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Draft Incineroar

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Not open for further replies.
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 5-7 points

**Overview**: Incineroar leverages its balanced stats, good movepool, and great defensive ability in order to sponge hits from physical attackers and respond in kind with damage, utility, and stat debuffs. It can safely pivot to offensive pieces while crippling a foe's offensive stats through a combination of Intimidate, Parting Shot, and Will-O-Wisp. Incineroar's capabilities are limited due to its weakness to Stealth Rock and lack of reliable recovery, forcing it to run Heavy-Duty Boots much more often than it would like. Its low Speed does make it a useful slow pivot, but with its reliance on Flare Blitz and lack of recovery, its HP can be worn down very quickly, leaving it too slow and weak to be of much use after a few turns of chip damage.

[strategy comments]
Common Roles
========
**Defensive Pivot**: Incineroar can switch in safely on many resisted or neutral physical attacks thanks to its bulk and Intimidate. Once on the field, it can opt for immediate damage with Flare Blitz or a coverage move, remove items with Knock Off, spread status with Will-O-Wisp, or pivot out with U-turn or Parting Shot.

**Wallbreaker**: Incineroar can use Taunt to find setup opportunities on passive walls with Swords Dance and Bulk Up or opt for a Choice Band to deliver instant damage with its potent STAB moves.

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Fire Punch, Knock Off, Darkest Lariat

**Setup Moves**: Swords Dance, Bulk Up, Flame Charge, Trailblaze

**Utility Moves**: Parting Shot, U-turn, Taunt, Will-O-Wisp, Roar, Brick Break

**Coverage**: Close Combat, Drain Punch, Leech Life, Iron Head, Earthquake, Thunder Punch

Niche Moves
========
**Special Fire-type moves**: Incineroar can use its passable Special Attack stat with moves like Overheat or and Fire Blast to hit some physically defensive Pokemon harder.

Common Items
========
**Heavy-Duty Boots**: Incineroar needs to switch in and take hits multiple times per game to be an effective pivot, so Heavy-Duty Boots is practically a necessity in any game where the opponent is likely to set entry hazards on the field, particularly Stealth Rock.

Niche Items
========
**Leftovers**: Incineroar greatly enjoys having passive recovery from Leftovers and gains far more staying power in the rare match where it can afford to not bring Heavy-Duty Boots.

**Choice Band**: Because Incineroar forces many switches, it can use a Choice Band to punish poor positioning harder with its powerful STAB moves.

**Assault Vest**: Incineroar can don an Assault Vest to become a sturdy mixed wall, but this requires leaving Will-O-Wisp and Parting Shot on the cutting room floor.

Tera
========
While Incineroar can certainly benefit from Tera, there are usually better options in its price point. Defensively, it prefers Tera types that turn its Stealth Rock weakness into a resistance, such as Tera Steel and Ground. It can also benefit from tried-and-true defensive types like Tera Fairy and Water. Offensively, Terastallization can turn Incineroar into a more dangerous setup sweeper with Swords Dance and Bulk Up. Tera Dark can boost the power of STAB Knock Off, but it could also use Tera Fighting to gain STAB on Drain Punch to keep itself healthy while taking hits.

Draft Strategy
========
Incineroar is usually not the first line of defense for a draft team due to its poor longevity and relative lack of utility, but it can suffice as a cheap pivot that resists Ghost while also aiding balanced teams in maintaining momentum and bringing offensive pieces to the battlefield safely.

**Entry Hazard Removal**: Incineroar can quickly lose precious HP from switching into hits, especially from Stealth Rock if Heavy-Duty Boots isn't present, so it appreciates Rapid Spin and Defog from Pokemon like Great Tusk, Terapagos, and Galarian Weezing.

**Setup Sweepers / Wallbreakers**: Between spreading burns and lowering foes' Attack and Special Attack stats with Intimidate and Parting Shot, Incineroar can leave opponents crippled while pivoting safely to a strong attacker that appreciates the opportunity to set up, such as Baxcalibur, Ogerpon, and Manaphy.

*Specially Defensive Pivots**: Special attackers do not fear Intimidate or burns from Will-O-Wisp, so Pokemon that fulfill Incineroar's job as a pivot against these foes like Galarian Slowking, Primarina, and Tentacruel can be helpful partners.

Checks and Counters
========
**Entry Hazards**: Incineroar's vulnerability to every form of entry hazards, particularly Stealth Rock, practically necessitates the use of Heavy-Duty Boots for it to be an effective pivot, limiting the utility it can get from other useful items.

