OU Krookodile (mini analysis) (QC 2/2) (GP 1/1)

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[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Moxie / Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Krookodile is a niche Choice Scarf user that works on some team structures that need the unique combination of a fast Pursuit user that blocks Volt Switch. It is also able to revenge kill sweepers reliant on Sucker Punch to sweep like Mega Mawile and Bisharp and can provide Intimidate support to soften the blow from Pokemon like Mega Tyranitar and Garchomp while also giving itself and its teammates more switch-in opportunities. Pursuit lets Krookodile checkmate threats like Mega Alakazam and Blacephalon while also taking out Pokemon like weakened Mega Latios, Mega Latias, and Reuniclus. Knock Off lets Krookodile threaten switch-ins that rely on their item like Tapu Fini, Ferrothorn, Celesteela, and Tangrowth. Foul Play lets Krookodile revenge kill Swords Dance users like Garchomp, Kartana, and Landorus-T, as well as dealing more damage to Kartana than any other move. However, Foul Play should be used with Moxie due to Intimidate reducing the damage of Foul Play. Alternatively, Crunch is able to hit Mega Latias and Z-Move Reuniclus much harder than Knock Off can and lets Krookodile pressure Reuniclus that had previously taken Knock Off.

This Krookodile set is often good on bulkier teams that need a Pursuit user that can reliably trap Mega Alakazam and Blacephalon and act as a deterrent to Swords Dance users. Skarmory is a good partner on these teams thanks to Krookodile Pursuit-trapping Blacephalon as well as checking other threats to it like Tapu Koko and Heatran. Skarmory sets Spikes, which Krookodile's switch-ins are often weak to, thus making Krookodile harder to deal with, furthered by the fact Krookodile can trap and cripple potential Defog users like Mega Latias and Tapu Fini with Pursuit and Knock Off, respectively. Chansey similarly benefits from Krookodile Pursuit-trapping Blacephalon and can counter special attackers like Greninja in return. Mega Lopunny also fits on these bulky teams and takes advantage of Krookodile trapping Mega Alakazam while also benefitting from Krookodile removing items from defensive switch-ins like Skarmory, Tapu Fini, and Landorus-T. Checks to Krookodile include Grass-types like Tapu Bulu and Kartana, which can take any hit and KO. Offensive checks, like both Greninja forms, are able to take out Krookodile once they get in safely. This is especially prevalent with Ash-Greninja due to Water Shuriken making Krookodile’s Choice Scarf irrelevant. Pivoting between Dark- and Ground-type resistant Pokemon to scout what move Krookodile locks into is also a relatively safe counterplay. Finally, defensive Pokemon like Tapu Fini, Tangrowth, and even Toxapex are able to take any hit from Krookodile and hit it with super effective attacks or cripple it with status. However, they do not like getting hit with Knock Off.

[CREDITS]
- Written by: [[Ophion, 433215]]
- Quality checked by: [[Indigo Plateau,216712], [ausma, 360720]
- Grammar checked by: [[kris,241023]]
 
Last edited:

Breezy

formerly Quaze
is a Top Tiering Contributoris a Tutor Alumnusis a Past SPL Champion
Intimidate and foulplay together is counter-productive. Instead moxie should be mentioned as first option and intimidate slashed with a brief explanation of when to pick it in the description. Consequently you may want to shorten the paragraph regarding intimidate. the reason for that is that krook can't really make use of it since it doesn't really appreciate any kind of physical hit because it lacks relevant resistances and takes a supereffective hit by uturn.

For krook's defensive utility you could speak of his resistance to dark which allows him to revenge kill slow wallbreakers which rely on sucker punch to hit faster mons like bisharp or mmawile.

From the mons you mentioned the only ones that you truly revenge kill are landorus and kartana. Mzor after +2 takes 67 max from foulplay while +4 is not worth mentioning since bullet would hits first and kill.
Gliscor needs to be at +6 in order to be killed by fp, +4 is 81 max which becomes less after poison heal recovery.
You could mention sd garchomp although it's a 48% roll to kill.
 
