff like Kartana / Garchomp / Glisc / Sciz
    • Making sure to scout for stuff like Scarf Kart and make sure Glisc / Sciz are in range of Foul Play
  • When to click crunch [edge] versus lati / reuni [/torn]
    • Typically try to click it when it's boosted as neither knock or pursuit does enough to seriously threaten it, meaning it can just recover up and take advantage of it.

Team Options
========

  • Krookodile caters to teams that require it to deal with pesky Psychic-types examples? specify zammer / lati directly here, reasonably fast Pokemon (so you're telling me that krook magically traps anything and everything that's "reasonably fast"?), or slower wallbreakers that Krookodile can revenge kill while also filling an Electric immunity.
    • Krook really only belongs on offensive teams that are super weak to zammer / lele / lati and also needs a ground.
  • Add a point on zammer weak steels, specifically stuff like tran / ferro since they're able to thrive without zammer / lati + can provide a lot of chip for krook and you're basically never using krook without these mons anyways.
  • Add a point about mons that appreciate pursuit support ie mons that are checked by one of lati / zammer / torn etc. so mention stuff like tran / sd kart / sd grounds / because that's like the only real reason you should be using one of
  • Fighting-types like Mega Medicham, Hawlucha, and Kommo-o utilize Krookodile to revenge kill the aforementioned Psychic-types and other fast Pokemon that could potentially revenge kill or end their sweep in the case of the latter two.
Except that none of these really benefits in practice considering that you're realistically never using lucha and krook on the same build to begin with since you're never actually running krook on ho, while the other two don't really get enough out of pursuit to really justify a mention here to begin with since neither really appreciate anything being pursuit trapped from an offensive standpoint with like one exception so I don't really see the point in this.
  • Heatran, Ferrothorn, and Mega Diancie are potential hazard setters for Krookodile, laying down Stealth Rock to chip down Krookodile's targets while also being soft checks to them which prevents any overreliance on Krookodile.
This should've been included in the steels point
  • Tapu Fini checks nearly every Water-type that could threaten Krookodile while also having Nature's Madness as a means for chip damage. Tangrowth and Tapu Bulu can also handle these Water-types while including their own benefits to teams.
I really don't get why fini needs a whole point on its own when most of the waters in the tier make for good partners so fix that immediately
  • Mega Charizard X is another wallbreaker that benefits from these fast Psychic-types removes and it canalso remove every Steel-type that Krookodile fails to do any sort of damage to.
Does zard really need a point of its own like just put it under mons that appreciate pursuit

[STRATEGY COMMENTS]
Other Options
=============

  • Fire Fang can still enable Krookodile to revenge kill Steel-types that are targeted by Foul Play while also 2HKOing Ferrothorn, but its is generally useless outside of handling this wall.
Checks and Counters
===================

**Hydreigon**: Hydreigon is easily Krookodile's strongest counter. With Levitate and its Dark-typing, there is nothing that Krookodile can do to seriously harm a Hydreigon while it can heal itself up with Roost.

**Physical Walls**: Celesteela, Clefable, Mega Sableye, Skarmory, and Physically Defensive Tangrowth are a medley of examples that consistently wall Krookodile with almost no effort involved although Celesteela should be wary of Knock Off.

**Water-types**: Water-types such as Mega Swampert, Pelipper, Gastrodon, and Gyarados all deal with Krookodile while the latter can use it as set up fodder. Krookodile can also be revenge killed itself by Ash-Greninja and Choice Scarf Greninja.

Yeah these examples are really shit. Peli in particular really can't afford to switch into krook unless you absolutely know it's not clicking knock because it need its item to function; gastro has the same issue, although to a lesser degree. You're also implying that pert is a good defensive check to this thing which is true to an extent but like you absolutely want to keep your pert as healthy as possible at all times for it to really pressure fat so specifically mention that it can only really revenge it. If you want better examples for waters that can 100% switch into it, mention rotom-w b/c krook is pretty much guaranteed to give it several free turns.

**Grass-types**: Tapu Bulu, Ferrothorn, and Mega Venusaur all wall Krookodile and finish it off with ease. Choice Scarf Kartana is another Pokemon capable of revenge killing Krookodile.

Mention that basically all these examples bar venu hate switching into knock because they absolutely need their items to be able to function

**Ice-types**: Kyurem-B, Weavile, and Mamoswine all defeat Krookodile in most scenarios and while the former two needs to watch out for Stone Edge, the latter two use Ice Shard to take down Krookodile.

Add mentions of fairies

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

Do this
 
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