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Incineroar

In-battle formes

HP:95
Attack:115
Defense:90
Sp. Atk:80
Sp. Def:90
Speed:60
Min (-ve nature, 0 IVs)112
Default156
Max Neutral219
Max Positive240
Max Neutral (+1)328
Max Positive (+1)360
Max Neutral (+2)438
Max Positive (+2)480
NeverUsed
Swords Dance240
Defensive Pivot156
Weakness Policy240

Evolutions

Strategies

  • en
Written by quziel and Rabia

Overview

Thanks to Incineroar's great Attack, incredibly wide movepool containing many support and coverage options, and ability Intimidate, it is a very flexible Pokemon in the NU metagame, being able to function as either a potent wallbreaker or a useful pivot. High base Attack and wide coverage make Incineroar one of NU's most potent offensive threats, which is only boosted by its access to the exclusive Z-Move Malicious Moonsault, which lets it OHKO nearly any Pokemon that doesn't resist it after a Swords Dance boost. A good defensive typing and great defensive stats combined with Intimidate mean that Incineroar has the natural bulk to take on Fire-, Ice-, and Dark-types. Intimidate also allows it to function as a very useful pivot, increasing its physical bulk, and helping it to support its team. Incineroar is also the best setup Pokemon under dual screens, as its defensive utility combined with the increased bulk of dual screens gives Incineroar a very easy time accruing multiple boosts. However, a weakness to passive damage and no recovery moves means that it is easily worn down, which, combined with its low Speed stat, leaves it easily revenge killed.

Swords Dance

Move 1
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Darkest Lariat
    Ignores the target's stat stage changes.
    TypeDark
    CategoryPhysical
    Power85 BP
    Accuracy100%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%

Moves

Swords Dance allows Incineroar to increase its impressive Attack to even higher levels, making it incredibly hard to wall. Knock Off is Incineroar's most reliable Dark-type attack and can remove items. If using Incinium Z, then Darkest Lariat must be used so that Incineroar has access to Malicious Moonsault. Earthquake hits Rhydon for super effective damage and hits Guzzlord for respectable damage, allowing Incineroar to eliminate them after a Swords Dance boost if they are slightly worn down. Flare Blitz is Incineroar's hardest-hitting move in general, 2HKOing Passimian unboosted.

Set Details

Maximum Attack and maximum Speed EVs allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive Pokemon, including Blastoise and Seismitoad. A Jolly nature allows Incineroar to outspeed positive Speed nature base 50 Pokemon, such as Jolly Scrafty and Pangoro. Intimidate allows Incineroar to reduce an enemy's Attack upon switching in, providing it with an opportunity to set up while taking less damage. Figy Berry lets Incineroar switch into entry hazards more times, lets it better check Pokemon such as Comfey, and has good synergy with Flare Blitz. Incinium Z turns Darkest Lariat into Malicious Moonsault, a 180 Base Power attack that can generally KO or heavily dent any Pokemon that doesn't resist it.

Usage Tips

Even unboosted Incineroar hits very hard, so it is often helpful to throw out strong attacks early-game. Flare Blitz can 2HKO Passimian unboosted, so it is often useful to use it if you expect Passimian to switch in, as removing Passimian means Incineroar is significantly harder to revenge kill. If Incineroar needs to set up Swords Dance to break the opponent's team, its HP must be preserved, so avoid switching it into unnecessary attacks. As Incineroar cannot typically break past its checks, such as Rhydon, without significant prior damage or a Z-Move, time its Z-Move usage very carefully. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

Team Options

As Incineroar is often walled or revenge killed by Fighting-types, Pokemon that resist Fighting such as Slowking and Garbodor are incredibly helpful. Entry hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are appreciated. Pokemon that can take on Ground-types for Incineroar such as Vaporeon, Rotom, and Decidueye are also ideal partners. Pokemon such as Houndoom and Braviary that appreciate Incineroar's ability to weaken enemy Rock-types are often good partners. Given Incineroar's prominent weakness to Water, Pokemon that can handle Water-type moves such as Vaporeon and Sceptile can be great partners.

