Totodile
Water
Best attacking moveset: Water Gun and Water Pulse, worth 5.4 damage per second against a neutral target.
Best moveset
Totodile can learn 6 combinations. Water Gun with Water Pulse does the most damage per second of them, at level 40 with a perfect attack stat. Same-type moves get the 1.2× bonus, and the cycle assumes the charged attack fires the moment it has the energy.
Stats and moves come straight from the game's own data files. Every number on this page is a raid and gym number, not a PvP one.
Type matchups
| Fast attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Scratch | Normal | 6 | 0.5s | +4 |
| Water Gun | Water | 5 | 0.5s | +5 |
| Charged attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Aqua Jet | Water | 45 | 2.5s | -33 |
| Crunch | Dark | 65 | 3.0s | -33 |
| Water Pulse | Water | 65 | 3.0s | -50 |
Shiny


Yes. Shiny Totodile has been released. Players have found it from: wild, raid, egg, research, photobomb.
Evolution family
Numbers
| Max CP | 1,279 at level 50, 1,131 at level 40 |
|---|---|
| Raid catch | 646 CP at level 20, or 808 if weather boosted (perfect IVs) |
| Lowest possible raid catch | 599 CP. Raid encounters can't roll below 10/10/10 |
| Base stats | 117 attack · 109 defense · 137 stamina |
What it costs
| Candy to evolve | 25 Candy |
|---|---|
| Second charged move | 10,000 Stardust and 25 Candy |
| Buddy distance | 3 km per Candy |
| Purify a Shadow one | 3,000 Stardust and 3 Candy |
| Size | 0.61 m and 9.5 kg |
Best moveset against each type
Totodile does not have one best moveset, it has 2. Which one wins depends on what you are attacking, because a move only gets its bonus against something weak to it. Best against Ground, Rock, Fire.
| Against | Best moveset | DPS |
|---|---|---|
| Ground | Water Gun + Water Pulse | 8.4 |
| Rock | Water Gun + Water Pulse | 8.4 |
| Fire | Water Gun + Water Pulse | 8.4 |
| Ghost | Water Gun + Crunch | 7.0 |
| Psychic | Water Gun + Crunch | 7.0 |
| Normal | Water Gun + Water Pulse | 5.4 |
| Fighting | Water Gun + Water Pulse | 5.4 |
| Water Gun + Water Pulse | 5.4 | |
| Poison | Water Gun + Water Pulse | 5.4 |
| Bug | Water Gun + Water Pulse | 5.4 |
| Steel | Water Gun + Water Pulse | 5.4 |
| Electric | Water Gun + Water Pulse | 5.4 |
| Ice | Water Gun + Water Pulse | 5.4 |
| Dark | Water Gun + Water Pulse | 5.4 |
| Fairy | Water Gun + Water Pulse | 5.4 |
| Water | Water Gun + Crunch | 5.1 |
| Grass | Water Gun + Crunch | 5.1 |
| Dragon | Water Gun + Crunch | 5.1 |
Same maths as the headline number, run once per defending type: level 40, perfect attack IV, and the target's own type taken into account. Sorted by damage, so the top of this table is what Totodile is actually for.
Counters: what beats Totodile
| Attacker | Type | Moveset | DPS |
|---|---|---|---|
| Electric | Lock On + Thunder Cage Legacy | 55.6 | |
| Electric | Volt Switch + Plasma Fists | 47.8 | |
| GrassSteel | Razor Leaf + Leaf Blade | 47.6 | |
| DragonElectric | Charge Beam + Fusion Bolt Legacy | 46.7 | |
| Electric | Thunder Shock + Discharge | 46.1 | |
| GrassPoison | Magical Leaf + Leaf Storm | 40.6 | |
| PoisonDragon | Poison Jab + Dynamax Cannon Legacy | 40.4 | |
| Psychic | Charge Beam + Thunderbolt | 40.2 | |
| Electric | Thunder Shock + Wild Charge | 39.9 | |
| DarkGrass | Vine Whip + Power Whip | 39.8 |
Ranked by damage per second against Totodile's own defense, at level 40 with a 15 attack IV, one per evolution family.


