SV OU Specs Eruption Torkoal Trick Room

As probably seen in VGC, Torkoal is an amazing attacker with a Sun + Tera Fire, and possibly Charcoal/Choice Specs boosted 150 base power Eruption that hits both opponents mons for massive damage, even its resists. In singles, Torkoal can dish the same damage output; but the set up is harder to do. In this team, I try to replicate the sheer power Torkoal can have on the opponents team, and mons that can support it.


Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Healing Wish

Before I talk about the main mon on this team, I would like to talk about one of the support mons on this team, Hatterene. Hatterene acts as a suicide lead for the team, with Trick Room and Healing Wish support to help the other mons on the team, in which one of them is Torkoal. Hazards are blocked by Magic Bounce meaning that Torkoal is not as easily worn down to weaken its Eruption, and if Torkoal or any other mon gets worn down, the Healing Wish that it has used can heal somebody back to full- which includes Torkoal in which it can once again spam base 150 power Eruptions. The tera type does not really matter, however Tera Steel is the best due to its ability to block multi-hit moves such as Bullet Seed from Breloom, Icicle Spear from Baxcalibur, and Rock Blast from someone like Iron Thorns to avoid the risk of losing the lead mon first turn due to multi hitting moves breaking through sash.

252+ Atk Choice Band Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Hatterene: 315-372 (99 - 116.9%) -- approx. 93.8% chance to OHKO
252+ Atk Technician Breloom Bullet Seed (5 hits) vs. 252 HP / 0 Def Hatterene: 350-420 (110 - 132%) -- guaranteed OHKO





Torkoal @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Flamethrower
- Solar Beam
- Earth Power

Torkoal is the main mon on the team due to the fact that it can blow past unprepared teams with its Eruption under Trick Room. Eruption is the main way to deal damage with Torkoal, with Choice Specs, Drought, and Tera Fire all supporting it. The following are calcs that prove how powerful Eruption is with all of these factors.


252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 0 HP / 4 SpD Hydreigon in Sun: 328-387 (100.9 - 119%) -- guaranteed OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 0 HP / 4 SpD Dragapult in Sun: 380-448 (119.8 - 141.3%) -- guaranteed OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 200 HP / 0 SpD Quaquaval in Sun: 383-451 (106 - 124.9%) -- guaranteed OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 4 SpD Rotom-Wash in Sun: 283-334 (93 - 109.8%) -- 56.3% chance to OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 0 HP / 4 SpD Roaring Moon in Sun: 299-352 (85.1 - 100.2%) -- 6.3% chance to OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 248 HP / 252+ SpD Clodsire in Sun: 434-512 (93.7 - 110.5%) -- 62.5% chance to OHKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 12 HP / 0 SpD Walking Wake in Sun: 176-207 (51.4 - 60.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 248 HP / 252+ SpD Skeledirge in Sun: 262-309 (63.7 - 75.1%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 4 SpD Garchomp in Sun: 345-406 (82.1 - 96.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 4 SpD Dondozo in Sun: 426-502 (84.5 - 99.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 252+ SpD Gastrodon in Sun: 247-291 (57.9 - 68.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 252+ SpD Toxapex in Sun: 170-201 (55.9 - 66.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 252+ SpD Garganacl in Sun: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu in Sun: 378-446 (73.5 - 86.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 252 HP / 252+ SpD Blissey in Sun: 352-416 (49.2 - 58.2%) -- 97.7% chance to 2HKO

252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 144 HP / 0 SpD Multiscale Dragonite in Sun: 150-177 (41.7 - 49.3%) -- guaranteed 3HKO
252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 144 HP / 0 SpD Dragonite in Sun: 301-355 (83.8 - 98.8%) -- guaranteed 2HKO


252+ SpA Choice Specs Tera Fire Torkoal Eruption (150 BP) vs. 248 HP / 0 SpD Pelipper in Rain: 135-159 (41.7 - 49.2%) -- guaranteed 3HKO

Flamethrower is added for the fact that you might want to lock yourself into a consistent 90 BP move, incase you want to avoid getting HP loss from other moves, such as Extreme Speed from Dragonite, Sucker Punch from Kingambit, and other priority moves. Solar Beam and Earth Power are coverage moves you might want to lock yourself into if you really need it, as Solar Beam hits Water types while Earth Power hits Fire types.

252+ SpA Choice Specs Torkoal Solar Beam vs. 12 HP / 0 SpD Walking Wake: 188-222 (54.9 - 64.9%) -- guaranteed 2HKO




Hattrem @ Eviolite
Ability: Magic Bounce
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psyshock
- Mystical Fire
- Healing Wish

With Hatterene gone with a suicide lead type playstyle, it is important to someone of the same caliber. Hattrem is the middle stage evolution of the Hattena line, where
Hattrem evolves to Hatterene. Hattrem does the same job as Hatterene, however it is build to take on physical attacks with max defensive investment and a 1.5x defense boost from Eviolite. It sets up Trick Room, can possibly attack threats in front of it, and then sends off another Healing Wish. The tera type also does not matter for Hattrem, but Tera Fighting is chose due to a resistance it has to Dark and Bug types, without it being weak to Steel types, in which Tera Fairy would be.




Crabominable @ Life Orb
Ability: Iron Fist
Tera Type: Electric
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Ice Hammer
- Thunder Punch
- Earthquake

Crabominable is a physical Trick Room abuser which deals massive damage with its near unresisted movepool. Close Combat and Ice Hammer are extremely powerful STAB attacks along with Life Orb, while Ice Hammer is boosted to 120 BP due to Iron Fist. Thunder Punch helps with this STAB combination, dealing supereffective damage to mons such as Toxapex, Azumarill, and Dondozo. With Tera Electric, Thunder Punch becomes STAB and deals way more damage than it originally did, while resisting key types such as Steel and Flying. Earthquake finishes this set off dealing super effective damage to mons like Gholdengo and Iron Moth.



