Krookodile (QC 3/3, GP 2/2)

Moxie is better because he has enough speed to pull a late game sweep. All that Intimidate would do is help take an attack as he switches in.
 
QC: doomvendingmachine, zdrup15, PK Gaming
GP:
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[OVERVIEW]

<p>Krookdile is an extremely superbly threatening Pokemon in RU thanks to its dangerous and unique Dark / Ground typing, that which allows it to hit most of the tier for super effective or neutral damage. This typing also gifts it with immunities to Electric- and Psychic-type moves, making it considerably easier to switch in. Krookodile's most dangerous factor is its Moxie ability, which allows it to abuse its offensive power to great effect;(semi colon) Moxie allows it to pull sweeps out of thin air, as after every KO, Krookodile's Attack is raised. Krookodile is can also able to take on a more supportive role with Intimidate, also easing its ability to switch in ability. Kookodile's movepool is rather sparse, but it is superbly tailored to what Krookodile needs to do to be effective.</p>

<p>Unfortunately, there are several factors that hinder Krookodile's success in the tier. It lacks almost any viable alternative move options, which along with its mediocre Special Attack stat,(comma) makes it extremely predictable as it will almost always be running the same moveset. Despite its two immunities, Krookodile lacks many useful resistances, which when compunded with its poor defensive stats make it very difficult for Krookodile to take many hits. Krookodile is also vulnerable to all types of entry hazard, Spikes and Toxic Spikes in particular being particularly crippling. In spite of these flaws, Krookodile is a Pokemon one you must always consider when making a team, as it can and will sweep you on a moments notice.</p>

[SET]
name: Physical Attacker
move 1: Earthquake
move 2: Crunch
move 3: Stone Edge
move 4: Pursuit
item: Choice Scarf / Life Orb
ability: Moxie
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This is the de facto set that Krookodile will run, using its strong decent coverage and great attacking power to either attempt an endgame sweep,(comma) or to remove key threats with its solid coverage. Earthquake is Krookodile's strongest offensive option, hitting much most of the tier for neutral or super effective damage,(comma) also having the extra STAB boost to benefit it. Crunch is Krookodile's other STAB option, killing Ghost- and Psychic-type Pokemon,(comma) while also being an attack that doesn't have immunities that can be exploited on a Choice set as nothing is immune to it. Stone Edge covers the Flying-type Pokemon that are immune to Earthquake,(comma) while Pursuit catches fleeing Ghost-types, also picking off weakened opposition.</p>

[ADDITIONAL COMMENTS]

<p>Krookodile has two ideal sets it can run, differed by their item. Depending on which item you choose, Krookodile can be played in different ways. Choice Scarf makes turns Krookodile into a very effective late game revenge killer,(comma) that can sweep late game while Life Orb gives Krookodile the freedom to switch moves, and makes prediction less crucial wile making Moxie boosts easier to accrue. Maximum Attack and Speed EVs maximize Krookodile's sweeping capabilities. Moxie makes it easier for Krookodile to sweep through a weakened team, gaining power with each Pokemon that is defeated. Brick Break is an option over Pursuit if you don't want to be locked into a weaker move, but aside from hitting Rock- and Steel-type switch-ins it has little utility. Krookodile functions very effectively on its own due to its great coverage and lack of reliable counters, however, it still does have there are certain partners that work well with it. Krookodile appreciates Rapid Spin support due to its vulnerability to entry hazards, while Spikes and Toxic Spikes weaknesses that will severely hinder its sweeping potential. choiced Fighting-type Pokemon such as Medicham also partner well with Krookodile due to its have the ability to remove can take advantage of the Ghost-types removed by Krookodile. that stop their ability to break teams with their high-powered Fighting attacks.</p>

[Other Options]

<p>Intimidate can be used to soften the blow from physical attacks, though as an offensive Pokemon, Moxie is the preferred ability. eases Krookodile's ability to switch in and can lead to predictions, as an intimidated physical attacker is more likely to switch out of Krookodile, opening it up to a high-powered Pursuit. Foul Play can surprise strong physical attackers such as Medicham or Sceptile by using their own attack against them; against defensive pokemon however,(comma) it is all but pretty much useless against defensive Pokemon due to their low attacking power or lack of offensive moves. Outrage and Dragon Claw give Krookodile perfect neutral coverage on the tier, however they lack of STAB and lack of lose super effective coverage on many Pokemon. leaves little appeali in them. Krookodile can use Hone Claws to boost its power without having to rely on Moxie, though get a kill while also increasing Stone Edge's accuracy although this set suffers from the same issue as the Life Orb set, the lack of Speed and Krookodile's poor defenses makes it difficult to set up., as well as it being difficult for Krookodile to set up easily with its poor defenses. Bulk Up is likewise another Attack boosting option, although of less use than Hone Claws. Taunt and Toxic can be used to combat stall teams, preventing them from phazing Krookodile or statusing it. Dragon Tail and Roar are options to accrue entry hazard damage on the opposition, the negative priority is unappealing however. Substitute can be used to ease prediction and avoid status moves, once again, the lack of Speed makes this option unlikely to be able to sweep effective in the long term.</p>

