Last updated: 2026-09-14

The Pokémon’s stats cannot be lowered by other Pokémon’s moves or Abilities.
Summons harsh sunlight for 5 turns when the Pokémon enters a battle.
Attacks landed on the Pokémon will never be critical hits.
A minority pick in Singles. Essentially built around Drought as a sun setter, it secures sun duration with Heat Rock while creating openings with Stealth Rock and Yawn, and puts out damage with Solar Beam, Eruption, or Flamethrower — a slow setup-maker running Quiet/Bold.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
Moves
Item
Ability
Nature
AP Spreads
Lead
Stealth Rock + Yawn forces switches.
Torkoal
| HP | 177 | 32 | |
|---|---|---|---|
| Atk | 105 | - | |
| Def↑ | 178 | 2 | |
| SpA | 105 | - | |
| SpD | 122 | 32 | |
| Spe↓ | 36 | - |
When it enters battle, it changes the weather to にほんばれ状態 through its Ability Drought. This Torkoal build serves as a sun team setter.Yawn and Stealth Rock to disrupt the field while using Weather Ball and Solar Beam to apply pressure itself — its composition.
Lava Plume and Overheat are also recommended
にほんばれ状態, Weather Ball can be used as a base-power-100 Fire-type move. Its slot can instead use Lava Plume, which can inflict a burn, or the more powerful Overheat and similar moves.
Heat Rock, にほんばれ状態 lasts longer, supporting the team's sun sweeper. This is its main role.Stealth Rock and Yawn to prepare the field, while using Weather Ball and Solar Beam to pressure the opponent as well.
Pairing with Pokémon that benefit from sun is recommended
Torkoal is best paired with Pokémon suited to sun teams.Stealth Rock to prepare the field, then send in the sun sweeper to take control.
Example Synergy Pokémon
What Is a Sun Team?
Pokémon That Can Change the Weather
Torkoal relies on the sun set by its Ability Drought and therefore struggles against Pokémon that change the weather to something other than にほんばれ状態. If the weather is changed, switch Torkoal out and look for another opportunity to set the sun.
Example Threats
Doubles Trick Room Ace
Sun + high-power Eruption spread attack in Doubles.
Torkoal
| HP | 177 | 32 | |
|---|---|---|---|
| Atk | 105 | - | |
| Def | 160 | - | |
| SpA↑ | 150 | 32 | |
| SpD | 92 | 2 | |
| Spe↓ | 36 | - |
With heavy investment in HP and Special Attack,
Charcoal with a special-attacker build that further boosts the power of its Fire-type moves for Torkoal. Thanks to its extremely low Speed, it can move first under トリックルーム状態 and pressure the opposing side with powerful spread moves.
Coverage moves and Helping Hand are also recommended
For coverage against targets that resist Fire-type moves, use Solar Beam or Earth Power to hit their weaknesses. In addition, Helping Hand has increased priority, allowing Torkoal to support an ally despite its low Speed.
the ability Drought sets the weather to にほんばれ状態, boosting the power of its own Fire-type moves and controlling the field. It uses the high-powered Eruption to hit both opponents, then switches to Weather Ball or Heat Wave to keep applying pressure.
Pokémon for sun or Trick Room teams
Torkoal's Ability Drought sets the weather to にほんばれ状態, which strengthens Pokémon with the Ability Chlorophyll as well as Fire-type attackers. Torkoal's low Speed also makes it likely to move first under トリックルーム状態, making it a good fit for Trick Room teams as well.
Example Good Partners
Pokémon that replace Sunny Day with other weather
the weather to にほんばれ状態 with another weather condition are difficult matchups. In particular, during あめ状態, damage from Fire-type moves is halved. If Sunny Day is replaced, switch Torkoal out and retaliate with an ally's moves.
Example Threats
Type
Category
Target
Properties
57 / 57
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Rapid Spin | Normal | Phys | 50 | 100 | 20 | Contact | 1 Foe | Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Shell Smash | Normal | Stat | - | - | 16 | Self | Lowers the user’s Defense and Sp. Def stats by 1 stage and boosts its Attack, Sp. Atk, and Speed stats by 2 stages. | |
| Yawn | Normal | Stat | - | - | 12 | 1 Foe | Makes the target drowsy. This move never misses. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Flare Blitz | Fire | Phys | 120 | 100 | 16 | Contact | 1 Foe | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. |
| Temper Flare | Fire | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Flame Charge | Fire | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Heat Crash | Fire | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Eruption | Fire | Spec | 150 | 100 | 8 | All Foes | The less HP the user has left, the lower this move’s power (ranging between 1 and 150). | |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Inferno | Fire | Spec | 100 | 50 | 8 | 1 Foe | Burns the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Lava Plume | Fire | Spec | 80 | 100 | 16 | All | Has a 30% chance of burning targets. | |
| Burning Jealousy | Fire | Spec | 70 | 100 | 8 | All Foes | Burns targets if their stats were boosted during the turn this move is used. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Sludge Bomb | Poison | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 30% chance of poisoning the target. |
| Clear Smog | Poison | Spec | 50 | - | 16 | 1 Foe | Removes all stat changes from the target. This move never misses. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Fissure | Ground | Phys | - | 30 | 8 | 1 Foe | Knocks out the target. The accuracy of this move is fixed at 30%. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Superpower | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Attack and Defense stats by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Amnesia | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 2 stages. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |