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					Pojo's Pokémon Card of the Day 
					
                        
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							Krookodile #66      Dark Explorers 
							Date Reviewed: 
							July 24, 2012 
							
							Ratings
                            & Reviews Summary
 Modified: 2.50
 Limited: 3.13
 
							Ratings are based
                            on a 1 to 5 scale. 1 being the worst.
 3 ... average.
 5 is the highest rating.
 
							
							Back to the main COTD 
							Page 
							 |  
                          | Combos With: 
    
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              | Baby Mario 2010 UK 
			National
 Seniors
 Champion
 | 
										
										
										
										Krookodile 
										(Dark Explorers)   We continue our 
										week of reviewing Dark Pokémon (well the 
										set
										
										is called Dark Explorers) with a 
										look at Krookodile. 
										He seems to be one of the more popular 
										Generation V designs, and he usually 
										gets a card that is at least 
										interesting, so let’s hope that trend 
										continues.   
										Krookodile 
										is a Dark Type Stage 2, which means he 
										gets a lot of support in the form of 
										Dark Patch, Dark Claw,
										Darkrai-EX’s 
										Dark Cloak and (until the rotation) 
										Special Dark Energy. All of this is very 
										good. His HP of 150 isn’t bad either as 
										there isn’t much around that can OHKO 
										him unless they are hitting for 
										Weakness. Speaking of Weakness, Fighting 
										isn’t the best at the moment, largely 
										due to Terrakion 
										NVI, but at least the Psychic Resistance 
										is handy against 
										Mewtwo-EX.   Both of
										Krookodile’s 
										attacks are fairly expensive, so you 
										might well need those Dark Patches if 
										you choose to play him. The first, Dark 
										Clamp, costs one Dark and two Colourless 
										Energy and does 60 damage. That’s a long 
										way from being special, but at least you 
										get an effect that prevents the 
										Defending Pokémon from Retreating. That 
										can help set up some two-hit KOs unless 
										your opponent can find a Switch from 
										somewhere. 
										Kookodile’s second attack, 
										Bombast, is quite unique: for the steep 
										cost of two Dark and 
										two Colourless Energy, it will do 
										40 damage times the number of Prize 
										cards you have taken. Of course, to make 
										things worthwhile you really need to 
										have taken 3-5 Prizes by the time you 
										use Bombast, and this kind of puts
										Krookodile 
										into the category of a ‘win more’ card 
										(if you want to look at it negatively) 
										or a useful finisher (if you want to 
										take a positive view). Either way, this 
										makes him quite niche as you won’t be 
										getting the best out of the card until 
										relatively late in the game.   The fact that
										Krookodile 
										is a Stage 2 with huge Energy costs 
										means that he is not exactly going to be 
										a surprise drop either. Your opponent 
										will see this play coming from a mile 
										away and could plan accordingly by 
										preparing their tech
										Terrakion or 
										using Pokémon Catcher to drag up and KO 
										the Basic. For this reason, it’s going 
										to be hard to justify the use of this 
										card, even in a Dark deck. The fact that 
										it is a Stage 2 which require a lot of 
										deck space and Rare Candy makes him even 
										more difficult to run.   Although
										Krookodile 
										has a kind of superficial appeal, the 
										effort it takes to use him is really not 
										worth the reward. He’s great when you 
										have taken a lot of Prizes and are fully 
										set up with a ton of Energy available . 
										. . but how often will you need him in 
										that situation?   Rating   Modified: 2 (a card 
										that you will only need when you don’t 
										need it) Limited: 2.25 
										(playing with four Prizes makes Bombast 
										less attractive, but if you can get him 
										out, he’s big and can take a few hits) |  
              | virusyosh | Hello once again, Pojo! Today we're continuing our 
						reviews of Dark Explorers by reviewing Krookodile, one 
						of the Stage 2s in the set that might be able to see 
						some play once the format rotates...maybe.
 Krookodile is a Stage 2 Darkness Pokemon. Dark types are 
						more playable than ever right now, with Dark Explorers 
						providing them with amazing support in the forms of 
						Darkrai-EX, Dark Patch, and to a lesser extent, Dark 
						Claw. Additionally, Dark types can benefit from the 
						damage increase given by Special Darkness Energy. 150 HP 
						is good for a Stage 2, meaning that Krookodile should be 
						able to take nearly all unboosted attacks, only falling 
						to the huge attacks of things like Reshiram- and Zekrom-EX. 
						Fighting Weakness is a major problem against Terrakion, 
						who will easily OHKO with Land Crush or Retaliate as a 
						revenge KO. Psychic Resistance is awesome against Mewtwo 
						and other less-commonly seen Psychics. Finally, a 
						Retreat Cost of 3 is just about what we'd expect for 
						Krookodile, but is still rather high, so be sure to use 
						something like Switch in order to move this croc from 
						the Active spot.
 
