Croagunk is a unique case in Pokkén Tournament DX: a Support Pokémon at heart, it is also a Speed-style fighter!

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Overview and Synergy

Croagunk is a Speed-style fighter, a style that has the advantage over “Power” fighters but is much more fragile than other Pokémon. With a low base of 540 HP, it is available from the very start of the game.

When its player activates Synergy, Croagunk unleashes a huge amount of energy. It can then use Alter Ego Army, a technique that breaks through Counter Attacks, reduces the opponent’s ability to recover HP, lowers the opponent’s Speed, and can be activated in the air by pressing the L and R buttons.

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Basic Techniques

Usable in both Field Phase AND Duel Phase:

Name Input Damage Additional details
Grab Attack Y + B 80 In Duel Phase, the more positive status effects the opponent has, the more powerful it is.
Counter Attack X + A 60 Can be cancelled with the stick + R.
Charged Counter Attack Hold X + A 90 Breaks through the opponent’s Counter Attacks.
Float in the air R in the air 0 Can be moved with the stick. Allows a transition into all aerial attacks.
Charged Strong Attack Hold, then release X 80 Power increases if this technique is affected by a negative status effect.
Charged Strong Attack (powered up) Hold, then release X while afflicted by a negative status effect 128 The more negative status effects affect it, the more its power increases.

Usable in Field Phase only:

Name Input Damage Additional details
Wall Jump Touch the outer edge of the arena and hold the backward movement input. 0 Increases Croagunk’s Speed
Combo 1 Y, Y 20 Triggers a Phase Shift.
Ranged Attack Y 20 Can be cancelled by using a move or jumping. Cannot KO the opponent.
Charged Ranged Attack Hold Y 30 Can be cancelled by using a move or jumping. Cannot KO the opponent.
Side Ranged Attack ← or → + Y 40 Can be cancelled by using a move or jumping. Cannot KO the opponent.
Side Ranged Attacks 1 ← or → + Y, Y 70 /
Side Ranged Attacks 2 ← or → + Y, ← + Y 60 /
Forward Ranged Attack → + Y 60 Triggers a Phase Shift.
Charged Forward Ranged Attack → + hold Y 100 /
Backward Ranged Attack ← + Y 50 Cannot KO the opponent.
Charged Backward Ranged Attack ← + hold Y 70 Cannot KO the opponent.
Combo 2 Y, Y, Y 90 /
Jumping Ranged Attack Y in the air 20 The trajectory can be changed by moving forward or backward with the stick. Allows a transition into all aerial attacks. Cannot KO the opponent.
Closing-In Attack X, X, X 90 Can be cancelled by pressing R or B. Triggers a Phase Shift.
Charged Closing-In Attack X, X, hold X 90 Breaks through Counter Attacks and breaks the opponent’s guard.
Jumping Attack X in the air 50 The trajectory can be changed with the stick. Triggers a Phase Shift.
Side Jumping Attack In the air: ← or → + X 27 Allows a transition into all aerial attacks. Hold to perform a wall jump.
Forward Jumping Attack In the air: → + X 27 Allows a transition into all aerial attacks. Hold to perform a wall jump.
Backward Jumping Attack In the air: ← + X 27 Allows a transition into all aerial attacks. Hold to perform a wall jump.

Usable in Duel Phase only:

Name Input Damage Additional details
Combo 3 Y, Y, Y, Y 93 /
Light Attack Y, Y, Y 58 Can be cancelled by using a move or jumping.
Forward Light Attack → + Y 20 Random effect. Hold to change the trajectory.
Backward Light Attack ← + Y, Y 56 /
Backward Light Attack ~ transition into Strong Attack ← + Y, X 120 Breaks through Counter Attacks.
High Stance Light Attack ↑ + Y 36 Can be cancelled by jumping.
Low Stance Light Attack ↓ + Y 20 Can be cancelled by jumping.
Combo 4 In the air: Y, Y 117 /
Aerial Light Attack Y in the air 35 Can be cancelled with a move.
High Aerial Strong Attack In the air: ↑ + Y 27 The trajectory can be changed by tilting the stick diagonally upward. Allows a transition into all aerial attacks. Hold to perform a wall jump.
Low Aerial Strong Attack In the air: ↓ + Y 40 The trajectory can be changed by tilting the stick diagonally upward. Allows a transition into all aerial attacks. Hold to perform a wall jump.
Combo 5 X, X 124 /
Strong Attack X 60 Can be cancelled by using a move or jumping.
Forward Strong Attack → + X 40 If the attack hits or is blocked, hold to perform a wall jump.
Backward Strong Attack ← + X 100 Breaks through Counter Attacks. Can be cancelled by pressing R. Cannot KO the opponent.
Backward Strong Attack (powered up) ← + X with two positive status effects 240 Cannot be blocked. Breaks through Counter Attacks. Can be cancelled by pressing R. Cannot KO the opponent.
High Stance Strong Attack ↑ + X 60 Effective against Grab Attacks.
Low Stance Strong Attack ↓ + X 60 /
Aerial Strong Attack X in the air 54 Allows a transition into all aerial attacks. Hold to perform a wall jump.
High Aerial Strong Attack In the air: ↑ + X 80 The trajectory can be changed by tilting the stick diagonally upward.

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Pokémon Moves

Usable in both Field Phase AND Duel Phase:

Name Input Damage Additional details
Poison Sting A, A, A 60 The location of the attack can be changed with ← or → on the stick. Hold to charge. Cannot KO the opponent.
Poison Jab → + A 80 Resists stun. Changes the opponent’s status. Random effect.
Thief ← + A 50 Power increases if the opponent has positive status effects. Steals the opponent’s Synergy Gauge and positive status effects.
Thief (powered up) ← + A when the opponent has positive status effects 150 /
Acupressure Hold, then release A 20 Inflicts random status effects on Croagunk. Random effect.
Gunk Shot A in the air 68 The trajectory can be changed by moving forward or backward with the stick.

Usable in Duel Phase only:

Name Input Damage Additional details
Foul Play ↑ + A ? Counter.
Foul Play: success Block the opponent’s attacks during Foul Play ? Breaks through Counter Attacks. Lowers the opponent’s Defense. Reduces their ability to recover HP. Power increases with the opponent’s Attack boosts.
Venoshock ↓ + A 55 Power increases if the opponent has negative status effects. Also reduces their ability to recover HP.
Venoshock (powered up) ↓ + A when the opponent has negative status effects 136 Breaks through Counter Attacks. The more negative status effects the opponent has, the more power increases.

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