Monotype Krookodile [Dark]


[OVERVIEW]

Dark
========

Krookodile functions as a great lead on hyper offensive Dark teams thanks to its access to two potent utility moves in Stealth Rock, dealing residual damage to any threat that switches in, and Taunt, preventing bulky Pokemon from using their status moves or setting up entry hazards. Krookodile's good Attack stat and passable Speed stat make it a more prominent lead than Bisharp. Krookodile also has a great offensive typing, granting it almost perfect neutral coverage and the capability to hit several types super effectively with its STAB moves. Krookodile's Ground typing grants it immunity to Electric-type attacks and resistances to Poison- and Rock-type moves. Intimidate is great for softening physical attacks for Krookodile and its teammates, which gives Krookodile a chance to survive moves even when its Focus Sash has been broken. While Krookodile's typing gives it some benefits, it also comes with weaknesses to Bug, Fairy, Fighting, Grass, Ice, and Water. Krookodile's defenses are mediocre, and it relies heavily on Intimidate to prolong its presence on the field against physical attackers. Krookodile's outsped by threats such as Greninja and Volcarona alongside Choice Scarf users such as Heracross. Krookodile is also vulnerable to priority attacks such as Mamoswine's Ice Shard, Azumarill's Aqua Jet, and Breloom's Mach Punch, making Krookodile an easy Pokemon to revenge kill.

[SET]
name: Focus Sash Lead (Dark)
move 1: Stealth Rock
move 2: Taunt
move 3: Knock Off
move 4: Earthquake
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is used to assist in pressuring Bug-, Fire-, Flying-, and Ice-types such as Mega Pinsir, Mega Charizard X, Zapdos, and Kyurem-B and grants Krookodile's teammates an easier time KOing opposing Pokemon. Taunt prevents foes from setting up entry hazards or using setup moves such as Swords Dance and Substitute. Knock Off is a great utility move, removing items from annoying threats such as Chansey and Porygon2. Earthquake is an excellent STAB attack that deals massive damage to Electric-, Poison-, Rock-, and Steel-types such as Tapu Koko, Nihilego, Mega Diancie, and Stakataka.

Set Details
========

Maximum Speed EVs with a Jolly nature allow Krookodile to be as fast as possible so it can Speed tie with Mega Garchomp while outspeeding non-Choice Scarf variants of Excadrill, and 252 Attack EVs maximize Krookodile's damage output, allowing it to OHKO Latios and Jellicent with Knock Off and Mega Diancie with Earthquake. Intimidate lessens damage from the opposing Pokemon's physical attacks, giving Krookodile more staying power and letting it take attacks more comfortably. Focus Sash always allows Krookodile to set up Stealth Rock if it's being used as a lead and lets it revenge kill a foe later in the game if Focus Sash is preserved.

Usage Tips
========

Krookodile works great as a lead to use Taunt on opposing leads that tend to set up entry hazards immediately, such as Skarmory and Hippowdon. Taunt should also usually be used first to prevent passive Pokemon from utilizing status moves and to prevent setup sweepers such as Swords Dance Mega Scizor from boosting. Taunting a foe is also helpful if the opponent decides to switch out soon after, so Krookodile can safely set up Stealth Rock while its Focus Sash is still intact. Preserve Krookodile's Focus Sash against threats it's able to revenge kill effectively, such as Mega Diancie and Tapu Koko, or if it is needed later in the game. Krookodile should also be spamming Knock Off early-game to remove items so its teammates to have an easier time later. It's a very safe option due to threats disliking the removal of their items. Be careful when using Earthquake if there's a Flying-type or Levitate user on the opponent's team because it can safely switch in. If Krookodile is not being used as a lead, it should switch into resisted attacks it's able to take adequately. Intimidate helps Krookodile better tank physical attacks it resists.

