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Official artwork of Croconaw

#0159

Croconaw

Gen II

Big Jaw Pokémon

Water

Pokédex entry · Gold

If it loses a fang, a new one grows back in its place. There are always 48 fangs lining its mouth.

Height
1.1 m
Weight
25 kg
Base EXP
142
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP65Attack80Defense80Speed58Sp. Def63Sp. Atk59
HP
65
Attack★
80
Defense★
80
Speed
58
Sp. Def
63
Sp. Atk
59

Total 405

Medium

EV yield +1 Attack · +1 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP125172
Attack76145
Defense76145
Speed56121
Sp. Def61126
Sp. Atk57122
Total451831

About Croconaw

Gold and Silver debuted a new region, so it was time to renew the three starters. The Water one was settled without metaphors: a crocodile. The middle stage of that line arrived in 1999 as number 159, with the official category Big Jaw Pokémon, which is no decoration here. The Pokédex entries talk almost exclusively about its mouth. Forty-eight fangs, not one more or one fewer, and a new one each time one falls out. The tips point inwards, like hooks, so prey it bites cannot wriggle free by pulling away: the official text says outright that there is no escape and that the bite will not let go until the teeth give way.

The rest of the design supports that idea without overdoing it. One metre and ten centimetres, twenty-five kilograms, standing upright on two legs, with a yellow jaw and three groups of red spikes spread across its back and tail. This is the point where Totodile's round body stretches out, its oversized head becomes more proportionate and it starts to look like a predator, though it still lacks Feraligatr's bulk.

Its habitat is the waterside. In the wild, it has been found carrying a Mystic Water.

Combat analysis

×2

Weakness

ElectricGrass
×½

Resistance

FireWaterIceSteel

Croconaw in depth

Alligates, or the crocodile that bites its own name

The Japanese name, アリゲイツ, comes from “alligator” with no attempt to hide it. The English name crosses crocodile with gnaw, and that is the summary of the whole design: a crocodile defined by what it does with its jaw. An artist's curiosity — of the 48 fangs mentioned by the Pokédex, only six can be made out in the artwork: the two poking out from the lower corners even with its mouth closed, plus the four on the visible side. The rest exist in the text and nowhere else.

The red spikes are this stage's own contribution. The baby does not have them and the final evolution does not keep them in full, making the middle stage the most decorated of the three, which is unusual for a starter line.

Twelve levels and two moves

The stretch spent as Croconaw is short and fairly poor in terms of level-up moves. Between 18 and 30, it gets only two new attacks: Ice Fang at 21 and Flail at 24, the latter with variable power based on how much health it has left, which is exactly the opposite of what a Pokémon with 65 HP wants. Crunch appears right at level 30, the same level at which it evolves, so in practice you enjoy it as Feraligatr.

Ice Fang is the main reason not to bench it. None of Johto's Gym Leaders uses a type weak to Water, meaning that region's Water starter gets through the adventure without a free advantage, and the Ice attack at level 21 is what gives it a real role against the dragons at the end. Water Gun and Scratch, learned at 1, become obsolete long before then; Waterfall and Surf from TMs are the natural replacements.

Compared with the other middle stages

Compared with Marshtomp, which gains a second type at its middle stage and an immunity along with it, nothing changes here: pure Water from start to finish. Compared with Wartortle, which fills the same spot in Kanto, the spread is different — one leans towards defense and durability, while this one focuses on physical Attack and biting, with 80 in the two stats that matter to it and an EV yield of 1 Attack and 1 Defense, consistent with the rest.

Its TM list is broader than its reputation suggests: Swords Dance, Dragon Dance, Ice Punch, Brick Break, Dig, Rock Slide and Focus Punch. None of that fixes the underlying Speed problem, but it explains why it can carry a normal playthrough up to level 30 without running out of things to do.

A minor continuity detail: the Mystic Water that appears as a wild-held item boosts attacks of its own type, making it a convenient source of that item for the rest of the team.

TCG cards

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