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Entei

In-battle formes

HP:115
Attack:115
Defense:85
Sp. Atk:90
Sp. Def:75
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Almost Any Ability
Refrigerate Revenge Killer299
Tinted Lens Wallbreaker299

Strategies

  • en
Written by xJownage

Overview

Entei is a wonderful revenge killer in Almost Any Ability, packing amazing offensive utility and checking many threats. Its high Attack and decent bulk allow it to fit on a lot of teams, checking a myriad of threats and being a general nuisance to opponents. Sacred Fire is an amazing STAB move, packing high power and a devastating burn chance. Refrigerate is by far its best set and can revenge kill a large portion of the offensive metagame, being able to clean easily when its checks and counters are worn down. Entei also resists Pixilate and Refrigerate Extreme Speed from users such as Lucario, further enhancing its offensive utility and cleaning capabilities. Unfortunately, it suffers from a few substantial flaws. First and foremost, it is weak to Stealth Rock and therefore needs significant entry hazard support. It also has a very subpar movepool, with little coverage, and is consequently walled by some common mons. Flash Fire Steel-types in general hard wall most sets, and Entei's shallow movepool means it is rather predictable. Many other potential sets are inferior to Refrigerate as a result. Extreme Speed also forces it into an Adamant nature. Despite these flaws, Entei is a very effective revenge killer and wallbreaker in the Almost Any Ability metagame.

Refrigerate Revenge Killer

Move 1
  • Extreme Speed
    Nearly always goes first.
    TypeNormal
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority2
Move 2
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 4
  • Will-O-Wisp
    Burns the target.
    TypeFire
    Accuracy85%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Bulldoze
    100% chance lower adjacent Pkmn Speed by 1.
    TypeGround
    CategoryPhysical
    Power60 BP
    Accuracy100%
  • Facade
    Power doubles if user is burn/poison/paralyzed.
    TypeNormal
    CategoryPhysical
    Power70 BP
    Accuracy100%

Moves

Extreme Speed is the primary move on the set, capable of revenge killing Gale Wings users and Dragons that plague the tier. It packs a solid punch and dents potential switch-ins as well. Sacred Fire is very powerful while having a nasty burn chance, making it a deadly STAB move. The burn chance makes Entei extremely hard to switch into unless the switch-in is immune to burns, as most Pokemon in AAA don't want to be burned. Stone Edge hits Victini and other Fire-types, which are immune to the burns from Sacred Fire and resist both main moves. The 4th slot is a filler move. Will-O-Wisp burns potential switch-ins and Primordial Sea users, while Iron Head hits Rock-types such as Diancie. Bulldoze is an option for pseudo-EdgeQuake coverage and hits Steel-types for decent damage, and Facade hits very hard if Entei becomes paralyzed or poisoned.

Set Details

The EV spread and nature maximize Entei's power and speed, and will allow it to outspeed everything up to max Speed Rotom-A. Life Orb is the preferred item; this Entei likes to switch moves easily and isn’t afraid of being worn down as it cleans. Choice Band is an option to mitigate recoil, but locks you into a move, which is generally less desirable on this set. An Adamant nature is required for the use of Extreme Speed.

Usage Tips

This Entei is best used as a revenge killer and cleaner against opposing offensive teams. Its firepower and coverage hit a wide variety of threats, making it very dangerous when used correctly. However, it has limited longevity with Life Orb, so it would rather not switch into attacks. If you can outspeed and safely KO the opponent, Sacred Fire should be used to spread burns across opposing teams and hammer switch-ins. Victini also tries to switch in somewhat often, as it resists both of Entei's primary moves, so Stone Edge will nearly OHKO it for the rest of the team. Sacred Fire has low PP, so be wary of it in the case Entei's Life Orb gets knocked off or you choose to run Choice Band. It's a good idea to scout Flash Fire and Primordial Sea users before you spam Sacred Fire; this will keep you from losing momentum in the case one of them switches in. On the other hand, Sacred Fire is very dangerous before Poison Heal users have activated their Toxic Orb, so Entei is very good in the early game against teams that use Poison Heal Pokemon to wall Entei. This set is very good at cleaning once its checks and counters have been eliminated.

Team Options

Entei appreciates entry hazard support as a cleaner especially, and Deoxys-S does this wonderfully for offensive teams. Strong Electric- and Grass-types that handle Suicune make great partners, as well as Illusion users that can bait it in. Magnet Pull users that don't mind Flash Fire make good partners as well. Entei needs hazard removal, so Magic Bounce users are good teammates to prevent opposing Flash Fire Pokemon from setting hazards as it switches out. Entei also loves wallbreakers, especially those that bait Steel-types. Tinted Lens Latios is an outstanding partner for baiting in and KOing Steel-types while being able to remove hazards with Defog. Outside of Flash Fire Steel-types that can be trapped, Doublade is OHKOed by Mold Breaker Victini, another good partner. Doublade counters such as Mandibuzz are great for Entei as well.

