[Monotype] Torkoal [QC 3/3] [GP 2/2]

Zar

What a time
is a Contributor Alumnus

[OVERVIEW]

With its amazing Defense, Torkoal easily tanks most physical attacks and is one of the few bulky Fire-type Pokemon. This makes it a very reliable entry hazard remover with Rapid Spin. To complement Torkoal's defensive stats, it cannot be struck with critical hits thanks to Shell Armor. Although it is used to clear away entry hazards, it can also set up its own Stealth Rock to deal chip damage to opposing foes. Torkoal can stop potential sweepers, as it has access to Yawn and Lava Plume, which induce sleep and have a chance to burn the opposing foe, respectively. However, even though Torkoal is a defensive Pokemon, it has no recovery outside of Leftovers, which severely reduces its longevity. Torkoal also has a relatively subpar Special Defense stat, which makes its vulnerable to special attacks. Due to its extremely low Speed stat, it is often Taunt bait or is prevented from clearing entry hazards when it is against a foe that can KO it. Torkoal is also often pressurized to come in on Stealth Rock to clear it away, which can wear it down easily.

[SET]
name: Defensive Wall
move 1: Stealth Rock
move 2: Rapid Spin
move 3: Yawn
move 4: Lava Plume
item: Leftovers
ability: Shell Armor
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Stealth Rock deals residual damage every time a Pokemon comes into the battle. Rapid Spin clears away opposing entry hazards, most notably Stealth Rock, which most Fire-types get crippled by every time they come onto the field. Yawn is a great support move that induces sleep after two turns to stop potential sweepers or force a switch. This works particularly well with Stealth Rock on the field. Lava Plume is Torkoal's STAB and only attacking move. It is better than other Fire-type moves due to it having a higher chance to burn the opposing Pokemon. Will-O-Wisp can be used over this to ensure a burn on the foe.

Set Details
========

As Torkoal is a physically defensive Pokemon, maximum Defense and HP investment with a Bold nature allows it to be as bulky as it can be. Shell Armor makes it completely immune to critical hits. Leftovers allows it to have some form of recovery, as it heals a small amount of its health at the end of every turn.

Usage Tips
========

Torkoal can be sent out on turn one as a lead to set up Stealth Rock and start pressuring the opposing team, but this isn't advised as it generally loses to anti-leads. As its Special Defense stat isn't that great, it usually shouldn't be kept in against special attacking Pokemon. If entry hazards are set by the foe, Torkoal should be sent out as soon as possible to get rid of them with Rapid Spin, even if it means letting Torkoal faint. Torkoal should avoid getting hit with any type of status-inflicting move, as Torkoal's longevity gets severely crippled if it is affected by status effects while also preventing it from clearing entry hazards. Lava Plume or Yawn should be used if the foe starts to set up with a stat-boosting move, as the moves can burn or induce sleep respectively.

Team Options
========

Most Fire-types appreciate Torkoal's ability to remove entry hazards, and in particular, Stealth Rock. Heatran forms a good defensive core with Torkoal, as it takes neutral damage from Rock-type moves while also being a good specially defensive wall that Torkoal can fall back on. Heatran also appreciates not needing to run Stealth Rock, so it can run more useful sets. Infernape too can run an additional coverage move, as it does not have to run Stealth Rock. Mega Charizard Y is another good partner, as it appreciates Torkoal removing Stealth Rock while Mega Charizard Y is immune to Ground-type moves that Torkoal has trouble fighting against. Mega Charizard Y helps tremendously against Water, as it can set up sun while also dealing damage with Solar Beam. In addition to Solar Beam, the sun makes it much easier for Torkoal to get off a critical Rapid Spin in the matchup, such as surviving a Choice Specs Keldeo's Scald in sun. Rotom-H can set up Light Screen and Reflect to further improve the bulk of Torkoal and its teammates while also using Volt Switch to create opportunities for Torkoal to clear away hazards. It also provides a Ground immunity, a resistance to Flying, and a way to offensively check Water-types. Like Rotom-H, Darmanitan also creates opportunities for Torkoal to safely come in and use Rapid Spin. Volcanion provides an immunity to Water while dealing heavy damage to opposing walls that Torkoal struggles against.

[STRATEGY COMMENTS]
Other Options
=============

Torkoal can use Air Balloon over Leftovers for a temporary Ground immunity, although Torkoal misses out on its only form of recovery. Toxic can be used over Yawn to induce poison. Clear Smog can also be used against potential sweepers to stop them from boosting. Mental Herb is an option to get up Stealth Rock against anti-leads.


