You see this?
You see those shades?
Let's do something with that.
Krookodile-Mega
Intimidate/Moxie/Anger Point-->Stygian Shades (this Pokémon’s Dark type status moves set a layer of Spikes.)
New Stats: 95/150/95/65/95/119
HP: 95--->95 (+0)
Attack: 117--->150 (+33)
Defense: 80--->95 (+15)
Special Attack: 65--->65 (+0)
Special Defense: 70--->95 (+25)
Speed: 92--->119 (+27)
Total: 519--->619 (+100)
New Moves: Parting Shot, Topsy Turvy, Shore Up, Spikes
Description: Krookodile is my favorite Pokemon of all time without a doubt.
It's such a cool Pokemon in every facet of its design. In particular, I wanted to highlight the competitive side of this Pokemon. Krookodile is usually used in a number of roles due to its flexiblility, whether as a pivot, a scarfer, a rocker, or another role. It is something of an all-purpose glue- It can fill a variety of useful roles for a team in need, much like Landorus-Therian. However, as a result of the aforementioned Landorus-T, which is bulkier, stronger, and in possession of a wider movepool, Krookodile usually is cast aside and instead used widely in UU.
Fun fact: did you know that wild Krookodile have a 50% chance to be holding Black Glasses? I found this out the other day and it's kind of the coolest thing ever. Ash's Krookodile in the anime was famous for its sunglasses that gave it a unique character, and its unique battling style that let it take on opponents such as Sawk and Beartic that would soundly defeat it otherwise. I love the character of Krookodile with its rude, too-cool attitude. Mega Krookodile would don a pair of its own sunglasses.
Krookodile also holds an entirely unique typing- both Dark and Ground types are competitively potent, but no Pokemon aside from Krookodile and its evolutions have this combination. Both types have a lot to offer, and it certainly makes Krookodile a more interesting Pokemon.
Dark types are easily the rudest Pokemon around. While their type would seemingly indicate the use of actual darkness to attack, they only do this with Dark Pulse- Ghost types are the ones that make use of "darkness" as an element. The name for the Dark type in Japanese is more meant to indicate evil. While I wouldn't necessarily call Dark types evil, they certainly play very dirty. They trip, bite, cheat, steal, and surprise their opponents, and honestly their level of rudeness can be hilarious.
Ground types are known for being essential to good competitive teams- the ability to absorb Volt Switch and put a stop to Electric types in general is incredibly beneficial. Additionally, Ground type is a stellar offensive type that dictates sturdy resists/immunities on teams due to fanstastic neutral and super effective coverage as well as strong moves to take advantage of. Ground happens to pair well with Dark- both types hit the other type's checks for neutral damage, and the punitive nature of their respective attacks allow users of the combination to be challenging to switch into.
Mega Krookodile is optimized to handle a variety of roles at once, role compression being another thing Krookodile is famous for, while maintaining that classic Dark type rudery and the offensive benefits of Spikes and the Ground type. With a generally great boost to its bulk, as well as respectable boosts to power and speed, Mega Krookodile can be quite potent in the right hands. The ability Stygian Shades allows Krookodile to make excellent use of a variety of Dark type status moves:
-Parting Shot lends Krookodile a means of pivoting, allowing Krookodile to gain momentum and bring in teammates more safely. Additionally, the stat drops and the momentum often forces switches, which synergizes well with Spikes.
-Topsy Turvy is a useful tool that lets Krookodile flip the script on setup sweepers, often forcing them out- Pursuit and Spikes again enable further chip damage.
-Hone Claws lets Krook set up and lay Spikes, making potent use of Krookodile's good offensive stats.
-Snatch is an often overlooked move that lets you “steal” moves that set up or heal, which can be very disruptive and rude. This can throw off opposing strategies well, but requires good prediction.
-Taunt is another disruptive tool that lends Krookodile the unique ability to stop hazard removal while simultaneously setting Spikes. It also has general utility, and often forces switches by defensive Pokémon which lets Krookodile punish switches with the Spikes and Pursuit.
-Embargo is extremely disruptive- it stops all forms of item use, in addition to setting Spikes. This can really throw off Pokémon that depends on their item. It also forces switches much like many of the other moves listed here.
-Torment is a rude option that pairs best with Protect to force opponents to have a hard time hitting Krookodile. It can be a good stallbreaking tool. It also forces switches which, as has been proven, is easy prey for Krookodile.
Shore Up lets Krookodile complete these disruptive strategies throughout the game, which pairs well with dual STABs (Ground/Dark is a potent and unique combo that pairs well with the ability)- Knock Off in particular pairs phenomenally with the constant Spike chip, and the grounded Pokemon that take chip from Spikes are also vulnerable to Earthquake.
Overall, Mega Krookodile is a hilariously rude yet super cool Pokemon, acting as a super disruptive pivot, glue, and wallbreaker that fills the roles Krookodile is (in)famous for. Enjoy!
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