Slowking @ Heavy-Duty Boots / Leftovers / Lagging Tail
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Slack Off
- Psychic
- Chilly Reception

The last Trick Room mon on this team is Slowking, which is the main way to deal with Walking Wake. Max HP and Special Defense ensures it to constantly tank attacks from Walking Wake, while Tera Fairy is available to block a Draco Meteor in a pinch. Psychic is chosen over something like Surf to reliably deal good damage to Walking Wake. It is important to get some damage on Walking Wake with Slowking, as it makes Crabominable have a guarenteed shot of OHKOing Walking Wake. Chilly Reception acts as a pivot move, resetting the weather so Drought could have 5 turns again while supporting Crabominable with a 1.5x defense raise if not terastallized. The item on this set is interchangeable, as each item supports it one way or another. Heavy-Duty Boots is the most common item for Slowking to run, as it avoids hazards on switch in. However, with two Magic Bounce users Heavy-Duty Boots become less reliable if hazards manage to stay off the field. For this reason Leftovers is an option, providing passive recovery each turn it is on the field. The last item is extremely niche, and is a high risk high reward item. Lagging Tail provides Slowking to a safe switch in after using Chilly Reception in Trick Room, as it always goes last. However, since it always goes last, moves like Psychic and Slack Off will also go last under Trick Room, which puts Slowking at a severe disadvantage.




Kingambit @ Life Orb
Ability: Supreme Overlord
Tera Type: Grass
EVs: 128 HP / 252 Atk / 128 SpA
Brave Nature
IVs: 0 Spe
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Grass Knot

Kingambit is the final Trick Room abuser and a late game clean up mon for the team, as Supreme Overlord and Life Orb deals significant damage to the opponents team if all other five mons have fainted. This set does not include Swords Dance due to the fact that under Trick Room, turns are limited and you need to spend your turns wisely, as Kingambit is used in the very late game in which it is most powerful. Replacing Swords Dance is Grass Knot, and despite its low base Special Attack to use this move off of, it is also boosted by Supreme Overlord and does massive damage to heavy targets, such as Great Tusk and Dondozo, in which they could otherwise beat Kingambit 1v1. Further supporting this is Tera Grass, giving it a great resistance to Ground type attacks while being neutral to Fighting type attacks, and giving Grass Knot a great power boost. The special attack EVs can be boosted up to 168 EVs to secure earlier KOs on Great Tusk and Dondozo with less Supreme Overlord boosts, but comes at a cost with less HP to tank hits on.

128 SpA Life Orb Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 294-348 (67.7 - 80.1%) -- guaranteed 2HKO after Leftovers recovery
128 SpA Life Orb Supreme Overlord 5 allies fainted Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 442-520 (101.8 - 119.8%) -- guaranteed OHKO
128 SpA Life Orb Tera Grass Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 439-523 (101.1 - 120.5%) -- guaranteed OHKO

128 SpA Life Orb Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 252-299 (50 - 59.3%) -- guaranteed 2HKO
128 SpA Life Orb Supreme Overlord 5 allies fainted Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 380-447 (75.3 - 88.6%) -- guaranteed 2HKO
128 SpA Life Orb Supreme Overlord 4 allies fainted Tera Grass Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 530-624 (105.1 - 123.8%) -- guaranteed OHKO






THREATS AND PROBLEMS



Walking Wake can be a problem for this team, as it forces Torkoal out due to its x4 resistance to Fire type attacks. Walking Wake also threatens almost all of the mons on this team, with Slowking with the only switch in to it. Torkoal also provides Walking Wake with a Protosynthesis boost, powering it up while boosting its Hydro Steam and Flamethrower.


Clodsire is not really of a threat, but it is annoying to most of the members on this team. Torkoal has a chance to OHKO Clodsire, but if it doesnt Clodsire could spread Toxic Spikes, status Torkoal with Toxic, or just chips it with Earthquake. Clodsire underspeeds Crabominable so under Trick Room Clodsire can get a free attack on Crabominable.


The sheer amount of Psychic types are annoying for this team, as it can be unsafe to set up Trick Room in front of Dark types such as Greninja and Kingambit. Although Crabominable and Kingambit both resist Dark types, it is hard for the team to function when a powerful Dark type is on the field.


The lack of hazards on this team means that opposing mons can switch for free, which does not help Torkoal secure KOs on mons that could get chipped down due to hazards. The only way hazards could get up on the opponent's side of the field is if the opponent mistakenly clicks Stealth Rock/ Spikes/ Toxic Spikes on a Magic Bounce user.



In conclusion, Torkoal is an extremely powerful attacker in which it can deal massive damage to an opponent's team. With Trick Room support and other Trick Room abusers, Torkoal can dominate the competition! Thank you for reading, if there is anything that could be changed or looked at, please let me know as I want this team to be as great as possible! Thank you!

TEAM PASTE: https://pokepast.es/8be2f72f0184093b
 
Last edited:
A solution to your priority issue would be to run an Indeedee like this:
Indeedee-F @ Psychic Seed/Eject Button
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Sassy/Bold Nature
- Trick Room
- Dazzling Gleam
- Psyshock
- Healing Wish/Psychic Terrain
Running this instead of Hattrem would be highly recommended. Setting Psychic terrain with it's ability and manually if necessary would eliminate your priority issue. Trick Room allows you to set Trick Room more often and Dazzling Gleam and Psyshock are great filler moves.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top