[Checks And Counters]

<p>Tangrowth walls Krookodile completely, taking little damage from any of its attacks,(comma) while threatening with its STAB options. it can also use its STAB moves to hit Krookodile super effectively, drain its health with Leech Seed, or inflict a cripplig status condition. to cripple Krookodile or a potential switch-in. Krookodile is also fully walled by Mandibuzz;(semi colon) with unboosted Stone Edge being its best option, those being easily stalled out with Roost due to Stone Edge's inability to is unable to 2HKO Mandibuzz, allowing it to Roost off the damage, and stall until Stone Edge has run out of PP. Status afflictions really affect hurts Krookodile's performance, burn completely neutering its complete offensive options, with poison and paralysis also nullifying it as a significant threat. Honchkrow can come in on Krookodiles STABs mostly unharmed and threaten Krookodile out with Superpower. Similarly, Flying-type Pokemon and Levitators such as Moltres and Claydol can take advantage of a Krookodile locked into a Ground move on a Choice set. Pokemon such as Sceptile, Accelgor, and Hariyama and others, can switch in on one of Krookodile's STAB options, take an attack,(comma) and proceed to KO Krookodile in return. either take a second one before KOing or outspeed Krookodile and KO it in return. Amoonguss is bulky enough to take several of Krookodile's attacks, however it must be wary of Earthquake which can hit it hard. Similarly, Cofagrigus can handle Krookodile and threaten it with a burn, Mummy also nullifies Krookodile's sweeping potential, but cannot take repeated hits from Crunch. Qwilfish is capable of stopping Krookodile, weakening its attacks with Intimidate and threatening it with STAB Waterfall. Choiced Fighting-types can take advantage of a Krookodile not using Earthquake to fire off their high powered STAB options.</p>

[Dream World]

<p>Krookodile gets Anger Point from Dream World. While this is an intriguing option on a Choice set, if Krookodile is getting hit by a will usually faint to a critical hit due to its poor defenses. it is usually dying, making this an unuseful option.</p>

Be careful when implementing these changes, I had to reword a LOT of this analysis, the sentences were very confusing in some places. When these changes are made, consider this a GP stamp, but I warn other GP checkers to be wary of changes and ensure they are done correctly.

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Whoa, lots of changes.

All changes implemented, thanks for the check.

Two things of note, Honchkorw will threaten Krook out regardless, Brave Bird also KOing, left untouched.

Second things, Foul play is unaffected by whther the opponent has damaging moves, simply the oppositions attack stat, I removed that small piece from the check.
 
Deletions
Additions / Corrections
Comments

[OVERVIEW]

<p>Krookdile is an extremely threatening Pokemon in RU thanks to its unique Dark / Ground typing, which allows it to hit most of the tier for super effective or neutral damage. This typing also gifts it with immunities to Electric- and Psychic-type moves, making it considerably easier to switch in. Krookodile's most dangerous factor is its Moxie ability, which allows it to abuse its offensive power to great effect; Moxie allows it to pull sweeps out of thin air, as after every KO, Krookodile's Attack is raised. Krookodile can also take on a more supportive role with Intimidate, also easing its ability to switch in. Kookodile's movepool is rather sparse, but it is superbly tailored to what Krookodile needs to be effective.</p>

<p>Unfortunately, there are several factors that hinder Krookodile's success in the tier. It lacks almost any viable alternative move options, which, along with its mediocre Special Attack stat, makes it extremely predictable as it will almost always be running the same moveset. Despite its having two immunities, Krookodile lacks many useful resistances, which when compunded combined with its poor defensive stats make it very difficult for Krookodile to take many hits. Krookodile It is also vulnerable to all types of entry hazards, Spikes and Toxic Spikes in particular. In spite of these flaws, Krookodile is a Pokemon you must always consider when making a team, as it can and will sweep you on a moment's notice.</p>

[SET]
name: Physical Attacker
move 1: Earthquake
move 2: Crunch
move 3: Stone Edge
move 4: Pursuit
item: Choice Scarf / Life Orb
ability: Moxie
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This is the de facto set that Krookodile will run, using its decent coverage and great attacking power to either attempt an endgame sweep, or to remove key threats with its solid coverage. Earthquake is Krookodile's strongest offensive option, hitting most of the tier for neutral or super effective damage, also having the extra STAB boost to benefit it. Crunch is Krookodile's other STAB option, killing Ghost- and Psychic-type Pokemon, while also being an attack that can be exploited put to great use on a Choice set as nothing is immune to it. Stone Edge covers the Flying-types Pokemon that are immune to Earthquake, while Pursuit catches fleeing Ghost-types, also picking off weakened opposition.</p>