Checks and Counters
===================

**Water-types**: Water-types such Keldeo, Rotom-W, Starmie, and Slowbro in general give Torkoal a hard time, as most Water-type moves are special and can OHKO Torkoal.

**Sweepers with Substitute**: Sweepers that pack Substitute such as Calm Mind Keldeo and Dragon Dance Gyarados can easily set one up on Torkoal and start boosting their stats.

**Special Attackers**: Special attackers such as Latios, Landorus, and Keldeo can easily come in on Torkoal and can OHKO it.

**Heatran**: Heatran can easily come into any of Torkoal's attacks due to its ability Flash Fire and Taunt or even just KO it with Earth Power.

**Status**: Status effects cripple Torkoal's ability to clear entry hazards or set up its own. Poison deals residual damage at the end of every turn, while sleep and paralysis can hinder it massively.

**Dragon-types**: Dragon-types such as Latios, Kyurem-B, Garchomp, and Hydreigon can all face Torkoal one-on-one and KO it without much effort. The sheer power of these Pokemon also pressure it when clearing out entry hazards or setting up its own.

**Rock-types**: The majority of Rock-types such as Mega Diancie, Terrakion, and Tyranitar can take on Torkoal, although they fear getting burned.
 
Last edited:

Confluxx [Old]

Banned deucer.
OVERVIEW
  • Mention its extremely low Speed which make it Taunt bait or prevents it from getting rid of hazards when in against something that can take it out.
  • State how its weakness to Stealth Rock limit its defensive capabilities and don't always allow it to switch in on attacks.
Usage Tips
  • Say that any status should be avoided on Torkoal if possible, not just poison, because it can prevent it from doing its main job in hazard removal.
  • Mention how Torkoal should try to get rid of hazards at all cost even if it means letting it faint to do so.
Team Options
  • Mention how Mega Charizard-Y and Rotom-H can be offensive checks to Water-types which not only threaten Torkoal, but the entire team.
Other Options
  • Mention Mental Herb here as an option to get up Stealth Rock or Yawn anti-leads.
Checks and Counters
  • Give an example for Water-types, such as Rotom-W or Keldeo.
  • Make a separate section for all types that Torkoal is weak to.
  • Mention status here as poison ripples Torkoal's longevity and the remaining forms of status can potentially prevent it from getting rid of hazards.
Good job! QC 1/3
 
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Everything looks great, just a few comments here.

Overview:
- I agree with Confluxx that Torkoal's weakness to Stealth Rock should be mentioned. I would make it related to its ability to remove Stealth Rock though, because if it's taking 25% each time to remove Stealth Rock, it's getting worn down very fast.

Usage Tips:
- I know setting up Stealth Rock ASAP is generally good, but isn't Torkoal a pretty awful lead? It's horribly slow, making it lose to all Taunt leads. And I feel like most Stealth Rock users (bar a few like Cobalion and Skarmory) can 1v1 Torkoal anyway.
- Add that Torkoal should seek to come in on and wall physical attackers.
- They're also Torkoal's main way to Rapid Spin safely, along with defensive Pokemon.

Team Options:
- I agree with Confluxx that Mega Charizard Y's anti-Water should be mentioned. In addition to Solar Beam, the Sun makes it much easier for Torkoal to get off a critical spin in the matchup. (It can live a Choice Specs Keldeo Scald for example)
- I'd add that Infernape and Heatran appreciate not needing to run Stealth Rock, so they can use more useful moves and sets.

As a miscellaneous comment, what do you think of moving Will-O-Wisp to Moves? Still not slashed of course, but I think it's actually decently useful. It's also nice if for some reason you decide Stealth Rock is better suited for Heatran or Infernape but still want Torkoal's Rapid Spin. Your call, I'm pretty iffy on this, so if you don't want to implement it, that's fine.

QC 2/3
 

Vid

Our life is what our thoughts make it
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Team Options
  • Darmanitan needs to be mentioned it has U-turn which can be used to give Torkoal Rapid Spin opportunities, appreciates hazard removal
  • Mention Volt Switch on Rotom-H and how it gives Torkoal Rapid Spin opportunities
  • Infernape needs to be mentioned as it frees up a moveslot allowing it to run coverage such as Grass Knot Hidden Power Ice or priority in Mach Punch or Taunt.
Other Options
  • Just mention Air Balloon makes Torkoal lose out on its form of recovery in Leftovers.
Checks and Counters
  • I would add rock types because majority them take on Torkoal although majority of them do fear burn. Couple examples include Terrakion, Tyranitar, and Mega Diancie.
QC 3/3 Good Job
 
