Zar
What a time
[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
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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
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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
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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
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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
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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
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**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.
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