[OVERVIEW]
* Torkoal has exclusive access to drought, making it the most consistent sun setter in the format. Its rock-bottom Speed and sun-boosted Eruption make it an absolutely terrifying Trick Room sweeper, capable of chunking or outright KOing a majority of the metagame.
* Heavy support in the form of Trick Room and/or Chlorophyll + After You Lilligant is mandatory. Torkoal also welcomes priority protection from the likes of Farigiraf and Indeedee, both of which set Trick Room as well. While Torkoal has high enough bulk to shrug off most priority moves, it hates having the power of Eruption lowered, and Fake Out wastes its Trick Room turns.
* Torkoal faces stiff competition from Armarouge due to Armarouge's superior support capabilities and better coverage options, in spite of its lower overall damage output. To make matters worse, Tera Grass, Pyschic, or Dark Armarouge and Ceruledge wall most Torkoal sets endlessly, using Flash Fire, Wide Guard, and Terastillization removing their weakness to Earth Power. However, Armarouge pairs well with Torkoal by giving it protection from Earthquake and enjoying sun itself.
* Most Dragon-types such as Garchomp and Assault Vest Hydreigon can take everything Torkoal can dish out and threaten it in return. Guts Hariyama can protect against Garchomp's Earthquake with Wide Guard and threatens an OHKO on Garchomp. Lilligant can put them to sleep and threatens Garchomp with Leaf Storm. Hatterene is a more offensive Trick Room setter that threatens the Dragon-types with Dazzling Gleam.
[SET]
name: Trick Room Offense
move 1: Eruption
move 2: Earth Power
move 3: Heat Wave
move 4: Protect
item: Charcoal
ability: Drought
nature: Quiet
tera type: Fire
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
[SET COMMENTS]
* This set makes full use of Torkoal's nuclear power. Eruption vaporizes nearly anything without a resistance or immunity to Fire after Terrastilization. Heat Wave gives it a mostly-reliable spread option after taking damage. Earth Power hits opposing Fire-types and gives Torkoal a single-target option to get around Wide Guard.
* Tera Fire is the go-to option to maximize Torkoal's damage. Tera Flying and Grass removes its weaknesses, which helps greatly against the ever-frequent Ground-type attacks, but are generally not worth it.
* Solar Beam is an option to hit Water-types meaningfully and to hit Rock- and Ground-types a little harder than Earth Power. Tera Blast is a niche option if Torkoal is running Tera Flying, turning the tables on Tera Grass Armarouge and Ceruledge attempting to wall it. Choice Specs would push Torkoal's offensive capabilities onto another planet, but it makes Torkoal even easier to exploit with Wide Guard, Flash Fire, and attacks in general; it can't viably run Protect.
[CREDITS]
- Written by: [[Ghalundra, 19313]]
- Quality checked by: [[Yourwelcomethanku, 541847], [zee, 501951]]
- Grammar checked by: [[Adeleine, 517429]]
* Torkoal has exclusive access to drought, making it the most consistent sun setter in the format. Its rock-bottom Speed and sun-boosted Eruption make it an absolutely terrifying Trick Room sweeper, capable of chunking or outright KOing a majority of the metagame.
* Heavy support in the form of Trick Room and/or Chlorophyll + After You Lilligant is mandatory. Torkoal also welcomes priority protection from the likes of Farigiraf and Indeedee, both of which set Trick Room as well. While Torkoal has high enough bulk to shrug off most priority moves, it hates having the power of Eruption lowered, and Fake Out wastes its Trick Room turns.
* Torkoal faces stiff competition from Armarouge due to Armarouge's superior support capabilities and better coverage options, in spite of its lower overall damage output. To make matters worse, Tera Grass, Pyschic, or Dark Armarouge and Ceruledge wall most Torkoal sets endlessly, using Flash Fire, Wide Guard, and Terastillization removing their weakness to Earth Power. However, Armarouge pairs well with Torkoal by giving it protection from Earthquake and enjoying sun itself.
* Most Dragon-types such as Garchomp and Assault Vest Hydreigon can take everything Torkoal can dish out and threaten it in return. Guts Hariyama can protect against Garchomp's Earthquake with Wide Guard and threatens an OHKO on Garchomp. Lilligant can put them to sleep and threatens Garchomp with Leaf Storm. Hatterene is a more offensive Trick Room setter that threatens the Dragon-types with Dazzling Gleam.
[SET]
name: Trick Room Offense
move 1: Eruption
move 2: Earth Power
move 3: Heat Wave
move 4: Protect
item: Charcoal
ability: Drought
nature: Quiet
tera type: Fire
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Atk / 0 Spe
[SET COMMENTS]
* This set makes full use of Torkoal's nuclear power. Eruption vaporizes nearly anything without a resistance or immunity to Fire after Terrastilization. Heat Wave gives it a mostly-reliable spread option after taking damage. Earth Power hits opposing Fire-types and gives Torkoal a single-target option to get around Wide Guard.
* Tera Fire is the go-to option to maximize Torkoal's damage. Tera Flying and Grass removes its weaknesses, which helps greatly against the ever-frequent Ground-type attacks, but are generally not worth it.
* Solar Beam is an option to hit Water-types meaningfully and to hit Rock- and Ground-types a little harder than Earth Power. Tera Blast is a niche option if Torkoal is running Tera Flying, turning the tables on Tera Grass Armarouge and Ceruledge attempting to wall it. Choice Specs would push Torkoal's offensive capabilities onto another planet, but it makes Torkoal even easier to exploit with Wide Guard, Flash Fire, and attacks in general; it can't viably run Protect.
[CREDITS]
- Written by: [[Ghalundra, 19313]]
- Quality checked by: [[Yourwelcomethanku, 541847], [zee, 501951]]
- Grammar checked by: [[Adeleine, 517429]]
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