Last edited:

Indigo Plateau

is a Community Leaderis a Top Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Past SCL Champion
UU Leader
[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Moxie / Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Krookodile is a niche Choice Scarfer who works on some team structures that need the role compression of a fast Pursuit user that blocks Volt Switch and can provide Intimidate support. (Given Quaze's check, I'd include Intimidate in the following sentence since your primary ability will be Moxie + it's just more fitting there. Add something like "and also provide Intimidate support against certain physical threats like x and y" at the end of what you already have) It is also able to revenge kill sweepers reliant on Sucker Punch to sweep like Mega Mawile and Bisharp. Pursuit is the reason this set is used and it lets Krookodile checkmate threats like Mega Alakazam and Blacephalon while also punishing other switches, mainly from Mega Latios, Mega Latias, and Reuniclus. (I would specify when weakened, since these can play mind games at full and don't mind scouting/tanking Knock or Pursuit from full) Knock Off lets Krookodile cripple switch-ins reliant on their item like Tapu Fini, Ferrothorn, Celesteela, and Tangrowth. Foul Play lets Krookodile revenge kill Swords Dance users like Garchomp, Kartana, and Landorus-T while also (dealing) more damage to Kartana than any other move, guaranteeing a 2HKO. However, it should be used with Moxie as the ability due to Intimidate reducing the damage of Foul Play. Meanwhile, Crunch is able to hit Mega Latias and Z-Move Reuniclus much harder than Knock Off can while also letting Krookodile pressure a Reuniclus that had previously taken Knock Off.

This Krookodile set is often good on bulkier teams that need their Pursuit user to reliably trap Mega Alakazam and Blacephalon as well as a deterrent to Swords Dance users. Skarmory is a good partner on these teams thanks to Krookodile Pursuit trapping Blacephalon as well as checking other threats to it like Tapu Koko and Heatran. Skarmory, meanwhile, sets Spikes, which Krookodile’s switch-ins are often weak to and as such make Krookodile harder to deal with, furthered by the fact Krookodile can trap or Knock Off potential Defoggers like Mega Latias and Tapu Fini. Chansey similarly benefits from Krookodile Pursuit trapping Blacephalon and can counter special attackers like Greninja for Krookadile. (Krookodile?) Mega Lopunny also fits on these bulky teams and takes advantage of Krookodile trapping Mega Alakazam, which is the main check to Mega Lopunny on offensive teams, which also benefitting from Krookodile knocking off items from defensive switch-ins. (I would remove the Mega Alakazam being the main check bit, it's very subjective and not necessary. Add that Mega Lop appreciates Krook knocking some common switch-ins to both like Lando, Fini, & Skarm) Checks to Krookadile include Grass-types like Tapu Bulu and Kartana, who can take any hit and KO Krookadile as well as offensive Water-types like both Greninja forms, especially Ash-Greninja, due to its access to Water Shuriken. (I would prefer to see Gren separated into an offensive checks sentence because no Gren is going to want to take a Knock or EQ from Krook) Proper pivoting between Dark- and Ground-type resists to scout what move Krookadile locks into is also relatively safe counterplay. (Add a "but they should be cautious of losing their item) Finally, defensive Pokemon like Tapu Fini, Tangrowth, and even Toxapex are able to take any hit from Krookadile and hit with super effective attacks or cripple it with status.

[CREDITS]
- Written by: [[Ophion, 433215]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Check is in the quote, please tag me in the OU QC discord once implemented so I can read it over again and I'll give 1/1 then, good work

E: QC 1/2
 
Last edited:

ausma

token smogon furry
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comments in orange
additions/changes in purple
removals will be striked

[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Moxie / Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Krookodile is a niche Choice Scarfer who works on some team structures that need the role compression of a fast Pursuit user that blocks Volt Switch. I personally don't like calling this role compression, because it's less that and more just a combination of traits that let it perform a unique role as a Pursuit and Choice Scarf user. It is also able to revenge kill sweepers reliant on Sucker Punch to sweep like Mega Mawile and Bisharp and can potentially provide Intimidate support to soften the blow from Pokemon like Mega Tyranitar and Garchomp should Foul Play not be run. I think Intimidate's main use is letting Krookodile find more switch-in opportunities, which I think should be the greater focus here. Pursuit is the reason this set is used and it lets Krookodile checkmate threats like Mega Alakazam and Blacephalon while also punishing other switches, mainly from weakened Mega Latios, Mega Latias, and Reuniclus. What does "punishing other switches" exactly mean here? Pursuit isn't really a move that punishes switches itself, it punishes attempts at switching, so I'm just kind of confused about it. Knock Off lets Krookodile cripple switch-ins reliant on their item like Tapu Fini, Ferrothorn, Celesteela, and Tangrowth. I wouldn't really say "cripple" so to speak; I think it'd be better to find a different way to word that since cripple is a bit extreme of a term. Foul Play lets Krookodile revenge kill Swords Dance users like Garchomp, Kartana, and Landorus-T while also dealing more damage to Kartana than any other move, guaranteeing a 2HKO against it even without an Attack boost. This is important to clarify since the vague mention of a 2HKO doesn't make clear whether it's with a boost or not. However, it should be used with Moxie as the ability due to Intimidate reducing the damage of Foul Play. Alternatively, Meanwhile, Crunch is able to hit Mega Latias and Z-Move Reuniclus much harder than Knock Off can while also letting Krookodile pressure a Reuniclus that had previously taken Knock Off.