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Sobi

Banned deucer.
hi! amcheck, let me know on ps if you have any qs about my changes
add
remove

(comments) -- ([A/R]: C = add/remove comma, H = add/remove hyphen, P = add/remove period)

[OVERVIEW]

With its amazing Defense, Torkoal easily tanks most physical attacks and is one of the few bulky Fire-type Pokemon. This makes Torkoal it a very reliable entry hazard remover through with Rapid Spin. To complement Torkoal's defensive stats, it cannot not be struck with critical hits due thanks to Shell Armor. Although Torkoal it is used to clear away entry hazards, it can also set up its own Stealth Rock to deal chip damage to opposing foes. Torkoal can stop potential sweepers, (AC) as it has access to Yawn and Lava Plume, (AC) while which induce sleep and have a chance to burn the opposing foe, (AC) respectively. However, even though Torkoal is a defensive Pokemon, it has no recovery outside of Leftovers, (AC) which severely reduces its longevity. Torkoal also has a relatively subpar (RH) Special Defense stat, (AC) which makes its vulnerable to special attacks. Due to its extremely low Speed stat, it is often Taunt bait or is prevented to from clearing entry hazards when it it against a foe that can KO it. Torkoal is also often pressurized to come in on Stealth Rock to clear them it ("Stealth Rock" is singular) away, (AC) which can wear it down easily.

[SET]
name: Defensive Wall
move 1: Stealth Rock
move 2: Rapid Spin
move 3: Yawn
move 4: Lava Plume
item: Leftovers
ability: Shell Armor
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Stealth Rock is one of its main moves as it can do deals residual damage every time a grounded Pokemon comes into the battle. Rapid Spin clears away opposing entry hazards, most notably Stealth Rock, which most Fire-types get crippled by every time they come in to onto the field. Yawn is a great support move which that induces sleep after 2 two turns to stop potential sweepers or force a switch. This works particularly well with Stealth Rock on the field. Lava Plume is its Torkoal's only attacking and STAB move. It is better than other Fire-type moves due to it having a 30% (no need to be specific here, perhaps "low" or simply "chance"?) chance to burn the opposing Pokemon. Will-O-Wisp can be used over this to ensure a burn status on the foe.

Set Details
========

As it Torkoal is a physically defensive Pokemon, maximum Defense and HP investment with a Bold nature allows it to be as bulky as it can be. Shell Armor is a nice ability which makes it completely immune to critical hits. Leftovers allows it to have some form of recovery, (AC) as it heals 1/16th a small amount of its health at the end of every turn.

Usage Tips
========

Torkoal can be sent out Turn 1 turn one as a lead to set up Stealth Rock and start pressuring the opposing team, (AC) but this isn't advised, (AC) as it generally loses to anti-leads. As its Special Defense stat isn't that great, it usually shouldn't be kept in against special attacking Pokemon. Torkoal should be sent out as soon as possible if entry hazards are set by the opponent foe to get rid of them with Rapid Spin even if it means letting Torkoal faint. Torkoal should avoid getting hit with any type of status inflecting status-inflicting (AH) move, (AC) as Torkoal's longevity gets severely crippled if it is affected by status effects while also preventing it from clearing entry hazards. Lava Plume or Yawn should be used if the opponent foe starts to set up with a stat-boosting (AH) move, (AC) as they the moves can burn or induce sleep, (AC) respectively.

Team Options
========

Most Fire-types appreciate Torkoal's ability to remove entry hazards and in particular, Stealth Rock in particular. Heatran forms a good defensive core with Torkoal, (AC) as it takes neutral damage from Rock-type (AH) moves while also being a good specially defensive wall that Torkoal can fall back on. Heatran also appreciates not needing to run Stealth Rock, so it can use run more useful moves and sets. Infernape too can run an additional coverage move, (AC) as it does not have to run Stealth Rock. Mega Charizard Y is another good partner, (AC) as Mega Charizard Y it appreciates Torkoal removing Stealth Rock while Charizard-Mega-Y Mega Charizard Y is immune to Ground-type moves which that Torkoal has trouble fighting against. Mega Charizard Y helps tremendously against Water, (AC) as it can set up sun while also deal damage with Solar Beam. In addition to Solar Beam, the sun makes it much easier for Torkoal to get off a critical Rapid Spin in the match-up such as living surviving a Choice Specs Keldeo's Scald in sun. Rotom-H also provides a Ground immunity as well as a resistance to Flying-type moves. Rotom-H can set up Light Screens Screen and Reflect to further improve the bulk of Torkoal and its teammates while also using Volt Switch (RH) to create opportunities to clear away hazards for Torkoal to clear away hazards. Rotom-H is also an offensive check to Water-types. Like Rotom-H, Darmanitan also creates opportunities for Torkoal to safely come in and use Rapid Spin and safely come in. Volcanion provides an immunity to Water-type moves while doing dealing heavy damage to opposing walls that Torkoal struggles against.