Tinted Lens Wallbreaker

Move 1
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 2
  • Extreme Speed
    Nearly always goes first.
    TypeNormal
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority2
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Facade
    Power doubles if user is burn/poison/paralyzed.
    TypeNormal
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%

Moves

Sacred Fire is almost impossible to switch into thanks to burns and its insane power backed by Tinted Lens. Extreme Speed is great with Tinted Lens, as it allows Entei to revenge kill threats it normally can't, such as Chlorophyll Heatran and Scizor. It is also capable of cleaning in a pinch. Stone Edge is the first filler move, hitting Fire-types and Flash Fire Aegislash for decent damage, while Facade is another filler move that will hit pretty hard in case you switch Entei into a status move. Iron Head can OHKO Diancie and hit Rock-types super effectively, while Flare Blitz is an option for extra power, notably OHKOing Latios and 2HKOing Diancie.

Set Details

The EV spread and Adamant nature allow Entei to outspeed anything up to Timid nature maximum Speed Rotom-A and hit as hard as possible. Tinted Lens allows this set to hit Pokemon that resist its moves for double damage, so pokemon that otherwise 1/2 resist its moves take neutral damage. This allows Entei to hit typical switch-ins very hard. Choice Band is preferred for better longevity and wallbreaking power. This set hits a lot of normal checks for massive damage and can revenge kill some threats it can't otherwise touch such as the aforementioned Chlorophyll Heatran. It can also 3HKO Suicune and can burn it if its Toxic Orb hasn't yet activated.

Usage Tips

This Entei performs as a wallbreaker rather than a revenge killer and loves to find opportunities to spam high-powered attacks and leave holes in the opponent's team. This set is one that shouldn't be played recklessly; it just wants to attempt to destroy the opponent's team whenever it can get in safely. Entei is great at spreading burns even when there are Pokemon that can take its hits, so Sacred Fire is extremely useful despite its low PP. Scouting Flash Fire and Primordial Sea users, such as Ferrothorn, is very important for its success. Use the switches Entei forces to punch holes in the opposition.

Team Options

Entei needs team support to beat Flash Fire Steel-types and Primordial Sea users; until these are eliminated Entei is generally not very effective. Magnet Pull users that don't mind Flash Fire Steel-types make good partners. The Tinted Lens set greatly appreciates Drought support to further power up its Sacred Fire. A Flash Fire Doublade switch-in, such as Mandibuzz, is recommended. This set is best paired with entry hazard stackers, such as Deoxys-S, and also likes hazard control from Defog users such as Gale Wings Skarmory. Gale Wings Skarmory is also a great partner because it can clean behind the carnage created by Entei. Magic Bounce users are good to prevent momentum loss against foes such as Flash Fire Ferrothorn, which may attempt to set hazards as Entei switches out. Pairing this up with another Tinted Lens user, especially one that normally gets Steel-types to switch-in, can create a deadly wallbreaking core. Tinted Lens Latios does exactly this.

Other Options

Pixilate Extreme Speed is an interesting option for Entei, allowing it to bluff Refrigerate but hit Pokemon like Lucario and Mega Gyarados for more damage. Unfortunately it doesn't handle Gale Wings users as well, but considering it's often paired with Skarmory this can be a good option. Serene Grace is a set for annoyance; on such a set, Sacred Fire has a higher burn chance than Will-O-Wisp when accuracy is taken into account, and Entei has both Body Slam and Iron Head for Paraflinch shenanigans. Desolate Land provides a powerful Sacred Fire and a convenient Water-type immunity, if you want those on your team. Poison Heal is an option because of Entei's good bulk and both offensive and defensive presence. Assault Vest + Regenerator is a decent option that walls special attackers while burning physical attackers. Mold Breaker is a viable option that bypasses Flash Fire, which can create momentum due to its unexpectedness.

Checks and Counters

Flash Fire Steel-types: Entei's lack of Ground-type coverage moves leaves it completely walled by most Flash Fire Steel-types, primarily Doublade and Ferrothorn.

Primordial Sea: Most defensive Primordial Sea users wall Entei because of the Fire immunity they bring. Zapdos does not wall the Refrigerate set, however.

Poison Heal Suicune: If it has already activated its Toxic Orb, Suicune hard counters all Entei sets besides Tinted Lens in the sun.

Poison Heal Regirock: Regirock also needs its Toxic Orb activated, but it counters all Entei sets if it has activated it.

Faster Threats: Faster offensive Pokemon easily threaten Entei out with a KO if they resist Extreme Speed

Bulky Special Attackers: Special Attackers that don't really care about burns and can tank a hit often can revenge kill Entei if they pack enough power.

Credits

Moves

 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
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
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
150
Accuracy
100%
PP
5
Less power as user's HP decreases. Hits foe(s).
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
5
Nearly always goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
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
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
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
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
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
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
100
Accuracy
95%
PP
5
50% chance to burn the target. Thaws user.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
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
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
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
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
85%
PP
15
Burns the target.
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