This Krookodile set is often good on bulkier teams that need their Pursuit user to reliably trap Mega Alakazam and Blacephalon as well as a deterrent to Swords Dance users. Skarmory is a good partner on these teams thanks to Krookodile Pursuit trapping Blacephalon as well as checking other threats to it like Tapu Koko and Heatran. Skarmory, meanwhile, sets Spikes, which Krookodile’s switch-ins are often weak to and as such make Krookodile harder to deal with, furthered by the fact Krookodile can trap or Knock Off potential Defoggers like Mega Latias and Tapu Fini respectively. Can't really trap Fini Chansey similarly benefits from Krookodile Pursuit trapping Blacephalon and can counter special attackers like Greninja for Krookodile. Mega Lopunny also fits on these bulky teams and takes advantage of Krookodile trapping Mega Alakazam while also benefitting from Krookodile removing knocking off items from defensive switch-ins like Skarmory, Tapu Fini, and Landorus-T. Checks to Krookadile include Grass-types like Tapu Bulu and Kartana, who can take any hit and KO Krookadile. Offensive checks, like both Greninja forms, are able to take out Keookodile once they get in safely. This is especially prevalent with Ash-Greninja, due to its access to Water Shuriken making Krookdile’s higher Speed with Choice Scarf irrelevant. Proper pivoting between Dark- and Ground-type resists to scout what move Krookadile locks into is also relatively safe counterplay. Finally, defensive Pokemon like Tapu Fini, Tangrowth, and even Toxapex are able to take any hit from Krookadile and hit with super effective attacks or cripple it with status. However, they do not like taking Knock Off.

[CREDITS]
- Written by: [[Ophion, 433215]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
i wont do every change here but, it's "Krookodile". please be sure to fix every mention of it

qc 2/2 (after like, almost a year)
 

dhelmise

everything is embarrassing
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[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Moxie / Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Krookodile is a niche Choice Scarfer who user that works on some team structures that need the unique combination of a fast Pursuit user that blocks Volt Switch. It is also able to revenge kill sweepers reliant on Sucker Punch to sweep like Mega Mawile and Bisharp and can potentially provide Intimidate support to soften the blow from Pokemon like Mega Tyranitar and Garchomp while also giving itself and its teammates more switch-in opportunities (remove space). Pursuit is the reason this set is used and it lets Krookodile's checkmate threats like Mega Alakazam and Blacephalon while also taking out Pokemon like weakened Mega Latios, Mega Latias, and Reuniclus. Knock Off lets Krookodile threaten switch-ins reliantthat rely on their item like Tapu Fini, Ferrothorn, Celesteela, and Tangrowth. Foul Play lets Krookodile revenge kill Swords Dance users like Garchomp, Kartana, and Landorus-T while also, as well as dealing more damage to Kartana than any other move, guaranteeing a 2HKO against it even without an Attack boost. However, it. However, Foul Play should be used with Moxie as the ability (implicit) due to Intimidate reducing the damage of Foul Play. Alternatively, Crunch is able to hit Mega Latias and Z-Move Reuniclus much harder than Knock Off can while also lettingand lets Krookodile pressure a Reuniclus that had previously taken Knock Off.

