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TorkoalNo evolution shown

#0324 · GENERATION 3

Torkoal Build Guide

Fire

Sun and hazard support

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYDrought
NATUREBold
1
Lava Plume
2
Rapid Spin
3
Stealth Rock
4
Yawn

How to play

Drought starts harsh sunlight on entry, strengthening Fire and weakening Water attacks. Set Stealth Rock or use Rapid Spin against a suitable target; Yawn can force a decision on the following turn.

Watch out for

Key risk. Ghost types block Rapid Spin. Yawn is delayed and can be blocked by sleep immunity or other protection; check your format’s sleep rules. Low Speed and lack of direct recovery make repeated hits costly. Sun also strengthens opposing Fire attacks.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Drought starts harsh sunlight on entry, strengthening Fire and weakening Water attacks. Set Stealth Rock or use Rapid Spin against a suitable target; Yawn can force a decision on the following turn.

A Ground type switches in

Ground deals 2× to Fire and Lava Plume only lands on it for neutral damage, so the sun carrier loses the exchange even when its own attack connects. The burn it may leave behind is a chance rather than an outcome, and Fire is the type that cannot be burned at all.

Rapid Spin is the turn you need

Ghost types block Rapid Spin completely, so the removal depends on who is active rather than on the item or the HP. Knock Off is not on this set, which means the blocker has to be handled by a teammate.

You are deciding between Stealth Rock and the spin

Both are hazard turns spent while the opponent attacks, and sun helps the opposing Fire type through the same turn. Yawn forces a switch instead, but it lands a turn late and can be answered by anything that will not fall asleep.

What does a safe pivot mean?

A teammate uses a switching move to bring Torkoal in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Drought starts harsh sunlight on entry, raising Fire damage and lowering Water damage for both sides. Torkoal’s Speed is low enough that it almost always takes the hit before it answers, and the sun strengthens the opposing Fire attack on the same terms as its own.

Watch the tradeoff. Ghost types block Rapid Spin. Yawn is delayed and can be blocked by sleep immunity or other protection; check your format’s sleep rules. Low Speed and lack of direct recovery make repeated hits costly. Sun also strengthens opposing Fire attacks.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Torkoal or Incineroar?

Incineroar provides Intimidate and pivoting instead of sunlight and Rapid Spin.

Base stats · standard forms in the local Generation 9 dataset
StatTorkoalIncineroar
HP7095
Attack85115
Defense14090
Sp. Attack8580
Sp. Defense7090
Speed2060

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Ground teammate helps against Rock attackers. Choose teammates with attention to sun weakening their Water attacks.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Incineroar

Incineroar provides Intimidate and pivoting instead of sunlight and Rapid Spin.

Read Incineroar guide →

Try Incineroar →

Type matchups

Weak to

Water2×Ground2×Rock2×
Resistances and immunities
Fire0.5×Grass0.5×Ice0.5×Bug0.5×Steel0.5×Fairy0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP70
Attack85
Defense140
Sp. Attack85
Sp. Defense70
Speed20

Evolution chain

Torkoal does not evolve.

  1. Torkoal#324

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Torkoal team

Start with Torkoal. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 46 of 100/ 100Fair
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Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#324

Torkoal

Fire
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense68
Defense66
Coverage22
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +27 pts

    Tapu Bulu

    GrassFairy

    Team score 46 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Fighting, Ground and more
    +27 pts

    Kartana

    GrassSteel

    Team score 46 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Ground, Rock and more
    +27 pts

    Zarude

    DarkGrass

    Team score 46 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Ground, Psychic and more
    +27 pts

    Meowscarada

    GrassDark

    Team score 46 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Ground, Psychic and more
    +26 pts

    Breloom

    GrassFighting

    Team score 46 → 72

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Rock resistance or immunity
    +26 pts

    Torterra

    GrassGround

    Team score 46 → 72

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Water, Electric and more

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 4 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackTorkoalWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric1×00
    Grass½×01
    Ice½×01
    Fighting1×00
    Poison1×00
    Ground2×10
    Flying1×00
    Psychic1×00
    Bug½×01
    Rock2×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy½×01

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireResisted
    WaterResisted
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    RockResisted
    GhostNeutral
    DragonResisted
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.