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Torchic

In-battle formes

HP:45
Attack:60
Defense:40
Sp. Atk:70
Sp. Def:50
Speed:45
Min (-ve nature, 0 IVs)8
Default11
Max Neutral14
Max Positive15
Max Neutral (+1)21
Max Positive (+1)22
Max Neutral (+2)28
Max Positive (+2)30
Little Cup
Life Orb14

Evolutions

Strategies

  • en
Formats:
  • LC

Overview

Torchic has usable bulk and solid offensive stats, allowing it to take a hit and retaliate back with its Fire-type STAB attacks when needed. The little chicken is held back, however, by its subpar defensive typing, which gives it weaknesses to the omnipresent Water-, Ground-, and Rock-type attacks in LC, in addition to a weakness to Stealth Rock. Furthermore, Torchic can be extremely predictable, often giving the opponent free turns.

Life Orb

Move 1
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 2
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 3
Move 4
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%

Moves

Protect allows Torchic to both scout the foe's moveset and ensure that it outspeeds the foe the next turn. Life Orb-boosted STAB Fire Blast coming off of 17 Special Attack hits extremely hard; for comparison, it slightly outdamages Adamant Choice Scarf Mienfoo's High Jump Kick, one of the most powerful attacks in the metagame. Hidden Power Grass hits Water- and Rock-types and provides the best possible coverage alongside Fire Blast. Rock Slide is another viable coverage option, OHKOing Berry Juice Archen and Larvesta after Stealth Rock as well as doing serious damage to Ponyta.

Set Details

The given EV spread alongside a Modest nature maximizes Torchic's Special Attack to make its main move, Fire Blast, as strong as possible. 236 Speed EVs allow Torchic to reach 14 Speed, which is enough to outspeed the entire unboosted metagame at +1. The remaining EVs are put into Torchic's defenses, allowing it to take weak priority attacks more easily. However, if running Rock Slide, an EV spread of 36 Atk / 36 Def / 200 SpA / 236 Spe with a Rash nature should be used to give Rock Slide enough power to net the KOs it's supposed to. 0 HP IVs give Torchic an HP stat of 19, reducing recoil from Life Orb to only 1 HP. Life Orb provides a noticeable power increase while still allowing Torchic to switch moves, unlike Choice items. Speed Boost makes Torchic increasingly difficult to revenge kill the longer it stays on the field and differentiates Torchic from more powerful Fire-type wallbreakers such as Houndour and Vulpix.

Usage Tips

Life Orb Torchic is an extremely powerful wallbreaker, momentum grabber, and late-game cleaner. Fire Blast is by far its most powerful attack, 2HKOing or even OHKOing everything that doesn't resist it. This set works best if brought in via a safe switch or after a teammate has fainted against a foe that it forces out, such as Ferroseed.

Team Options

Pokemon that appreciate having bulky foes weakened, such as Choice Scarf Magnemite, work well with Life Orb Torchic. Entry hazard support allows Torchic to get significantly more OHKOs and 2HKOs, so Pokemon capable of setting entry hazards, such as Dwebble and Ferroseed, make for good teammates. Conversely, all types of entry hazards are detrimental to Torchic, so entry hazard removal, preferably in the form of Rapid Spin support from the likes of Drilbur and Staryu, is needed. Skrelp also makes for an excellent teammate, as it threatens nearly everything that beats Torchic with its Adaptability-boosted Water-type STAB moves.

Other Options

Flamethrower is a secondary STAB option that is more powerful than Flame Charge and more reliable than Fire Blast; however, it lacks Fire Blast's power and Flame Charge's utility. Will-O-Wisp cripples physical attackers, but Torchic is hard-pressed to find a moveslot for it.

Checks and Counters

Setup Sweepers: Strong setup sweepers such as Shellder can capitalize on the free turns Torchic gives to counter sweep. They must beware of the Life Orb set or Will-O-Wisp, however.

Entry Hazards: Stealth Rock and Spikes both limit how many boosts Torchic can accumulate by lowering its HP, while Sticky Web lowers the Speed of Torchic, requiring Torchic to stay in extra turns to further boost its Speed.

Water-types: Powerful Water-type STAB attacks from the likes of Chinchou and Skrelp greatly threaten Torchic. Corphish can cleanly OHKO Torchic before it can move with Aqua Jet, while Carvanha is naturally faster than Torchic and also has access to Speed Boost.

Taunt and Encore users: Taunt and Encore both prohibit Torchic from setting up, often leaving it a sitting duck; however, most common Taunt and Encore users such as Cottonee are 2HKOed or OHKOed by the Life Orb set.

Phazers: Roar and Whirlwind users such as Hippopotas can force Torchic out and remove all its boosts.

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
Use with Grass or Water Pledge for added effect.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
70
Accuracy
100%
PP
15
Damages Pokemon next to the target as well.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
20
User uses the target's last used move against it.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
100%
PP
10
Power doubles if target is paralyzed, and cures it.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
85%
PP
15
Burns the target.
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