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159 - Croconaw

  Type Ability

(1) Sheer Force
(2) Torrent
(HA) Sheer Force

Evolutions


Totodile
Level 18
Croconaw
Level 30
Feraligatr

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HP+10ATKDEFSPA-10SPD+5SPE-5BST
758080496853405

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Scratch 40 100 35 Priority: 0. Inflicts regular damage.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
5 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
7 Rage 20 100 20 Priority: 0. Every time the user is hit after it uses this move but before its next action, its Attack raises by one stage.
10 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
13 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
16 Ice Fang 65 95 15 Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
18 Aqua Jet 40 100 20 Priority: 1. Inflicts regular damage.
20 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
22 Avalanche 60 100 10 Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
25 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
28 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
31 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
31 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
34 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
37 Chip Away 70 100 20 Priority: 0. Damage calculation ignores the target's stat modifiers, including evasion.
40 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
43 Fake Tears None 100 20 Priority: 0. Lowers the target's Special Defense by two stages.
46 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
49 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
52 Dragon Rush 100 80 10 Priority: 0. Has a 20% chance to make the target flinch.
55 Psychic Fangs 85 100 10 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM2 Dragon Claw 85 100 10 Priority: 0. High Critical Ratio
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this move.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Water Pledge 75 100 10 Priority: 0. If a friendly Pokémon used grass pledge earlier this turn, all opposing Pokémon have halved Speed for four turns (including this one).
Tutor Low Kick None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight
Tutor Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Block None None 5 Priority: 0. The target cannot switch out normally.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.