Team Options
========

All teammates appreciate Krookodile's ability to set up Stealth Rock, remove items with Knock Off, check the majority of Electric-types, and soften moves from physical attackers with Intimidate. Offensive Water-types such as Greninja and Mega Sharpedo have an easier time KOing threats while Stealth Rock is on the field. Greninja's ability Protean makes it a great check to a variety of Pokemon that would otherwise threaten Krookodile, such as Mega Venusaur, Tapu Bulu, and Keldeo, whereas Mega Sharpedo can clean up late-game. With Krookodile as a Stealth Rock user, Mega Tyranitar can play more offensively with Dragon Dance. Tyranitar can help take out Flying-types, which are immune to Krookodile's Earthquake. Hydreigon can switch into Ground-type attacks for Krookodile and can take on Steel-types that Krookodile would have trouble against, such as Skarmory, Ferrothorn, and Mega Scizor. Bisharp and Alolan Muk can take on Fairy-types for Krookodile. Bisharp specifically can check Ice-types, and it can run Swords Dance instead of Stealth Rock with Krookodile's support. Alolan Muk can check Grass-types and also tank special attacks that Krookodile wouldn't be able to handle. Mandibuzz can keep Krookodile's item intact by using Defog to clear entry hazards that would break Focus Sash.

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

Dark
--------

A Choice Scarf + Moxie set with Earthquake, Knock Off, Stone Edge, and Pursuit can be used to make Krookodile a devastating sweeper. Unfortunately, Krookodile would be locked into a move, forcing it to switch out and lose its Moxie boosts against threats that resist or are immune to its selected move.

Checks and Counters
===================

Dark
--------

**Fairy-types**: Fairy-types have no problem removing Krookodile with their super effective STAB attacks. However, Tapu Koko and Mega Diancie should be wary of Krookodile revenge killing them with Earthquake if its Focus Sash is not broken.

**Fighting-types**: Fighting-types such as Keldeo, Terrakion, and Herracross resist Krookodile's Knock Off and can KO it with their STAB moves; however, Infernape and Cobalion should be wary of Earthquake.

**Grass-types**: Grass-types such as Mega Venusaur and Tapu Bulu can easily take Krookodile's attacks and KO it with their STAB moves.

**Water-types**: Water-types such as Gyarados and Suicune can easily dispose of Krookodile with their STAB attacks. Gyarados is immune to Earthquake and can take a Knock Off effectively if it holds Flyinium Z or Gyaradosite.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can tank attacks effectively; however, they should be wary of Krookodile's Taunt preventing them from recovering or setting up entry hazards.

**Revenge Killers**: Revenge killers such as Greninja, Volcarona, and Choice Scarf Heracross all pose a huge threat to Krookodile because they can outspeed it and KO it with super effective attacks.

**Priority**: Due to Krookodile's typing, it's left vulnerable to priority attacks such as Mamoswine's Ice Shard, Azumarill's Aqua Jet, and Breloom's Mach Punch once its Focus Sash is broken.
 
Last edited:

Moosical

big yikes
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Overview
* Krookodile is also vulnerable to to priority from attacks such as Ice Shard Mamoswine, Aqua Jet Azumarill, and Mach Punch Breloom if Intimidate's ability isn't activated upon switching into them, making Krookodile an easy Pokemon to revenge kill.
- I feel like adding in "if Intimidate's ability isn't activated upon switching into them" is unnecessary, as the point is that it's weak to priority, regardless of intimidate (especially considering even Choice Band Mamoswine can't OHKO with Ice Shard at +0, same goes for Choice Band Azumarill; Breloom is the only one that OHKO's at +0 - and even ignoring that, you have sash). Assuming the sash is broken, Krookodile would still need a fair amount of HP to live any of those attacks, which isn't likely.

Set Details
* A Focus Sash always allows Krookodile to set up Stealth Rock if it's being used as a lead.
- Can add in revenge kill if sash is preserved.

Usage Tips
- Talk about instances where you'd want to preserve sash in order to revenge kill certain Pokemon that threaten Dark type.
- Put your last tip as the second tip.

Team Options
* Offensive Water-types such as Greninja and Mega Sharpedo can have an easier time to KO threats while Stealth Rock is on the field. Greninja's ability in Protean makes it a great check towards a variety of types that would otherwise threaten Krookodile, whereas Mega Sharpedo can clean up threats late-game.
- Add in some examples of what Greninja specifically can help against

Checks and Counters
- Priority, once sash is broken.
- Water types

Good Job 1/3
 
Last edited:
Overview
Krookodile only fits on HO. Mention that because right now it sounds like it fits on balance too.

Discuss alternate hazard lead in Bisharp

Usage Tips
Latios and Xurkitree aren't good examples. Use like Mega Diancie and Tapu Koko

Team Options
Give this more of a HO focus. Remove Mega Sableye, talk about opening up options like SD Bisharp and DD Mega Tyranitar on the same team etc.

Other Options
Superpower sucks.

Nice work. QC 2/3
 

autumn

only i will remain
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C&C Leader

GP 1/2
add remove comments

[OVERVIEW]

Dark
========

Krookodile functions as a great lead on hyper offensive Dark teams thanks to its good Attack stat and passable Speed stat, (AC) making it being a more prominent lead than Bisharp. Krookodile also has a great offensive typing, granting it almost perfect neutral coverage while being able to hit several types with its STAB moves super effectively with its STAB moves. Krookodile's Ground typing grants Krookodile it immunity to Electric-type attacks while being resistant to Poison- and Rock-type moves. Krookodile's ability in Intimidate is great for softening physical attacks for itself and its teammates, which gives Krookodile a chance to survive moves even when its Focus Sash has been broken. Krookodile has access to two great utility moves in Stealth Rock and Taunt, dealing residual damage to any threat that switches in, (AC) and Taunt, (AC) or preventing bulky Pokemon from using their status moves or setting up entry hazards. While Krookodile's typing gives it some benefits, it also also comes with a handful of weaknesses to types such as Bug, Fairy, Fighting, Grass, Ice, and Water. Krookodile's defenses are mediocre, (AC) and as it relies heavily on Intimidate to prolong its presence on the field against physical attackers. Even enough Krookodile's Speed is moderately average, it's still outsped by faster threats such as Greninja and Volcarona, alongside Choice Scarf users such as Heracross. Krookodile is also vulnerable to to priority from attacks such as Mamoswine's Ice Shard Mamoswine, Azumarill's Aqua Jet Azumarill, and Breloom's Mach Punch Breloom, making Krookodile an easy Pokemon to revenge kill.

[SET]
name: Focus Sash Lead (Dark)
move 1: Stealth Rock
move 2: Taunt
move 3: Knock Off
move 4: Earthquake
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is used to assist in pressuring Bug-, Fire-, Flying-, and Ice-types such as Mega Pinsir, Mega Charizard X, Zapdos, and Kyurem-B, while granting its teammates an easier time KOing opposing Pokemon. Taunt prevents foes from setting up entry hazards or using set(remove space)up moves such as Swords Dance and Substitute. Knock Off is a great utility move, (AC) in removing items off of from annoying threats such as Chansey and Porygon2 (I think). Earthquake is an excellent STAB attack that deals in dealing massive damage towards Electric-, Poison-, Rock-, and Steel-types such as Tapu Koko, Nihilego, Mega Diancie, and Heatran.

Set Details
========

Maximum Speed EVs with a Jolly nature allow Krookodile to be as fast as possible so it can to Speed tie with Mega Garchomp while outspeeding non-(AH)Choice Scarf variants of Excadrill, (AC) and 252 Attack EVs maximizes Krookodile's damage output, (AC) allowing it to OHKO Latios and Jellicent at full health with Knock Off, while Earthquake OHKOes (I think?) Mega Diancie. Intimidate lessons lessens the damage output from the opposing Pokemon's physical attacks, giving Krookodile more staying power, (AC) letting it take in taking attacks more comfortably. A Focus Sash always allows Krookodile to set up Stealth Rock if it's being used as a lead and revenge kill a foe if Focus Sash is preserved.

Usage Tips
========

Krookodile works great as a lead against opposing leads and to use Taunt on opposing leads those that tend to set up entry hazards immediately, (AC) such as Skarmory and Hippowdon. Krookodile wants to prevent opposing Pokemon from utilizing any status moves, (AC) so Taunt should usually be used first on passive Pokemon to prevent them from setting up entry hazards or inflict Krookodile with status moves. (redundant) This is also helpful if the opponent decides to switch out soon after, (AC) so Krookodile can safely set up Stealth Rock while its Focus Sash is still in(remove space)tact. Taunt is also used to prevent setup sweepers as well such as Swords Dance Mega Scizor from boosting. Krookodile should preserve its Focus Sash against threats it's able to revenge kill effectively, (AC) such as Mega Diancie and Tapu Koko. Also, Krookodile can preserve its Focus Sash if it is needed to be used later in the game. For example, Krookodile would want to be preserved later to set up Stealth Rock once the opposing team's entry hazard setter is KOed and their entry hazards are removed before switching it in. It's important to set up Stealth Rock immediately in order for the opposing team to take constant damage upon switching in. (this has kinda been said before + isn't really that clear, maybe try reworking it if needed?) Krookodile should also be spamming Knock Off early-game to remove items, (AC) so for its teammates to have an easier time to deal with later-game. It's a very safe option due to threats disliking the removal of their items. Be careful when using Earthquake if there's a presence of a Flying-type on the opponent's team because they can safely switch-(RH) in. If Krookodile is not being used as a lead, it should switch into resisted attacks it's able to take adequately and, (AC) with Intimidate, (AC) it helps Krookodile tank hits even better, specifically physical attacks it resists.