[ADDITIONAL COMMENTS]

<p>Depending on which item you choose, Krookodile can be played in different ways. Choice Scarf turns Krookodile into a very effective late game revenge killer, while Life Orb gives Krookodile it the freedom to switch moves, and also making Moxie boosts easier to accrue. Maximum Attack and Speed EVs maximize Krookodile's sweeping capabilities. Moxie makes it easier for Krookodile to sweep through a weakened team, gaining power with each Pokemon that is defeated. Brick Break is an option over Pursuit if you don't want to be locked into a weaker move, but aside from hitting Rock- and Steel-type switch-ins it has little utility outside of hitting Rock- and Steel-type switch-ins. Krookodile functions very effectively on its own due to its great coverage and lack of reliable counters; however, there are certain partners that work well with it. Krookodile appreciates Rapid Spin support due to its vulnerability to entry hazards, while Choiced Fighting-type Pokemon such as Medicham can take advantage of the Ghost-types removed by Krookodile.</p>

[Other Options]

<p>Intimidate can be used to soften the blow from physical attacks, though as an offensive Pokemon, Moxie is the preferred ability. Foul Play can surprise strong physical attackers such as Medicham or Sceptile by using their own high Attack against them; however, it is pretty much useless against defensive Pokemon due to their low attacking power. Outrage and Dragon Claw give Krookodile perfect neutral coverage on the tier, however but they lack STAB and lose super effective coverage on many Pokemon. Krookodile can use Hone Claws or even Bulk Up to boost its power without having to rely on Moxie, though the its lack of Speed and Krookodile's poor defenses make it difficult to setting up difficult. Bulk Up is another Attack boosting option, although of less use than Hone Claws. Taunt and Toxic can be used to combat stall teams, preventing them from phazing Krookodile or statusing it inflicting status. Dragon Tail and Roar are options to accrue entry hazard damage upon the opposition; the negative priority is unappealing, however. Substitute can be used to ease prediction and avoid status moves, but once again, the Krookodile's lack of Speed makes this option unlikely to be effective in the long term.</p>

[Checks And Counters]

<p>Tangrowth walls Krookodile completely, taking little damage from any all of its attacks; while it can use its STAB moves to hit Krookodile super effectively, drain its health with Leech Seed, or inflict a cripplig status condition. Krookodile is also walled by Mandibuzz; unboosted Stone Edge is unable to 2HKO Mandibuzz, allowing it to Roost off the damage, and thus stall out until Stone Edge's has run out of PP. Status afflictions really affect Krookodile's performance; burn completely neuters its offensive options presence, while poison and paralysis also nullifying it as a significant threat hinder it significantly. Honchkrow can come in on Krookodile's STABs mostly unharmed and threaten Krookodile it out with Superpower. Similarly, Flying-types Pokemon and Levitate users such as Moltres and Claydol can take advantage of a Krookodile locked into a Ground-type move on a Choice set. Pokemon such as Sceptile, Accelgor, and Hariyama can switch in on one of Krookodile's a resisted STAB options move, take an attack, (comma) and proceed to KO Krookodile in return. Amoonguss is bulky enough to take several of Krookodile's attacks, however it must be wary of Earthquake which can hit it hard. Similarly, Cofagrigus can handle Krookodile and threaten it with a burn, Mummy also nullifies Krookodile's sweeping potential, but cannot take repeated hits from Crunch. Qwilfish is capable of stopping Krookodile, weakening its attacks with Intimidate and threatening it with STAB Waterfall Qwilfish makes a great check as well, as it can take sponge even Earthquakes with ease thanks to Intimidate and deal heavy damage with STAB Waterfall. Cofagrigus works similarly; it packs Will-O-Wisp to cripple Krookodile and can stop Moxie-fuelled sweeps with Mummy, but it can't take repeated Crunches very well. While not as effective, Amoonguss can take any of Krookodile's attacks with ease barring Earthquake, and virtually put it out of the game for good with Spore. Finally, Choiced Fighting-types can switch into Crunch or Stone Edge and destory Krookodile with their powerful STAB options. Choiced Fighting-types can take advantage of a Krookodile not using Earthquake to fire off their high powered STAB options.</p>

[Dream World]

<p>Krookodile gets Anger Point from the Dream World. While this is an intriguing can be a great option on a Choice set, Krookodile will usually faint to a critical hit due to its poor defenses.</p>

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GP 2 / 2
 
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