Defensive Pivot

Move 1
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4

Moves

Flare Blitz is Incineroar's Fire-type STAB of choice due to it threatening Comfey better than any other option. Fire Blast can be used to take advantage of Passimian's and Steelix's lower special bulk, 2HKOing the latter outright and 2HKOing the former after Stealth Rock most of the time. However, without Flare Blitz, Comfey can use Incineroar as setup fodder. Knock Off lets Incineroar remove items from enemies and also deals respectable damage, being especially useful against Pokemon such as Rhydon. U-turn combined with Incineroar's low Speed stat allows it to pivot out of bad matchups and bring in teammates without them taking damage. Earthquake is Incineroar's strongest attack against opposing Incineroar and Rhydon, which would otherwise be difficult to damage. Alternatively, Will-O-Wisp lets Incineroar support its team by crippling switch-ins such as Passimian and Rhydon.

Set Details

244 HP EVs maximize Incineroar's HP and let it activate its Berry after switching into Stealth Rock three times. 100 Defense EVs with an Impish nature let Incineroar avoid the 3HKO from Mega Glalie's Earthquake and help it switch into physical attackers like Sneasel and Decidueye. The remaining EVs go into Special Defense to help Incineroar switch into Pokemon like Rotom and Whimsicott. Intimidate minimizes the damage Incineroar takes when switching into physical attackers, increasing its survivability. Figy Berry restores 50% of Incineroar's HP when it is low and gives it a substantial increase in bulk. Thanks to Incineroar's weakness to passive damage, the Berry's effect often comes into play.

Usage Tips

This set functions primarily as a pivot and, as such, Incineroar should aim to come in on attacks it takes little damage from and either throw off a safe attack or U-turn out, bringing a teammate in. Will-O-Wisp should be used when expecting a physical attacker to switch in that threatens Incineroar out, such as Rhydon or Passimian. Knock Off is generally a fairly safe move to use and can be thrown out without much risk if the opponent doesn't have a clear play. Stealth Rock and other forms of passive damage can be taken advantage of to guarantee that Incineroar consumes its Figy Berry, but in general, Incineroar's teammates should keep the field clear of hazards. Using Intimidate to reduce a foe's Attack and then using U-turn to switch out to an appropriate teammate is often a good strategy to help wall an opposing Pokemon and reduce the damage Incineroar's team takes. Incineroar can often freely U-turn out against enemies it expects to switch out, such as Decidueye and Rotom, giving its team momentum. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

Team Options

As Fighting-types resist Incineroar's safest move in Knock Off, having a Pokemon that resists Fighting such as defensive Slowking or Garbodor is very helpful. U-turn and Volt Switch users can capitalize on Incineroar's usage of U-turn to continuously put the opponent into a disadvantageous position. Entry hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great. Incineroar appreciates friendly Ground-resistant Pokemon or Pokemon that can otherwise take Ground-type attacks such as Blastoise, Rotom, and Whimsicott. Given Incineroar's prominent weakness to Water-type attacks, partners such as Vaporeon and Sceptile can be effective. Wallbreakers such as Mega Glalie and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.

Weakness Policy

Move 1
Move 2
  • Flame Charge
    100% chance to raise the user's Speed by 1.
    TypeFire
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 3
  • Power Trip
    + 20 power for each of the user's stat boosts.
    TypeDark
    CategoryPhysical
    Power20 BP
    Accuracy100%
Move 4

Moves

Bulk Up makes it hard for even super effective attacks from the likes of Aerodactyl and Passimian to revenge kill Incineroar and boosts Power Trip's damage output significantly. Flame Charge prevents Incineroar from being outsped and revenge killed by Pokemon like Magmortar, Sceptile, and Accelgor after a few uses. Power Trip lets Incineroar capitalize on its many forms of setup, becoming incredibly strong once stat boosts are accrued and allowing it to break Pokemon like Rhydon, Blastoise, and even Pyukumuku. Substitute shields Incineroar from status from Pokemon like Druddigon, Pyukumuku, and Wish Delphox, as well as letting it safely set up against such Pokemon. Alternatively, Drain Punch is Incineroar's best form of damage against opposing Incineroar as well as other Dark-types like Pangoro, Scrafty, and Guzzlord and improves its longevity. Taunt prevents Pokemon with Roar like Steelix from phazing Incineroar and Toxic users like Vaporeon, Blastoise, and Golbat from crippling it, although Substitute's utility is generally superior.

