#0553
Krookodile

Krookodile

Ground Dark

Abilities

  • Intimidate When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
  • Moxie When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.
  • Anger Point Hidden Boosts the Pokémon's Attack stat to its sixth stage when the Pokémon takes a critical hit.

Stat Points

HP
95
ATK
117
DEF
80
Sp. Atk
65
Sp. Def
70
SPE
92

Weakness and Resistance

2x ⦿ Super Effective
Water Grass Ice Fighting Bug Fairy
1x – Normal
Normal Fire Ground Flying Dragon Steel
0.5x △ Resists
Poison Rock Ghost Dark
0x × Immune
Electric Psychic

Learnable Moves (83)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Aqua Tail physical 90 12 —
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Beat Up physical - 12 The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Dragon Claw physical 80 16 —
Dragon Pulse special 85 12 —
Dragon Tail physical 60 12 If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fissure physical - 8 Knocks out the target. The accuracy of this move is fixed at 30%.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Gunk Shot physical 120 8 Has a 30% chance of poisoning the target.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Horsepower physical 95 12 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Power Trip physical 20 12 This move's power is increased by 20 for each stage that the user's stats have been boosted.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sand Tomb physical 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Scorching Sands special 70 12 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sludge Bomb special 90 12 Has a 30% chance of poisoning the target.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Torment status - 16 Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.