Team Options
========

All teammates appreciate Krookodile's ability to set up Stealth Rock support, remove removing items with Knock Off, the check the majority of Electric-types, and soften attacks moves from physical attackers with Intimidate. Offensive Water-types such as Greninja and Mega Sharpedo can have an easier time to KOing threats while Stealth Rock is on the field. Greninja's ability in Protean makes it a great check towards a variety of types Pokemon that would otherwise threaten Krookodile such as Mega Venusaur, Tapu Bulu, and Keldeo, whereas Mega Sharpedo can clean up threats late-game. With Krookodile as a Stealth Rock user, it allows Tyranitar can to play more offensively with either Rockium Z or Dragon Dance, (RC) especially Dragon Dance variants, as well as running Rockium Z to nuke an opposing Pokemon. Tyranitar can help take out Flying-types, (AC) which that are immune to Krookodile's Earthquake. Krookodile's presence also allows Tyranitar to use a more offensive Dragon Dance Mega Tyranitar in breaking past walls more effectively. (said before) Hydreigon can switch into Ground-type attacks for Krookodile. (RP) Hydreigon and can take on Steel-types that Krookodile would have trouble against, (AC) such as Skarmory, Ferrothorn, and Mega Scizor. Bisharp and Alolan Muk can take on Fairy-types for Krookodile. Bisharp specifically can check Ice-types, (AC) and it doesn't need to waste a moveslot for Stealth Rock and can run Swords Dance instead. (AP) while Alolan Muk can check Grass-types and. (RP) Alolan Muk can also tank special attacks that Krookodile wouldn't be able to handle. Bisharp doesn't need to waste a moveslot for Stealth Rock as it can freely run Swords Dance. Mandibuzz can keep Krookodile's item in(remove space)tact by using Defogging away to clear entry hazards that would break its Focus Sash.

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

Dark
--------
Choice Scarf + Moxie can be used to make Krookodile a devastating sweeper. The set is usually consists of Earthquake, Knock Off, Stone Edge, and Pursuit. Unfortunately, Krookodile would be locked into a move, forcing it to switch out against threats that resist or are immune to its selected move.

Checks and Counters
===================

Dark
--------
**Fairy-types**: Fairy-types have no problem removing Krookodile with their super effective STAB attacks. However, Tapu Koko and Mega Diancie should be wary of Krookodile's revenge killing them with from Earthquake if they didn't break haven't broken its Focus Sash yet.

**Fighting-types**: Fighting-types such as Keldeo, Terrakion, and Herracross resist Krookodile's Knock Off and KO it with their STAB moves; however, Infernape and Cobalion should be wary of Earthquake.

**Grass-types**: Grass-types such as Mega Venusaur and Tapu Bulu can easily take Krookodile's attacks and and KO it with their STAB moves.

**Water-types**: Water-types such as Gyarados and Suicune can easily dispose of Krookodile with their STAB attacks. Gyarados is immune to Earthquake and can take a Knock Off effectively if it holds because of it holding Flyinium Z or Gyaradosite Mega Stone.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can tank attacks effectively; however, they should be wary of Krookodile's Taunt in preventing them from recovering health or setting up entry hazards.

**Revenge Killers**: Revenge killers such as Greninja, Volcarona, and Choice Scarf Heracross all pose a huge threat to Krookodile and KO it with their super effective attacks.

