It would actually only need 3 flame charges, but good STAB to. I'd drop something for flamethrower or fire blast if I did use that.
Leave flame charge to something like Magmortar or Arcanine.
It would actually only need 3 flame charges, but good STAB to. I'd drop something for flamethrower or fire blast if I did use that.
Leave flame charge to something like Magmortar or Arcanine.
A Torkoal set:
Nature: Quiet
Ability: Shell Armor
EV's: 100 Atk/126 Def/152 Sp. Atk/126 Sp. Def/4 Spd
Item: (suggestions please)
Moves:
Shell Smash
Solarbeam
Fire Blast/Flamethrower
Stone Edge/Earthquake
Best in the sun. Shell Smash to raise your Attack, Sp. Attack, and Speed. One-turn Solarbeam in the sun means disaster for your opponent. Fire Blast for power, Flamethrower for accuarcy. Stone Edge for Flying types, Earthquake for Rock types.
Partners
If Torkoal has Solarbeam, Ninetales of Vulpix with Drought ability.
Physical wall
Torkoal@leftovers
Shell armour
252hp/252def/4spd
impish
toxic
stealth rock/amesia/iron defence
substitute/rest
gyro ball/earthquake
Toxic for residual damage. Stealth rock (dream world) for extra residual damage. iron defence and amesia to boost the defences respectivly depending on what stat you want stronger. sub protects from status while rest heals. Earthquake and gyro top prevent being taunt bait
Last edited by Eliteknight; 4th December 2011 at 6:55 AM.
On any defensive set, use Shell Armor, no ands ifs or buts. Crits are, a lot of the time, what breaks walls. And Shell Smash, er.. you're using Torkoal wrong.
Credit to Beck for the RNG userbar.
As of August 18th 2012, I resigned as a CG leader.