Mr Jeff
Sadly Mence and Hydreigon still outspeed and OHKO Krookodile before you can even Earthquake. You're better off by running Superpower/Stone Edge :/John Cena @ Life Orb![]()
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Smack Down
So a lot of people that swap into Krook swap in some flying/Levitating threat to dodge EQ. Smack Down lets you guaranteed kill Hydregidon with EQ, Salamence after Stealth Rock with EQ, guaranteed kill Mega Aerodactyl with EQ, etc. Knock Off still hits the bulky waters hard and gets rid of the Leftovers, Pursuit still traps the frail stuff it can come in on. Max Speed because he's still kinda frail and needs to outspeed as much as possible.
You can't steal rocks or spikes with snatch unfort![]()
Krookodile @ Dread Plate/Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Snatch
- Pursuit/Taunt
My friends, I present you the almighty Snatch Krook a.k.a Robber Croc. It's very situational and takes a highly skilled player to pull it off (Hint: not me), but when it does actually work, it is beautiful.
What does Snatch do? Snatch allows you to steal any support or non-attacking move the opponent uses for yourself. Because a decent amount of Krook switch-ins like using support moves, it allows Krook to do several cool things, which I have compiled a list below:
1. Steal Spikes off of Chesnaught
2. Steal Stealth Rock off of Swampert that switches in (you have to predict incredibly well though)
3. Steal Wishes off of Alomomola, Florges, and Umbreon. You have to predict very smart to get around the first two, but Umbreon is just destroyed.
4. Steal a Dragon Dance off of Salamence or Feraligatr, both of whom set up vs Krook 1v1.
5. Steal a Shell Smash off of Cloyster LOL
You can't steal rocks or spikes with snatch unfort
Sadly Mence and Hydreigon still outspeed and OHKO Krookodile before you can even Earthquake. You're better off by running Superpower/Stone Edge :/
Hone Claws Krookodile
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Krookodile @ Life Orb
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Knock Off
- Earthquake
- Iron Tail
So this is set-up Life Orb Krookodile. I've actually played around with it on a couple of test teams and it's surprisingly effective, mostly against more defensive-minded teams. If you get a Hone Claws up you can pretty much destroy anything with either of it's STABs and also hit Fairies like Florges or Aromatisse for some major damage with Iron Tail. You could use Bulk Up for the defense boost but you definitely want that accuracy for Iron Tail, if you miss, a Moonblast will hurt a TON from any fairies. But yeah, here's some of the calcs on some common switchins
+1 252 Atk Life Orb Krookodile Iron Tail vs. 252 HP / 252+ Def Florges: 361-426 (100.2 - 118.3%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Life Orb Krookodile Iron Tail vs. 252 HP / 252+ Def Aromatisse: 348-411 (85.7 - 101.2%) -- 87.5% chance to OHKO after Stealth Rock
+1 252 Atk Life Orb Krookodile Iron Tail vs. 248 HP / 252+ Def Whimsicott: 317-374 (98.1 - 115.7%) -- guaranteed OHKO after Stealth Rock (risk encore)
+1 252 Atk Life Orb Krookodile Iron Tail vs. 248 HP / 0 Def Mega Abomasnow: 380-447 (99.2 - 116.7%) -- guaranteed OHKO after Stealth Rock
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Krookodile @ Yache Berry
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature/ Adamant
- Knock Off
- Earthquake
- Superpower
- Stealth Rock/ Pursuit
Hello people! I have a nice ice type lure for you. I believe that Krookodile has its best set being used at this current moment which is ofc Rocks Intimidate. Instead of finding some wacky sludge bomb set (I actually contemplated lol) I decided to just give the normal set a minor twist to make it into a great partner for dragons and flying types. The lure is for common Ice Shard users and walls with Ice Beam like P2. Adament can be used over jolly so you can KO ice types with Super Power but if you have rocks up, Jolly is fine. Plus the speed allows you to preform all the regular jobs that Krook does. You no longer have to fear the T wave from P2. You simply switch in and knock off then Super Power. Ice Beam does not do nearly as much which increases your ability to come in and intimidate or check other pokemon. Blizzard from Mega Abomasnow doesnt even kill at this point and ice shard is pitiful. Mamoswine is another ice shard users that dies to Super power after one LO hit. Partners that work great with this set are DD or Scarf Salamence, Mega Sceptile, and Mega Aero. Try is out and enjoy the fun!
Krookodile @ Dread Plate/Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Snatch
- Pursuit/Taunt
My friends, I present you the almighty Snatch Krook a.k.a Robber Croc. It's very situational and takes a highly skilled player to pull it off (Hint: not me), but when it does actually work, it is beautiful.
What does Snatch do? Snatch allows you to steal any support or non-attacking move the opponent uses for yourself. Because a decent amount of Krook switch-ins like using non-attacking moves, it allows Krook to do several cool things, which I have compiled a list below:
1. Steal Wishes off of Alomomola, Florges, and Umbreon. You have to predict very smart to get around the first two, but Umbreon is just destroyed.
2. Steal a Dragon Dance off of Salamence or Feraligatr, both of whom set up vs Krook 1v1.
3. Steal a Shell Smash off of Cloyster LOL
4. Steal a curse off of Snorlax, allowing you to beat it 1v1 instead of the other way around
SubBU Krookodile
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Krookodile @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Bulk Up
- Earthquake
- Stone Edge / Aerial Ace
SubBU Krook is a nice sweeper that can take advantage of a lot of setup opportunities and beat its common switch-ins. Substitute allows it to evade status moves and eases prediction when it doesn't want to commit to a Bulk Up. Taunt can allow it to stallbreak, but Sub is just way too useful to give up on this set. Krook finds good setup opportunities on choiced Electric mons, more passive Pokemon like Forretress, Mandibuzz, Umbreon and Blissey and slower Fire and Ghost types who are afraid of its STAB moves.
Stone Edge is used over Knock Off since it has better coverage, hitting Salamence and Hydreigon in particular for lots of damage. Aerial Ace is nearly as good and lures Chesnaught and Tangrowth, though the low BP comes into play against the aforementioned Dragons, Mega Aero, Mandibuzz and Gligar.
http://replay.pokemonshowdown.com/uu-286874841 - Could have swept had I been more patient with Rotom-H's Overheats, but still a solid showcase. On this team, I have Aerial Ace Dugtrio to take out Chesnaught and Whimsicott.
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Krookodile @ Tanga Berry
Ability: Intimidate
EVs: 4 HP / 248 Atk / 44 SpD / 212 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stealth Rock / Aerial Ace
basically lures and pursuits / knocks bug type attackers that think krook is free attack / momentum
evs outspeed entei and dump the rest in spdef to live some hits
252+ Atk Adaptability Mega Beedrill U-turn vs. 4 HP / 0 Def Tanga Berry Krookodile: 226-266 (68 - 80.1%) -- guaranteed 2HKO (Krook does min 90 back with Pursuit, punishing teams whose best mon to revenge Krook is Mega Beedrill)
+1 252 SpA Life Orb Venomoth Bug Buzz vs. 4 HP / 44 SpD Tanga Berry Krookodile: 281-331 (84.6 - 99.6%) -- guaranteed 2HKO
252 SpA Choice Specs Yanmega Bug Buzz vs. 4 HP / 44 SpD Tanga Berry Krookodile: 256-303 (77.1 - 91.2%) -- guaranteed 2HKO
--insert calc of any faster u-turn user that thinks Krook is in range when it's not getting pursuited--
-1 252+ Atk Choice Band Heracross Megahorn vs. 4 HP / 0 Def Tanga Berry Krookodile: 252-297 (75.9 - 89.4%) -- guaranteed 2HKO (only really relevant if you need to switch in and are running Aerial Ace or need its band removed or it's already super low)
if you switch into beedrill after saccing something instead of the other way around it's basically trapped unless lord set x-scissor/sd cause pjab + u-turn doesn't ko
-1 252+ Atk Adaptability Mega Beedrill Poison Jab vs. 4 HP / 0 Def Krookodile: 86-102 (25.9 - 30.7%) -- guaranteed 4HKO
-1 252+ Atk Adaptability Mega Beedrill U-turn vs. 4 HP / 0 Def Tanga Berry Krookodile: 150-178 (45.1 - 53.6%) -- 38.7% chance to 2HKO
40 bp pursuit: 248 Atk Krookodile Pursuit vs. 0 HP / 0 Def Mega Beedrill: 124-147 (45.7 - 54.2%) -- 53.1% chance to 2HKO
was going to do helmet krook but i consider that already kinda standard or at least a common option, has a similar premise in punishing u-turns
you can run adamant for the ensured ko on bee but then you lose speed in competitive speed tier; your choice
Defensive tank Krookodile
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Knock Off
- Earthquake
- Taunt
- Toxic
This set tries to use the defensive capabilities of this monster alongside with EVs investment plus Intimidate and Leftovers for recovery. This Krokodile can tank most of physical hits despite the middling defensive stats and can dish out some nice damage with the dual STABs: in particular, Knock Off is useful to get rid of 1-2 items every match in order to gain a quick advantage on the opponent. Taunt is really useful to avoid status moves even though this crocodile is not particularly fast and Toxic is a nice "coverage" move which can be spammed towards the incoming check/counter -just be ary of Magic Bounce and Synchronize users-.
BlameTruth @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
All the good sets were taken so I whacked assault vest on an intimidate mon, EZ.
haha, just kidding
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Rest
- Sleep Talk
- Roar
- Dragon Tail
Use on a hazard stack team and you get a 66% chance to shuffle without the pesky -6 priority. intimidate and max HP for more survivability. pretty simple
K you're free to vote n_nKrookodile @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Knock Off / Pursuit
- Iron Tail
Basically, this is the 'Don't fuck with me Fairies' set. Set up Rocks as you will, spam EQ or Knock Off, wait for a Fairy to come along, then bop it with an Iron Tail. You're normally gonna catch it on the switch, but hey, prediction is the game.
/lazy tired sleep