[STRATEGY COMMENTS]
Other Options
=============

Torkoal can use Air Balloon over Leftovers for a temporary Ground immunity, although Torkoal misses out on its (remove apo) only form of recovery. Toxic can be used over Yawn to induce poison while also dealing Stealth Rock damage to whatever Pokemon the opponent wants to go to. Will-O-Wisp is another option for the status move if the user doesn't want to risk with Lava Plume burning. (Stealth Rock damage is not caused by Toxic so that part was removed, and WoW was already mentioned in Moves) Clear Smog can also be used against potential sweepers to stop them from boosting stats. Mental Herb can be used is an option (repetition of x can be used) to get up Stealth Rock against anti-leads.


Checks and Counters
===================

**Water-types (AH)**: Water-types such as Keldeo, Rotom-W, Starmie, and Slowbro in general give Torkoal a hard time, (AC) as most Water-type (AH) moves are specially attacking special and can OHKO Torkoal. Keldeo, Rotom-W, Starmie, and Slowbro all can easily counter Torkoal.

**Sweepers with Substitute**: Sweepers that pack Substitute like such as Calm Mind Keldeo or and Dragon Dance Gyarados that pack Substitute can easily Substitute set one up on a Torkoal and start boosting their stats.

**Special Attackers**: Special attackers such as Latios, Landorus-I, and Keldeo etc. can easily come in on Torkoal and can OHKO it Torkoal.

**Heatran**: Heatran can easily come into any of Torkoal's attacks due to its ability Flash Fire and Taunt or even just KO it with Earth Power.

**Status**: Status effects cripple Torkoal's ability to clear entry hazards or set up its own. Poison does deals residual damage at the end of every turn, (AC) while sleep and paralysis can hinder it massively.

**Dragon-types (AH)**: Dragon-types (AH) such as Latios, Kyurem-B, Garchomp, and Hydreigon etc. can all 1v1 face Torkoal one-on-one and KO it without much effort. The sheer power of these Pokemon also pressure it when clearing out entry hazards or setting up its own.

**Rock-types (AH)**: Majority of Rock-types such as Mega Diancie (RH), Terrakion, and Tyranitar etc. can take on Torkoal, (AC) although they fear getting burned.
your writing has certainly improved since the darmanitan analysis :)
 
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GatoDelFuego

The Antimonymph of the Internet
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
A lot of that overview is pretty subjective changes and isn't really needed. Everything else is good. Implement the above and this is 1/2
 
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Mr. Uncompetitive

What makes us human?
is a Contributor Alumnus
Cool

GP 2/2

additions; (AC) = add comma
removals; (RC) = remove comma
comments


[OVERVIEW]

With its amazing Defense, Torkoal easily tanks most physical attacks and is one of the few bulky Fire-type Pokemon. This makes it a very reliable entry hazard remover with Rapid Spin. To complement Torkoal's defensive stats, it cannot be struck with critical hits thanks to Shell Armor. Although it is used to clear away entry hazards, it can also set up its own Stealth Rock to deal chip damage to opposing foes. Torkoal can stop potential sweepers, as it has access to Yawn and Lava Plume, which induce sleep and have a chance to burn the opposing foe, respectively. However, even though Torkoal is a defensive Pokemon, it has no recovery outside of Leftovers, which severely reduces its longevity. Torkoal also has a relatively subpar Special Defense stat, which makes its vulnerable to special attacks. Due to its extremely low Speed stat, it is often Taunt bait or is prevented from clearing entry hazards when it it is against a foe that can KO it. Torkoal is also often pressurized to come in on Stealth Rock to clear them it away, which can wear it down easily.

[SET]
name: Defensive Wall
move 1: Stealth Rock
move 2: Rapid Spin
move 3: Yawn
move 4: Lava Plume
item: Leftovers
ability: Shell Armor
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Stealth Rock deals residual damage every time a grounded Pokemon comes into the battle (Pretty sure Stealth Rock affects non-grounded Pokemon...Spikes don't though). Rapid Spin clears away opposing entry hazards, most notably Stealth Rock, which most Fire-types get crippled by every time they come onto the field. Yawn is a great support move that induces sleep after two turns to stop potential sweepers or force a switch. This works particularly well with Stealth Rock on the field. Lava Plume is Torkoal's STAB and only attacking and STAB move. It is better than other Fire-type moves due to it having a higher chance to burn the opposing Pokemon. (don't most Fire-type moves have a chance to burn the foe?) Will-O-Wisp can be used over this to ensure a burn on the foe.