 Krookodile has two attacks. Dark Clamp deals a somewhat 
						lackluster 60 damage for a Darkness and two Colorless, 
						while also preventing your opponent from retreating 
						during your opponent's next turn. While this attack 
						isn't bad for the Limited format, you'll expect more out 
						of a Stage 2 in Modified in most cases. However, that 
						isn't to say that this attack can't be useful in that 
						format as well, only it's less likely with the presence 
						of cards like Switch. The Intimidation Pokemon's better 
						attack is Bombast, which does 40 damage times the number 
						of Prize cards you've already taken. Unlike Shaymin-EX, 
						this is a card that gets stronger as you progress in the 
						game, eventually topping out at 200 damage for two 
						Darkness and two Colorless in a standard match. While 
						the attack's damage potential is quite impressive, 
						you're likely not going to want to power up Bombast 
						until you've taken at least three Prizes, as the damage 
						output won't be worth the trouble until that point. 
						However, as a late game attacker, Krookodile can be 
						quite powerful, especially with help from Special 
						Darkness and Dark Claw.
 
 Modified: 2.25/5 Krookodile isn't bad by any stretch, 
						only it's likely to be overshadowed by other options. 
						Dark Clamp is rather unimpressive here, but can be used 
						in a bind to deal a bit of damage and cause some 
						disruption. Bombast is much better here, however, 
						chances are you won't be able to get the most out of the 
						attack given the relative speed of the current format. 
						Once Modified rotates to BW-on, however, Krookodile 
						might be able to make an appearance in decks utilizing 
						Darkrai-EX and other Darkness support; however, there 
						are generally better options for this as well, like 
						Hydreigon from Dragons Exalted or even current partners 
						like Terrakion and Tornadus-EX. Overall, Krookodile is a 
						solid, yet somewhat underwhelming Pokemon to use in the 
						Modified format.
 
 Limited: 3.75/5 Krookodile is quite solid in Limited. 
						150 HP is always great to have in this slower, 
						relatively low-damage format, and both attacks are 
						useful here as well (although Bombast isn't nearly as 
						useful as it has potential to be in Modified, due to 
						Limited only having a maximum of four Prizes). Colorless 
						Energy requirements and Darkness support also make 
						things easier for the dark sand crocodile, specifically 
						powering up its expensive attacks. In summary, 
						Krookodile isn't the best Stage 2 in Dark Explorers 
						Modified, but with the right support and clever playing, 
						it could easily win you a game or two.
 |  
              | Mad Mattezhion Professor Bathurst League Australia
 | Krookodile (Dark Explorers)
 Today we have big reptile that evolves from yesterday's 
						card. Introducing Krookodile!
 
 This is the third printing Krookodile has had in the 
						TCG, and is the first to pay homage to its Dark half. 
						With Dark Patch and Darkrai EX around, that is 
						definitely a good type to be.
 
 In the staying healthy department, Krookodile is well 
						served with a hefty 150 HP and Psychic resistance that 
						will stand it in good stead, especially against Mewtwo 
						EX. Reshiram EX, Zekrom EX, Groudon EX and Terrakion NV 
						can get a 1HKO, but no other current attacker is going 
						to put Krookodile down before you can get a shot off. 
						Even better, you can use Leavanny NV to remove the 
						Fighting Weakness which Groudon and Terrakion prey upon, 
						while the other two Krookodile are Fighting types that 
						can be used effectively against Zerkom EX if you include 
						them in the build.
 
 On the negative side, Krookodile is a Stage 2 with 
						expensive attacks, so it isn't going to come online 
						quickly and it will cost you a lot of extra Item cards 
						such as Rare Candy, Poke'mon Communication and Dark 
						Patch. As such, an opponent is still going to be happy 
						taking a 2HKO against Krookodile simply because it is 
						unlikely that you will have a spare Poke'mon powered up 
						for when it bites the dust.
 
 The Fighting Weakness is an added burden but you'll just 
						grin and bear that, while the hefty retreat cost is 
						easily fixed by Darkrai EX so all in all, Krookodile DEX 
						is a healthy looking critter as it will indeed need to 
						be if it wishes to compete at the top tables.
 
 Lacking Abilities, Krookodile will have to rely on its 
						attacks. Dark Clamp is a sub-par effort, costing 
						[d][c][c] to deal 60 damage and prevent the opponent 
						retreating manually. While you can power this up in a 
						single turn with a Dark Patch and a Double Colourless 
						Energy as well as pick a choice target to lock with 
						Poke'mon Catcher, there are so many similarly costed 
						attacks that deal twice that damage that t just seems 
						anaemic.
 
