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Pojo's Pokémon Card of the Day

 

Krookodile #127

Dragons Exalted

Date Reviewed: Oct. 5, 2012

Ratings & Reviews Summary

Modified: 2.13
Limited: 3.20

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

Baby Mario
2010 UK National
Seniors
Champion

Krookodile #127 (Dragons Exalted)

We finish the week with one of the shiny reprints from the Dragons Exalted set. If you pulled this . . . commiserations – I’m sure you would have rather got the Rayquaza. Still, he’s reasonable trade bait and collectors will want him.

As for players? Well, my opinions haven’t changed at all since we last reviewed the card in July. The HP is decent, the Dark Support is nice . . . but those attacks are both expensive and gimmicky and not really worth the effort of getting a Stage 2 into play. If I wanted to Retreat lock, I would use Stunfisk DRX, and if I wanted a card that only really worked when I was about to win anyway . . . well, I just wouldn’t. Not unless I could drop it from my hand as a surprise, which is definitely not the case here.

Not much else to say, really. The card hasn’t seen competitive play since it was released, and I can’t think of any reason why that would ever change.

Rating

Modified: 2 (keep it in your collection, or trade for something better)

Limited: 2.25 (don’t play it! Keep it mint for trading!)

Collecting: 4.5 (it’s a nice shiny, and the fact that it’s very rare doesn’t hurt players because it’s a bit rubbish)

Jebulous Maryland Player

Krookodile
 
Krookodile is a Stage 2 Dark Pokemon with 150 HP.  It has a weakness of Fighting, Resistance of Psychic, and a retreat cost of 3.  It is searchable by Heavy Ball.
 
'Dark Clamp'  costs 1 Dark and 2 colorless energy.  It does 60 damage and makes your opponent unable to retreat.  The damage could have been a little higher...  The effect is okay; bad if their Defending Pokemon is powering/ed up and good if they are stuck and can't do anything.
 
'Bombast' cost 2 Dark and 2 colorless energy.  It does 40 times the number of prizes you have taken.  So this is definitely a mid to late game card.  If you can Rare Candy into him turn 2 and start taking prizes, you are probably going to steamroll your opponent (provided they aren't setting up well).
 
Being a Stage 2 makes this card a little harder to use (compared to EXs), but their can be potential.  Though I'm not expecting this to be winning any tournaments.
 
Modified: 3/5
Limited: 4/5
Combo's With:  ...
 
Questions, comments, concerns: jebulousthemighty@yahoo.com


Otaku

Krookodile (BW: Dragons Exalted 127/124) accomplishes what no previous version has before; it does not automatically make me think of Cookie Crisp cereal. It is a reprint of Krookodile (BW: Dark Explorers 66/108).

It is also “pretty”.

Stats

Being a Stage 2 is still a hurdle for cards, even if they've got stuff that would have dominated past formats: such is power creep. You’re going to need the maximum amount of space for running Krookodile, whether you stick to its Stage 1 form or use Rare Candy (the latter vital for speed). Krookodile has the current maximum printed HP for a Stage 2, but most Pokémon-EX will beat that by 20 or 30 points. It does benefit from being a Darkness-Type, as they have both some Type support and some pseudo-Type support that favors Darkness Energy.

Fighting Weakness is scary as always (at least for this format and most of the last), and most prominent Fighting-Types will be scoring a OHKO while weaker, more technical Fighting-Type Pokémon that rely on effects will still probably enjoy a rare (for them) 2HKO. Unlike most cards, this one actually enjoys Resistance, and even a useful one; Psychic Resistance. It isn’t much, but on top of 150 HP Psychic Pokémon will struggle for a OHKO, and even a 2HKO will require effort.

The Retreat of three is a concern, but in a format with many tricks to lower or even zero it out, you may be able to simply enjoy being able to use Heavy Ball for added search. So the Stats are actually somewhat promising; with only the Fighting Weakness being a serious concern.

Effects
Dark Clamp is the first attack; it requires (DCC) and hits for 60 points of damage, with the added bonus of preventing the opponent from retreating during the next turn. The damage output is a bit low; with most modern cards, three Energy should be good for at least 70 points of damage even for such a supporting attack, and taking into account a slightly beneficial effect. If you can catch a Bench-sitter up front and lacking the Energy to attack, many decks have gotten used to inexpensive Retreat scores and thus skimp or completely ignore Switch.