Set Details

Maximum HP investment makes Incineroar much harder to take down, especially with the support of Bulk Up, while maximum Speed investment with a Jolly nature lets it outspeed common revenge killers like Aerodactyl, Choice Scarf Passimian, and Sceptile at +2 as well as Heliolisk and Delphox at +1. Weakness Policy provides Incineroar with a huge boost in power to Power Trip once activated and synergizes well with Bulk Up and dual screens support. Intimidate makes it easier for Incineroar to set up against Pokemon like Sneasel and Dhelmise.

Usage Tips

It isn't advised to directly switch Incineroar into Knock Off users like Sneasel and Dhelmise; although Incineroar's bulk, typing, and ability let it take hits from them well, losing its Weakness Policy is not ideal. Therefore, it's better to bring it in via pivots and double switches. Depending on the circumstance, it may be better to boost with Bulk Up or Flame Charge first. For instance, if the opponent's form of revenge killing cannot threaten heavy damage to Incineroar, boosting with Bulk Up is more practical. Similarly, if the opponent possesses fast, strong attackers like Aerodactyl and Magmortar, ensuring Incineroar can outspeed and dispose of them is more imperative. Additionally, if you expect the opponent to activate Incineroar's Weakness Policy, using Flame Charge to get the power boost of two Bulk Ups along with an increase in Speed is preferred. Certain passive Pokemon like Blastoise and Xatu may be more inclined to badly poison Incineroar with Toxic before it has racked up too many boosts rather than get immediate chip damage with their attacks. Use Substitute to give Incineroar another turn of free setup.

Team Options

This set is specialized for dual screens teams. As such, it requires support from Xatu or Electrode to function properly. Each Pokemon can also bring Incineroar safely into battle with U-turn or Volt Switch and prevent entry hazards from going up with Magic Bounce or Taunt. Entry hazard support from Pokemon like Druddigon, Accelgor, and Mega Glalie is also beneficial, as it helps Incineroar break through checks like Rhydon and opposing Incineroar more reliably. Druddigon can also provide speed control with Glare and prevent opposing hazards with Taunt, while Accelgor and Mega Glalie can create momentum with Final Gambit and Explosion. Other setup sweepers like Comfey, Vivillon, and Mismagius fit on dual screens teams as well. Comfey and Mismagius can keep entry hazards on the field with Taunt and, in Mismagius's case, its Ghost typing, while Mismagius appreciates Incineroar's ability to pressure opposing Ghost-types. Additionally, all three can pressure Fighting-types.

Other Options

Choice Band makes Incineroar immediately stronger while still letting it provide pivot support with U-turn at the cost of significant longevity. Groundium Z lets Incineroar OHKO Pokemon that resist its Dark-type attacks, such as Hariyama and Guzzlord, after a Swords Dance, as well as OHKOing Pokemon such as Rhydon, which can normally take a Malicious Moonsault. Firium Z allows Incineroar to OHKO Passimian on the switch; however, its usage must be timed extremely well. Taunt allows Incineroar to bypass Pyukumuku and generally improves its matchup against stall, but giving up a valuable coverage move allows foes such as Passimian and Hariyama to come in for little risk. Rest and Sleep Talk can be used with Bulk Up and a move of choice, such as Power Trip, to turn Incineroar into a late-game sweeper; however, the lack of utility early-game and the reliance on a singular attack make this set unreliable.

Checks and Counters

Rock-types: Rock-type Pokemon such as Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks and Stealth Rock, which severely limits Incineroar's lifespan. Aerodactyl cannot switch in as safely but threatens to easily OHKO Incineroar with a Stone Edge.

Fighting-types: Fighting-types such as Passimian and Hariyama take little damage from Incineroar's Dark-type attacks while having the speed and bulk, respectively, to KO it in return. Hariyama in particular fears little except a Tectonic Rage thanks to Thick Fat letting it resist Flare Blitz and threatens it back with Close Combat or Toxic.

Faster Pokemon: Thanks to Incineroar's low Speed, Pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP. Flame Charge variants can bypass this issue, however.

Entry Hazards: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch-in and setup opportunities.

Water-types: Water-types such as Vaporeon can threaten Incineroar with a STAB Scald, while Incineroar is forced to use its Z-Move to KO them, with the pivot set not being able to KO them. Slowking is weak to Incineroar's Dark-type attacks, but with a Colbur Berry, it generally has the bulk to threaten it.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
85
Accuracy
100%
PP
10
Ignores the target's stat stage changes.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
80
Accuracy
100%
PP
10
Use with Grass or Water Pledge for added effect.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
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
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
30
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
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
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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