 So Dark Clamp is less than brilliant but still 
						serviceable in certain situations. Bombast is a 
						similarly situational attack, but it has a lot more 
						power to throw around. For the cost of [d][d][c][c], you 
						deal 40 damage to the Defending Poke'mon for every Prize 
						card you have already taken. While this is completely 
						useless in the early game when you haven't yet taken any 
						Prizes, the damage progresses from lousy to substantial 
						through to ludicrous as the game goes on. At the 3-Prize 
						mark, the addition of Dark Claw boosts Krookodile up to 
						140 damage per attack, enough to KO any non-EX that 
						isn't wearing Eviolite. Take 1 more Prize while wearing 
						the Claw and you can now eliminate healthy Poke'mon EX 
						provided that they are unarmoured. Take the fifth Prize 
						and you can now easily crush any opposition you face 
						with or without Dark Claw, which will win you the game 
						since the sixth Prize is the last!
 
 Krookodile DEX is an effective closer for any purely 
						Dark deck (which is great since the other halfway decent 
						Dark types are either snipers or glass cannons) and fits 
						the same role in a Krookodile themed fun deck alongside 
						its BW cousin (which gives great type coverage but 
						suffers from being a tad slow). If you are going to 
						branch out into other energy types however, there are 
						several other vicious beaters that don't suffer from 
						being either a Stage 2 or having low damage in the early 
						game. Most players find the 150 damage offered by 
						Reshiram and Zekrom to be enough and the extra effort 
						necessary to get decent use out of Krookodile will turn 
						most players off the idea, but don't count on never 
						having to face it either!
 
 Modified: 3.75 (the rotation is coming soon which with 
						the loss of cards like Poke'mon Collector, Junk Arm and 
						Rainbow Energy will put a dent in the dominance of the 
						Rainbow EX decks currently owning the field, so maybe a 
						pure Dark deck with Darkrai and Sableye DEX will hit the 
						tournament tables. In that case, Krookodile is the only 
						Dark option for EX-slaying damage currently available so 
						it would have to have some presence in the deck, if only 
						as a 1-1-1 insurance policy)
 
 Limited: 3 (Bombast is a lot weaker here with the lower 
						Prize count, but Clamp becomes excellent, especially if 
						you have a Dark Claw attached. Hope for a strong 
						evolution line!)
 
 Combos with: the sniping potential of Mandibuzz BW, 
						Darkrai EX and Hydreigon NV which get the early KOs 
						necessary to make Bombast worth the investment.
 |  
              | Jebulous Maryland Player | Krookodile
 Krookadile is a Stage 2 Dark Pokemon with 150 HP.  
						It is weak to Fighting, resistant to Psychic, and has a 
						3 retreat cost.  This is the evolution of 
						yesterday's COTD, so we'll see how it improves.  
						You can search it with Heavy Ball (same with the Stage 
						1, so running 4 Heavy Balls wouldn't be a bad idea).  
						You can as Rare Candy into it, bypassing the awful Stage 
						1 we looked at yesterday.  The high HP makes it 
						less likely to be OHKOed (thought a Terrakion out for 
						revenge will).
 
 'Dark Clamp' does 60 damage for 1 Dark and 2 of any 
						Energy.  It also has the effect that makes the 
						Defending Pokemon unable to retreat.
 The amount of energy needed for this attack isn't worth 
						it in my opinion (1 Dark and 1 Colorless would be fine).  
						For a Stage 2, if I invested time and effort to get it 
						out, I want good effects/attacks.
 This attack is good if the Defending Pokemon is a low HP 
						basic (and would get knocked out) or something with high 
						HP, but no Energy on it.
 If it has energy on it, it will be attacking Krookodile 
						back (and not really wanting to retreat).
 
 'Bombast' costs 2 Dark and 2 Colorless Energy.  It 
						does 40 times the number of prizes you have taken.  
						Early game this attack is not great.
 I can think of 2 scenarios: 1) build it up on the 
						bench, and 2) build it up as the active.  If you 
						build it up on the bench, your active will have to claim 
						prizes in order for this attack to get stronger.
 This means you have to spend turns getting the attacker 
						powered up, getting this Stage 2 built up, and powering 
						this Stage 2 up.  That won't happen quickly (though 
						Dark Patch helps).  The other scenario is building 
						it up as the active.  So unless it can claim easy 
						prizes (competitively I don't think it can), you will 
						still have to wait for it to power the attack up.  
						Late game, it will steam roll anything it wants (given 
						you are winning).
 
 I like the concept of 'Bombast', which is a very 
						aggressive attack (it pushes you to claim prizes fast, 
						and it gives you more attack as you do so).  The 
						fact that it's on a Stage 2... well that makes it less 
						usable.  Shaymin EX is similar (though it's based 
						on opponent's prizes), but Shaymin EX is a Basic and 
						only needs a couple of energies to use its attack.  
						But then again, they are different types, so maybe you 
						can't fit Shaymin EX into that Dark deck you have.
 
 I like 'Bombast', just not on this Pokemon.  
						Hopefully other Pokemon will be given similar attacks.
 
 
 Modified: 1.5/5
 Limited: 3.5/5
 Combo's With: ...
 
 Questions, comments, concerns:
						
						jebulousthemighty@yahoo.com
 
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