This Krookodile set is often good on bulkier teams that need their Pursuit user toa Pursuit user that can reliably trap Mega Alakazam and Blacephalon as wellnd act as a deterrent to Swords Dance users. Skarmory is a good partner on these teams thanks to Krookodile Pursuit-trapping (AH) Blacephalon as well as checking other threats to it like Tapu Koko and Heatran. Skarmory, meanwhile, sets Spikes, which Krookodile's switch-ins are often weak to and as such makes, (AC) thus making Krookodile harder to deal with. (comma -> period) This is furthered by the fact Krookodile can trap or Knock Off potential Defoggand cripple potential Defog users like Mega Latias and Tapu Fini with Pursuit and Knock Off, (AC) respectively. Chansey similarly benefits from Krookodile Pursuit-trapping (AH) Blacephalon and can counter special attackers like Greninja for Krookodilein return. Mega Lopunny also fits on these bulky teams and takes advantage of Krookodile trapping Mega Alakazam while also benefitting from Krookodile removing items from defensive switch-ins like Skarmory, Tapu Fini, and Landorus-T. Checks to Krookodile include Grass-types like Tapu Bulu and Kartana, whoich can take any hit and KO it. Offensive checks, like both Greninja forms, are able to take out Krookodile once they get in safely. This is especially prevalent with Ash-Greninja, due to its access to Water Shuriken making Krookodile’s higher Speed with's Choice Scarf irrelevant. Proper pivoting between Dark- and Ground-type resistsresistant Pokemon to scout what move Krookodile locks into is also a relatively safe counterplay. Finally, defensive Pokemon like Tapu Fini, Tangrowth, and even Toxapex are able to take any hit from Krookodile and hit it with super effective attacks or cripple it with status. However, they do not like gettaking hit with Knock Off.
1/1
 
[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Earthquake
move 3: Knock Off
move 4: Foul Play / Crunch
item: Choice Scarf
ability: Moxie / Intimidate
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Krookodile is a niche Choice Scarfer who user that works on some team structures that need the unique combination of a fast Pursuit user that blocks Volt Switch. It is also able to revenge kill sweepers reliant on Sucker Punch to sweep like Mega Mawile and Bisharp and can potentially provide Intimidate support to soften the blow from Pokemon like Mega Tyranitar and Garchomp while also giving itself and its teammates more switch-in opportunities (remove space). Pursuit is the reason this set is used and it lets Krookodile's checkmate threats like Mega Alakazam and Blacephalon while also taking out Pokemon like weakened Mega Latios, Mega Latias, and Reuniclus. Knock Off lets Krookodile threaten switch-ins reliantthat rely on their item like Tapu Fini, Ferrothorn, Celesteela, and Tangrowth. Foul Play lets Krookodile revenge kill Swords Dance users like Garchomp, Kartana, and Landorus-T while also, as well as dealing more damage to Kartana than any other move, guaranteeing a 2HKO against it even without an Attack boost. However, it. However, Foul Play should be used with Moxie as the ability (implicit) due to Intimidate reducing the damage of Foul Play. Alternatively, Crunch is able to hit Mega Latias and Z-Move Reuniclus much harder than Knock Off can while also lettingand lets Krookodile pressure a Reuniclus that had previously taken Knock Off.

This Krookodile set is often good on bulkier teams that need their Pursuit user toa Pursuit user that can reliably trap Mega Alakazam and Blacephalon as wellnd act as a deterrent to Swords Dance users. Skarmory is a good partner on these teams thanks to Krookodile Pursuit-trapping (AH) Blacephalon as well as checking other threats to it like Tapu Koko and Heatran. Skarmory, meanwhile, sets Spikes, which Krookodile's switch-ins are often weak to and as such makes, (AC) thus making Krookodile harder to deal with. (comma -> period) This is furthered by the fact Krookodile can trap or Knock Off potential Defoggand cripple potential Defog users like Mega Latias and Tapu Fini with Pursuit and Knock Off, (AC) respectively. Chansey similarly benefits from Krookodile Pursuit-trapping (AH) Blacephalon and can counter special attackers like Greninja for Krookodilein return. Mega Lopunny also fits on these bulky teams and takes advantage of Krookodile trapping Mega Alakazam while also benefitting from Krookodile removing items from defensive switch-ins like Skarmory, Tapu Fini, and Landorus-T. Checks to Krookodile include Grass-types like Tapu Bulu and Kartana, whoich can take any hit and KO it. Offensive checks, like both Greninja forms, are able to take out Krookodile once they get in safely. This is especially prevalent with Ash-Greninja, due to its access to Water Shuriken making Krookodile’s higher Speed with's Choice Scarf irrelevant. Proper pivoting between Dark- and Ground-type resistsresistant Pokemon to scout what move Krookodile locks into is also a relatively safe counterplay. Finally, defensive Pokemon like Tapu Fini, Tangrowth, and even Toxapex are able to take any hit from Krookodile and hit it with super effective attacks or cripple it with status. However, they do not like gettaking hit with Knock Off.
1/1
Did ready to publish Plague von Karma
 
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