Set Details
========

As Torkoal is a physically defensive Pokemon, maximum Defense and HP investment with a Bold nature allows it to be as bulky as it can be. Shell Armor makes it completely immune to critical hits. Leftovers allows it to have some form of recovery, as it heals a small amount of its health at the end of every turn.

Usage Tips
========

Torkoal can be sent out on turn one as a Lead lead to set up Stealth Rock and start pressuring the opposing team, but this isn't advised as it generally loses to anti-leads. As its Special Defense stat isn't that great, it usually shouldn't be kept in against special attacking Pokemon. If entry hazards are set by the foe, (AC) (sounds a lot nicer when put here imo) Torkoal should be sent out as soon as possible if entry hazards are set by the foe to get rid of them with Rapid Spin, (AC) even if it means letting Torkoal faint. Torkoal should avoid getting hit with any type of status-inflicting move, as Torkoal's longevity gets severely crippled if it is affected by status effects while also preventing it from clearing entry hazards. Lava Plume or Yawn should be used if the foe starts to set up with a stat-boosting move, as the moves can burn or induce sleep respectively.

Team Options
========

Most Fire-types appreciate Torkoal's ability to remove entry hazards and, (AC) in particular, Stealth Rock. Heatran forms a good defensive core with Torkoal, as it takes neutral damage from Rock-type moves while also being a good specially defensive wall that Torkoal can fall back on. Heatran also appreciates not needing to run Stealth Rock, so it can run more useful sets. Infernape too can run an additional coverage move, as it does not have to run Stealth Rock. Mega Charizard Y is another good partner, (AC) as, (RC) it appreciates Torkoal removing Stealth Rock while Mega Charizard Y is immune to Ground-type moves that Torkoal has trouble fighting against. Mega Charizard Y helps tremendously against Water, as it can set up sun while also deal dealing damage with Solar Beam. In addition to Solar Beam, the sun makes it much easier for Torkoal to get off a critical Rapid Spin in the match-up matchup, (AC) such as surviving a Choice Specs Keldeo's Scald in sun. Rotom-H also provides a Ground immunity as well as a resistance to Flying. Rotom-H can set up Light Screen and Reflect to further improve the bulk of Torkoal and its teammates while also using Volt Switch to create opportunities for Torkoal to clear away hazards. It also provides a Ground immunity, a resistance to Flying, and Rotom-H is also an offensive check to a way to offensively check Water-types. (Merged the two sentences to make it a bit less disjointed. Also moved the first sentence here due to the Dual Screens sentence feeling out of place) Like Rotom-H, Darmanitan also creates opportunities for Torkoal to safely come in and use Rapid Spin. Volcanion provides an immunity to Water while dealing heavy damage to opposing walls that Torkoal struggles against.

[STRATEGY COMMENTS]
Other Options
=============

Torkoal can use Air Balloon over Leftovers for a temporary Ground immunity, although Torkoal misses out on its only form of recovery. Toxic can be used over Yawn to induce poison. Clear Smog can also be used against potential sweepers to stop them from boosting. Mental Herb is an option to get up Stealth Rock against anti-leads.


Checks and Counters
===================

**Water-types**: Water-types such Keldeo, Rotom-W, Starmie, and Slowbro in general give Torkoal a hard time, as most Water0type Water-type moves are special and can OHKO Torkoal.

**Sweepers with Substitute**: Sweepers that pack Substitute such as Calm Mind Keldeo and Dragon Dance Gyarados can easily set one up on a Torkoal and start boosting their stats.

**Special Attackers**: Special attackers such as Latios, Landorus, and Keldeo can easily come in on Torkoal and can OHKO it.

**Heatran**: Heatran can easily come into any of Torkoal's attacks due to its ability Flash Fire and Taunt or even just KO it with Earth Power.

**Status**: Status effects cripple Torkoal's ability to clear entry hazards or set up its own. Poison deals residual damage at the end of every turn, while sleep and paralysis can hinder it massively.

**Dragon-types**: Dragon-types such as Latios, Kyurem-B, Garchomp, and Hydreigon can all face Torkoal one-on-one and KO it without much effort. The sheer power of these Pokemon also pressure it when clearing out entry hazards or setting up its own.

**Rock-types**: Majority The majority of Rock-types such as Mega Diancie, Terrakion, and Tyranitar can take on Torkoal, although they fear getting burned.
 
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