**Priority**: Due to Krookodile's typing, it's left vulnerable to priority attackers such as Mamoswine's Ice Shard, Azumarill Aqua Jet, and Breloom's Mach Punch once its Focus Sash is broken.
 

frenzyplant

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2/2 :)

add remove(comments)

[OVERVIEW]

Dark
========

Krookodile functions as a great lead on hyper offensive Dark teams thanks to its access to two potent utility moves in Stealth Rock, dealing residual damage to any threat that switches in, and Taunt, preventing bulky Pokemon from using their status moves or setting up entry hazards. Krookodile's good Attack stat and passable Speed stat, making make it a more prominent lead than Bisharp. (* only implement these changes to this first sentence if they are factually correct; later passages seem to imply that it's more these two moves that make Krookodile function as a lead in general, while the stats just make it function better than Bisharp as a lead.) Krookodile also has a great offensive typing, granting it almost perfect neutral coverage and the capability while being able (the typing itself isn't able to hit Pokemon super effectively, it grants Krookodile that capability) to hit several types super effectively with its STAB moves. Krookodile's Ground typing grants it immunity to Electric-type attacks and resistances while being resistant to Poison- and Rock-type moves. Intimidate is great for softening physical attacks for itself Krookodile and its teammates, which gives Krookodile a chance to survive moves even when its Focus Sash has been broken. Krookodile has access to two great utility moves in Stealth Rock, dealing residual damage to any threat that switches in, and Taunt, preventing bulky Pokemon from using their status moves or setting up entry hazards. (see *) While Krookodile's typing gives it some benefits, it also also comes with a handful of weaknesses to types such as Bug, Fairy, Fighting, Grass, Ice, and Water. (these are all of its weaknesses, so no need for "such as") Krookodile's defenses are mediocre, and it relies heavily on Intimidate to prolong its presence on the field against physical attackers. Even enough Krookodile's Speed is moderately average, it's still (you already say this, and "moderately average" does not make much sense) Krookodile's outsped by faster threats ("Krookodile is outsped by faster threats" is a tautology) such as Greninja and Volcarona, (remove comma) alongside Choice Scarf users such as Heracross. Krookodile is also vulnerable to priority attacks such as Mamoswine's Ice Shard, Azumarill's Aqua Jet, and Breloom's Mach Punch, making Krookodile an easy Pokemon to revenge kill.

[SET]
name: Focus Sash Lead (Dark)
move 1: Stealth Rock
move 2: Taunt
move 3: Knock Off
move 4: Earthquake
item: Focus Sash
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is used to assist in pressuring Bug-, Fire-, Flying-, and Ice-types such as Mega Pinsir, Mega Charizard X, Zapdos, and Kyurem-B, while granting its and grants Krookodile's teammates an easier time KOing opposing Pokemon. Taunt prevents foes from setting up entry hazards or using set up setup moves such as Swords Dance and Substitute. Knock Off is a great utility move, removing items from annoying threats such as Chansey and Porygon2. Earthquake is an excellent STAB attack that deals massive damage towards to Electric-, Poison-, Rock-, and Steel-types such as Tapu Koko, Nihilego, Mega Diancie, and Stakataka.

Set Details
========

Maximum Speed EVs with a Jolly nature allow Krookodile to be as fast as possible so it can Speed tie with Mega Garchomp while outspeeding non-Choice Scarf variants of Excadrill, and 252 Attack EVs maximize Krookodile's damage output, allowing it to OHKO Latios and Jellicent with Knock Off and Mega Diancie with Earthquake., while Earthquake OHKOes Mega Diancie. Intimidate lessens the damage output from the opposing Pokemon's physical attacks, giving Krookodile more staying power, (remove comma) and letting it take attacks more comfortably. A Focus Sash always allows Krookodile to set up Stealth Rock if it's being used as a lead and lets it revenge kill a foe later in the game if Focus Sash is preserved.

