Defensive Pivot (Incineroar) @ Heavy-Duty Boots / Sitrus Berry
Ability: Intimidate
Tera Type: Ghost/Grass
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot
Ability: Intimidate
Tera Type: Ghost/Grass
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot
- Incineroar packs one of the strongest utility toolkits in the tier, facilitating both defensive and offensive play. Incineroar punishes physical attackers with its Intimidate, increasing the longevity of teammates on the field. Parting Shot further increases their longevity with an additional drop to foes' offensive stats. While it is a top-tier supportive piece, Incineroar lacks for strong damage output against neutral targets and relies on the teammates it supports to win the game.
- Fake Out generates free turns for teammates, providing opportunities for a teammate like Kingambit to set up with Swords Dance. Alternatively, it can allow a teammate to safely switch in, take a KO, or use a supportive move like Tailwind or Trick room.
- Flare Blitz and Knock off are strong, consistent damaging options that allow Incineroar to threaten OHKOs on foes such as Chien-Pao or Gholdengo,
- Flare Blitz 2HKOs Rillaboom and Kingambit, and Knock Off removes Clear Amulet so Parting Shot and Intimidate can freely debuff opponents, forcing them off the field. With Incineroar's low speed stat, Parting Shot will often go last, so teammates can enter the field without risk of being hit. I'd start off mention that Flare Blitz and Knock Off are both generally pretty strong moves that give Incin consistent damage options or mention potential OHKOs on Chien Pao and Gholdengo. In my experience I think Incin can be pretty useful offensively a lot of the time.
- The given EV spread allows Incineroar to survive Volcanion's Steam Eruption, and Ogerpon-W's Ivy Cudgel after Intimidate. However, Incineroar EV spreads are extremely flexible depending on the needs of a team, whether it be offensive investment, more defenses or a higher speed tier.
- Tera Ghost stops opposing Fake Out and Tera Grass is chosen to flip weaknesses to threatening opponents such as Ogerpon-W and Landorus-I and grant a Spore immunity, but it should only be used if it can win the game, such as surviving and knocking out an opponent. Mention Spore immunity, I've been running mostly tera ghost for the fighitng/fake out immunity maybe we should slash that?
- Incineroar is able to support many different teammates and is extremely splashable, but it is quite commonly paired with Rillaboom to have constant Fake Out and repositioning options. Ogerpon-W is also excellent, providing redirection support that adds to the team's utility toolkit and a complementary damaging type. I'd just emphasize explicitly that both strong attackers and slow setup threats appreciate support from incin.
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