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Cinderace

In-battle formes

Base

HP:80
Attack:116
Defense:75
Sp. Atk:65
Sp. Def:75
Speed:119
Min (-ve nature, 0 IVs)218
Default274
Max Neutral337
Max Positive370
Max Neutral (+1)505
Max Positive (+1)555
Max Neutral (+2)674
Max Positive (+2)740
Monotype
Offensive (Fire)370

Gmax

HP:80
Attack:116
Defense:75
Sp. Atk:65
Sp. Def:75
Speed:119
Min (-ve nature, 0 IVs)218
Default274
Max Neutral337
Max Positive370
Max Neutral (+1)505
Max Positive (+1)555
Max Neutral (+2)674
Max Positive (+2)740
Monotype
Offensive (Fire)370

Evolutions

Strategies

Written by Lialiabeast

Offensive (Fire)

Move 1
  • Pyro Ball
    10% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy90%
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power70 BP
    Accuracy100%
    Priority1
Move 3
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 4
  • Bulk Up
    Raises the user's Attack and Defense by 1.
    TypeFighting
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%

Cinderace is a powerful physical attacker because of its incredible Speed, which allows it to outpace the likes of Nidoking and Kyurem, combined with its Libero ability and high Attack stat. Pyro Ball targets threats like Volcarona, Tapu Lele, and Galarian Zapdos. Sucker Punch lets it check faster Pokemon like Choice Scarf Blacephalon, Barraskewda, and Dragapult. Low Kick targets threats that can take Pyro Ball such as Porygon2, Hydreigon, Tyranitar, and Heatran. Bulk Up takes advantage of forced switches, allowing Cinderace to threaten walls such as Mandibuzz and Galarian Corsola, while also making it harder to revenge kill. Gunk Shot threatens Fairy-types such as Tapu Fini and Azumarill that resist Cinderace's other moves. A Jolly nature allows Cinderace to remove common threats like Hydreigon, Galarian Zapdos, and Terrakion.

Volcarona is a powerful setup sweeper that breaks through physical walls that Cinderace struggles to get past such as Hippowdon, Slowbro, and Toxapex. Choice Scarf Blachephalon is another solid option for dealing with troublesome physical walls such as Galarian Corsola and Slowbro, revenge kills foes, and can clean types such as Flying, Psychic, and Poison late-game. Offensive trapper Heatran can trap and remove annoying walls that check Cinderace such as Toxapex, Galarian Corsola, and Mandibuzz. Choice Band Victini can wear down and remove bothersome walls such as Landorus-T and Mantine. Torkoal is an outstanding teammate for Cinderace, as it makes Pyro Ball even more powerful with sun support, sets Stealth Rock to make Cinderace secure more KOs, and also provides Rapid Spin support. Volcanion provides Water immunity and can deal with major threats such as Belly Drum Azumarill. Dual screens Rotom-H gives Cinderace an easier time setting up while also providing Ground immunity with Levitate, and it can also target Flying-types such as Mantine with its Nasty Plot set.

Other Options

Fire

Zen Headbutt targets Poison- and Fighting-types such as Toxapex and Keldeo that can take most of Cinderace's other attacks. Choice Scarf allows Cinderace to become a revenge killer, outspeeding threats like Tapu Koko, Cloyster after one Shell Smash boost, and Zeraora while also outspeeding other Choice Scarf users such as Buzzwole, Galarian Darmanitan, and Zarude. Life Orb and Choice Band further boost Cinderace's attacking power. However, without Heavy-Duty Boots, Cinderace becomes weak to chip damage from Stealth Rock. High Jump Kick can replace Low Kick, as it OHKOes Pokemon like Blissey and Kyurem, but it can get countered by Protect. Cinderace also has access to utility moves such as Court Change and U-turn. Court Change is a unique move that, besides generally stealing dual screans and transferring entry hazards to the other side, can specifically mitigate Fire teams' weakness to Stealth Rock. U-turn helps Cinderace escape bad matchups such as Dragonite, Hippowdon, Galarian Corsola, and Garchomp, bringing in the right teammate to deal with them, while also helping setup partners like Volcarona to come in safely.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
100%
PP
10
Swaps user's field effects with the opposing side.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
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
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
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
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
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
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
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
130
Accuracy
90%
PP
10
User is hurt by 50% of its max HP if it misses.
 
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
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
120
Accuracy
75%
PP
5
No additional effect.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
90%
PP
5
10% chance to burn the target. Thaws user.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
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
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
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
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
10
Does damage equal to 1/2 target's current HP.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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