Usage Tips
========

Krookodile works great as a lead to use Taunt on opposing leads that tend to set up entry hazards immediately, such as Skarmory and Hippowdon. Krookodile wants to prevent opposing Pokemon from utilizing any status moves, so Taunt should also usually be used first on passive Pokemon to prevent passive Pokemon from utilizing status moves and to prevent setup sweepers such as Swords Dance Mega Scizor from boosting. This Taunting a foe is also helpful if the opponent decides to switch out soon after, so Krookodile can safely set up Stealth Rock while its Focus Sash is still in tact. intact. Taunt is also used to prevent setup sweepers such as Swords Dance Mega Scizor from boosting. (this is similar in structure to an earlier sentence, so combined the two to eliminate repetition) Krookodile should Preserve its Krookodile's Focus Sash against threats it's able to revenge kill effectively, such as Mega Diancie and Tapu Koko, or if it is needed later in the game. Also, Krookodile can preserve its Focus Sash if it is needed to be used later in the game. (preserving its Focus Sash is not Krookodile's choice, so I found that phrasing strange) Krookodile should also be spamming Knock Off early-game to remove items, (remove comma because you're using "so" to mean "in order that", not "therefore") so its teammates to have an easier time to deal with later. It's a very safe option due to threats disliking the removal of their items. Be careful when using Earthquake if there's a Flying-type (or Levitate user?) on the opponent's team because they it can safely switch in. If Krookodile is not being used as a lead, it should switch into resisted attacks it's able to take adequately. Intimidate and, with Intimidate, it ("it" does not refer to anything here, so just use Intimidate as the subject) helps Krookodile better tank hits even better, specifically physical attacks it resists.

Team Options
========

All teammates appreciate Krookodile's ability to set up Stealth Rock, remove items with Knock Off, check the majority of Electric-types, and soften moves from physical attackers with Intimidate. Offensive Water-types such as Greninja and Mega Sharpedo can have an easier time KOing threats while Stealth Rock is on the field. Greninja's ability Protean makes it a great check to towards a variety of Pokemon that would otherwise threaten Krookodile, (comma) such as Mega Venusaur, Tapu Bulu, and Keldeo, whereas Mega Sharpedo can clean up late-game. With Krookodile as a Stealth Rock user, Mega Tyranitar can play more offensively with Dragon Dance. Tyranitar can help take out Flying-types, which that are immune to Krookodile's Earthquake. Hydreigon can switch into Ground-type attacks for Krookodile (remove period) and can take on Steel-types that Krookodile would have trouble against, such as Skarmory, Ferrothorn, and Mega Scizor. Bisharp and Alolan Muk can take on Fairy-types for Krookodile. Bisharp specifically can check Ice-types, and it doesn't need to waste a moveslot for Stealth Rock and can run Swords Dance instead of Stealth Rock with Krookodile's support. Alolan Muk can check Grass-types and also tank special attacks that Krookodile wouldn't be able to handle. Mandibuzz can keep Krookodile's item intact by using Defog to clear entry hazards that would break its Focus Sash.

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

Dark
--------

A Choice Scarf + Moxie set with Earthquake, Knock Off, Stone Edge, and Pursuit can be used to make Krookodile a devastating sweeper. The set is usually consists of Earthquake, Knock Off, Stone Edge, and Pursuit. Unfortunately, Krookodile would be locked into a move, forcing it to switch out and lose its Moxie boosts against threats that resist or are immune to its selected move.

Checks and Counters
===================

Dark
--------

**Fairy-types**: Fairy-types have no problem removing Krookodile with their super effective STAB attacks. However, Tapu Koko and Mega Diancie should be wary of Krookodile revenge killing them with Earthquake if they haven't broken its Focus Sash is not broken.

**Fighting-types**: Fighting-types such as Keldeo, Terrakion, and Herracross resist Krookodile's Knock Off and can KO it with their STAB moves; however, Infernape and Cobalion should be wary of Earthquake.

**Grass-types**: Grass-types such as Mega Venusaur and Tapu Bulu can easily take Krookodile's attacks and and KO it with their STAB moves.

**Water-types**: Water-types such as Gyarados and Suicune can easily dispose of Krookodile with their STAB attacks. Gyarados is immune to Earthquake and can take a Knock Off effectively if it holds Flyinium Z or Gyaradosite.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can tank attacks effectively; however, they should be wary of Krookodile's Taunt preventing them from recovering or setting up entry hazards.

**Revenge Killers**: Revenge killers such as Greninja, Volcarona, and Choice Scarf Heracross all pose a huge threat to Krookodile because they can outspeed it and KO it with super effective attacks.

**Priority**: Due to Krookodile's typing, it's left vulnerable to priority attacks such as Mamoswine's Ice Shard, Azumarill's Aqua Jet, and Breloom's Mach Punch once its Focus Sash is broken.
 

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