So while a bit weak, this tactic has proven useful with some other cards, so I won’t write it off and I do need to acknowledge that requiring only a single Energy yield (D) opens the card up for most forms of Energy acceleration, not just Dark Patch. As a Stage 2 it doesn’t need to be blazingly fast anyway, but having the capacity to be set-up in a single turn is always useful.

The second attack actually continues this trend; while Bombast does need (DDCC), keeping it from being an easy splash, at least you still could drop something like Double Colorless Energy to speed things up. Unfortunately as the “big” attack, we run into some damage yield issues: it does 40 times the number of Prizes you have taken, which means early on, it is rather weak.

Barring some kooky antics, you'll be looking at 0 with no Prizes taken, 40 for 1, 80 for two and all three of those are gradually improving shades of "bad", starting with "abysmal" for no damage. Though 80 is bad, it is high enough to legitimately consider using since it is better than Dark Chomp's damage.

Once you have four Prizes (and technically are in the last half of the game), Bombast turns into a decent attack; 120 for four Energy isn't bad, it just isn't especially good. While you’ll only enjoy it in end game, hitting for 160 is great (Dark Claw would allow you to OHKO unprotected Pokémon-EX, for example) after you taken four Prizes. Of course, the attack is amazing for delivering the final blow; 200 for four energy is stupendous, and enough to OHKO anything currently Modified legal that lacks “protection” (and even many things that posses it!).

Usage
So clearly this version of Krookodile can't carry a deck on its own... but there are two other versions of Krookodile: Black & White 65/114 and BW: Emerging Powers 62/98. Neither version was especially good enough when they were new, but perhaps the shifting format has finally unearthed some potential?

Let us examine them: both are Fighting-Type Pokémon, making them useful for hitting Weakness on most Colorless, Darkness, and Lighting-Type Pokémon. The older versions have 10 less HP, but while worse that is still roughly average for a Stage 2 Pokémon right now and usually can survive a single hit. A tolerable Water Weakness and useful Lightning Resistance come next for Stats, and they also require three Energy to retreat. While they can’t tap Darkness-Support directly, they can Evolve from Darkness-Type Pokémon, allowing them access to Dark Patch.

So if I really wanted to run Krookodile, I'd grab that one, new Darkness-Type Sandile, and be ready to Dark Patch it to full power to attack with the original Krookodile early game. It's first attack requires forethought, but isn’t bad; 30 for (CC) while blocking access to one of your opponent’s attacks (your choice) can do some amazing things with the right backing, owing to so many Pokémon being dependent on a single attack (either by design, deck build, or Crushing Hammer abuse). The second attack is pretty weak, doing 60 for (FFCC) unless the Defending Pokémon is already damaged, in which case it does just a slightly sub par 100.

Then there is the third Krookodile. It only has one attack that hits for 70 points of damage and requires (FFC), and uses a coin flip to determine if it hits for another 20 or if Krookodile does 20 points of damage to itself. Its Ability acts as built in, once-per-turn, re-usable Crushing Hammer, but one that can only hit the Defending Pokémon. I am thinking “skip this one”. For that matter, probably only use the other two for a “fun” deck as well, at least for Modified.

In Unlimited, just skip it; way too much work. In Limited play, skip it; besides being a Secret Rare and thus having increased value, you lack the lower Stages to play it anyway; there is no Sandile or Krokorok in BW: Dragons Exalted!

Ratings

Unlimited: 1/5

Modified: 1.5/5

Limited: N/A

Summary

While I didn’t pick Krookodile for review, I do like to give the Secret Rare cards another look, even though they are almost always reprints. Sometimes I wonder if that is TPC saying “this card should be good now!” The format is too fast for a dual Stage 2 deck, otherwise I would consider using the Black & White Krookodile alongside today’s alongside Hydreigon (BW: Dragons Exalted 97/124); Torment could exploit Weakness and builds of several modern decks reasonably well, while still running on just basic Darkness Energy cards. Once you have managed a few early Prizes, switch to today’s version and Bombast away!

At least, you can still try that at League.


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