Totodile Profile



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Totodile Level 20 Neo Genesis
Totodile Level 13 Neo Genesis
Totodile Neo Destiny
Totodile A-21 Neo Expedition
Croconaw Level 34 Neo Genesis
Croconaw Level 41 Neo Genesis
Feraligatr Level 56 Neo Genesis
Dark Feraligatr Neo Destiny


Totodile Lv. 20 NG



Links for this card are the same as above.

Totodile (Level 20)
50 HP
Basic Pokemon
Attack 1: Leer
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn. (benching or evolving either Pokemon ends this effect.)
Attack 2: Fury Swipes 10x
Attack 2 Energy Cost: 1 Water
Attack 2 Special: Flip 3 coins. This attack does 10 damage times the number of heads.
Weakness: Grass
Retreat Cost: 1
Recommendation: Leer should only be used if you have no Water Energies to put on Totodile. Fury Swipes can do a max of 30 damage while the 50 HP makes it last long enough to KO a couple of Pokemon.

Totodile Lv. 13 NG



Links for this card are on the top of the page.

Totodile (Level 13)
40 HP
Basic Pokemon
Attack 1: Bite 10
Attack 1 Energy Cost: 1 Colorless
Attack 2: Rage 10+
Attack 2 Energy Cost: 1 Water, 1 Colorless
Attack 2 Special: Does 10 damage plus 10 more damage for each damage counter on Totodile.
Weakness: Grass
Retreat Cost: 1
Recommendation: Bite is used the first turn while it takes damage. The second turn, you can use range to do 40 damage if Totodile has 10 HP left. But by this time, you'd probably want to evolve it.

Totodile NDes



Home>Pokeprofile>Neo Destiny>Water

Totodile
50 HP
Basic Pokemon
Attack 1: Water Gun 10+
Attack 1 Energy Cost: 1 Water
Attack 1 Special: Does 10 damage plus 10 more damage for each Water Energy attached to Totodile but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way.
Weakness: Grass
Retreat Cost: 1
Recommendation: This is a cute little starter, that by turn 3 can do a total of 60 damage. I'd recommend doing that and powering up your Bench after you evolve it. There isn't much else to say other than the 50 HP keeps it going for a while.

Totodile A-21 NE



Home>Pokeprofile>Neo Expedition>Water

Totodile A-21
50 HP
Basic Pokemon
Attack 1: Surf 10
Attack 1 Energy Cost: 1 Water
Attack 2: Double Scratch 20x
Attack 2 Energy Cost: 2 Colorless
Attack 2 Special: Flip 2 coins. This attack does 20 damage times the number of heads.
Weakness: Electric
Retreat Cost; 1
E-Reader: Clefairy's Melody Box: Instrument Change: Totodile's voice, but it doesn't really sound like him.
Recommendation: This is a good card to start out with. Surf does a 10 damage tap, but next turn, Double Scratch can do a Max of 40. This means that in 2 turns, you could KO a 50 HP Pokemon. Only Basic Battlers are stronger than that.

Croconaw Lv. 34 NG



Home>Pokeprofile>Neo Genesis>Water

Croconaw (Level 34)
70 HP
Stage 1 Pokemon
Attack 1: Screech
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Until the end of your next turn, if an attack damages the Defending Pokemon (after applying Weakness and Resistance), that attack does 20 more damage to the Defending Pokemon.
Attack 2: Jaw Clamp 30
Attack 2 Energy Cost: 2 Water, 1 Colorless
Attack 2 Special: Until the end of your opponent's next turn, as long as Croconaw is your Active Pokemon, the Defending Pokemon can't retreat, and if the effect of an attack, Pokemon Power, or Trainer card would change that player's Active Pokemon, that part of the effect does nothing.
Weakness: Grass
Retreat Cost: 2
Recommendation: If you evolve this card, use Screech the first turn and attach an Energy card to it. The second turn, Jaw Clamp will now do 50 damage, and since the opponent can't switch, it will end up as an easy Knock Out.

Croconaw Lv. 41 NG



Links for this card are on the above card. Croconaw (Level 41)
80 HP
Stage 1 Pokemon
Attack 1: Tackle 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Sweep Away 50
Attack 2 Energy Cost: 2 Water, 1 Colorless
Attack 2 Special: Discard the top 3 cards from your deck.
Weakness: Grass
Retreat Cost: 2
Recommendation: Use Tackle the turn you evolve it and use Sweep Away all turns after that. The problem is, Sweep Away keeps discarding cards. If you want them back, you'd better have the full amount of Nightly Garbage Runs and Time Machines. The 80 HP makes it last long, so this is the best evolution candidate.

Feraligatr Lv. 56 NG



Links for this card are 2 cards up.

Feraligatr (Level 56)
100 HP
Stage 2 Pokemon
Pokemon Power: Berserk: When you play Feraligatr from your hand, flip a coin. If heads, discard the top 5 cards from your opponent's deck. If tails, discard the top 5 cards from your deck.
Attack 1: Chomp 50+
Attack 1 Energy Cost: 4 Water
Attack 1 Special: Flip a number of coins equal to the number of damage counters on Feraligatr. This attack does 50 damage plus 10 more damage for each heads.
Weakness: Grass
Retreat Cost: 3
Recommendation: There is no way of avoiding Berserk unless you use a Goop Gas Attack. On the other hand, it can really drive your opponent crazy if they used one of the Pokedexes. If you do use Berserk, make sure you have a Time Machine to get those cards back. Use Focus Band on it to get the maximum damage infliction to the Defending Pokemon. If it works correctly, Chomp can do a max of 140 damage, but on average it only does 90. Use Chomp before you get that close and it inflicts some major damage. Since the Retreat Cost is so high, you'll have no other choice but to let it be KO'd.

Dark Feraligatr NDes



Dark Feraligatr
80 HP
Stage 2 Pokemon
Pokemon Power: Scare: As long as Dark Feraligatr is your Active Pokemon, all of your opponent's Baby Pokemon Powers stop working and your opponent's Baby Pokemon can't attack. This power stops working while Dark Feraligatr is Asleep, Confused, or Paralyzed.
Attack 1: Crushing Blow 50
Attack 1 Energy Cost: 3 Water
Attack 1 Special: If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, choose 1 of those cards and discard it.
Weakness: Grass
Retreat Cost: 3
Recommendation: Ever been knocked for a loop by Baby Pokemon? Well this card can counter them like no other. The Baby Powers can't stop you from throwing them into the discard pile by their diapers. Not only that, but with only 3 Energy cards, it can do 50 damage, plus a chance to remove an Energy card. This can keep an attack or a retreat from happening.