Totodile is a rather sweet sounding name, but carries that edge of hostility when you connect it with the surviving dinosaurs that have been known to eat whole villages when their usual prey has gone. You get this as a mono-type water Pokemon with the standard ability (torrent boosts water moves by 1.5x when your HP is 1/3rd or less), and hidden ability-wise you get sheer force (ignores moves' secondary effects for a boost in power). Stats: 50HP, 65 attack, 64 defence, 44 special attack, 48 special defence and 43 speed. Physical wall? Maybe...
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"Aww! Cute!" |
Trundling along, you get chip away, which is a base 70 physical normal move which ignores stat modifiers (so lowered attack on your part or buffed defence on their's), which is followed by slash, another base 70 normal physical move which also boasts an increased critical hit ratio. Screech has 85 accuracy but lowers the target's defence by two stages, hitting any adjacent target you please (which could work well on a contrary teammate). Thrash is devastatingly powerful, base 120 physical normal, but after being locked in for a few turns of this, you become confused. Aqua tail is base 90 in power and 90 in accuracy as a water physical move, which could well be your primary STAB attack if you don't mind the accuracy drop, and superpower is a base 120 physical fighting move that drops both physical stats by one stage. Hydro pump is the last move on the learnset and is one not to be used here in all honestly: base 110 is good, 80 accuracy isn't, water-type is good, special focus isn't.
Not content with being like the other starters with the same type things appearing on the generic TM lists. Here, you also get the ice ones, so hail, blizzard and ice beam. Hone claws also pops up (attack and accuracy boosted by a stage each), with dragon claw (base 80 dragon physical move), shadow claw (base 70 ghost physical with increased critical hit ratio), scald (base 80 special water move with the chance to burn the foe), dig, brick break, rock slide, rock tomb, aerial ace, power-up punch, surf, dive, and arguably the best of the bunch in waterfall (base 80 water physical with 100 accuracy and a flinch chance).
Breeding time! Ancient power is maybe a bit wasted here, but aqua jet could be brilliant as your priority move (base 40 water physical with one stage boosted priority), dragon dance, ice punch (hits harder and more accurately than ice fang at base 75 power and 100 accuracy, still ice physical), mud sport nerfs electricity, and water pulse, but that again is wasted here. You get some other moves, but they either have come up before or are questionably useful. If you want to head to the tutor, you can nab water pulse, aqua tail, ice punch, icy wind, uproar, superpower, spite (remove PP of the last move that hit you), iron tail, low kick, focus punch and block. You also get, of course, water pledge, which can combine with the other pledges for double power again (base 80 special as the standard) and the making of a speed halving swamp (with grass) and a rainbow that increases added effect chance (which is messed up by sheer force) for four turns.
Croconaw only sticks about between levels 18 and 30. 15 point boosts to every stat other than defence, which gets 16 instead, so now HP is 65, physical stats are 80, 59 special attack, 63 special defence and 58 speed. Same abilities, same typing, same moves.
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"Eurgh, horrible!" |
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"AAAAH! Ryuk from DeathNote!!!!" |
(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)
Totodile is very cute.
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