**Water-types**: While there are other types that can threaten Incineroar with super effective damage, most Ground-, Rock-, and Fighting-types are physical attackers that loathe being burned by Will-O-Wisp when switching in. On the other hand, there is no shortage of special attacking Water-types that can threaten to OHKO Incineroar with their strong STAB moves, such as Keldeo, Manaphy, and Milotic.

**Clear Amulet**: Not only does Clear Amulet block the stat-lowering effects of Intimidate and Parting Shot, it completely prevents Incineroar from pivoting with the latter move, potentially turning it into setup fodder.

**Chip Damage**: Incineroar dislikes almost all forms of chip damage due to its lack of recovery, including Rocky Helmet, poison, and sandstorm.

[credits]
Written by:
https://www.smogon.com/forums/members/guertena.582655/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
qc 1/2
Add Remove Comments

[overview]
**Draft Order**: Round 5 6 onwards

**Price Range**: 7-9 5-7 points

**Overview**: Incineroar leverages its balanced stats, good movepool, and great defensive ability in order to sponge hits from physical attackers and respond in kind with damage, utility, or stat debuffs. Incineroar can safely pivot into offensive pieces while crippling an opponent's offensive stats through a combination of Intimidate, Parting Shot, and Will-O-Wisp. Incineroar’s capabilities are limited due to its weakness to Stealth Rock and lack of reliable recovery, meaning it can usually only afford to pivot in once or twice a game. forcing it to run Heavy-Duty Boots more than it wants to. Its Speed is also terrible for a Pokemon with no recovery and average defenses, making it get worn down faster than it wants, especially since it relies on Flare Blitz often. can rewrite this if you want, just wanted to include these downsides cause they're all very relevant

[strategy comments]
Common Roles
========
**Defensive Pivot**: Incineroar can switch in safely on many resisted or neutral physical attacks thanks to its bulk and Intimidate. Once on the field, it can opt for immediate damage with Flare Blitz or a coverage move, remove items with Knock Off, spread status with Will-O-Wisp, or pivot out with U-turn and Parting Shot, among several other utility options.

**Wallbreaker**: Incineroar can use Taunt to find set up opportunities on passive walls or opt for a Choice Band to deliver severe damage with its potent STAB moves. mention bulk up / swords dance to further boost attack

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Temper Flare, Fire Punch better for burn chance Knock Off, Darkest Lariat

**Setup Moves**: Swords Dance, Bulk Up, Nasty Plot, Flame Charge, Trailblaze

**Utility Moves**: Parting Shot, U-turn, Taunt, Will-O-Wisp, Roar, Brick Break

**Coverage**: Close Combat, Drain Punch, Leech Life, Iron Head, Earthquake, Thunder Punch

Niche Moves
========
**Special Fire-type moves**: The recoil from Flare Blitz can compromise Incineroar’s effectiveness as a bulky pivot, but it Incineroar can use its passable Special Attack stat with moves like Overheat or Fire Blast to avoid self-damage, and hit some physically defensive Pokemon harder. If it didnt want recoil it'd just use fire punch

Maybe mention Endeavor, pretty good for lots of damage once it's pretty weakened


Common Items
========
**Heavy-Duty Boots**: Incineroar will need to switch in and take hits multiple times per game to be an effective pivot, so Heavy-Duty Boots are practically a necessity in any game where the opponent is likely to set hazards on the field, particularly Stealth Rock.

**Leftovers**: Incineroar greatly enjoys having passive recovery and gains far more staying power in any match where it can afford to not bring Heavy-Duty Boots. Niche, everything on this guy is niche except boots

Niche Items
========
**Choice Band**: Because Incineroar forces many switches, it can use a Choice Band to punish poor positioning harder with its powerful STAB moves.

**Assault Vest**: Incineroar can don an Assault Vest to become a sturdy mixed wall, but this requires leaving Will-O-Wisp and Parting Shot on the cutting room floor.

Scarf is maybe too niche but lets it catch faster foes by surprise while still being able to pivot

Tera
========
While Incineroar can certainly benefit from Tera, there are usually better options in its price point. Defensively, Incineroar would prefer Tera types that turn its Stealth Rock weakness into a resistance, such as Steel and Ground. It can also benefit from tried and true defensive types like Fairy and Water. Offensively, Terastalization can turn Incineroar into a more dangerous setup sweeper with Swords Dance and Bulk Up. Tera Dark can boost the power of its STAB Knock Off, but Incineroar could also use Tera Fighting or even Bug to gain STAB on Drain Punch and Leech Life respectively to keep itself healthy while taking hits.

Draft Strategy
========
Incineroar is usually not the first line of defense for a draft team due to its poor longevity and relative lack of utility, but it complements many balanced teams that can use its qualities as a pivot to maintain momentum and bring offensive pieces to the battlefield safely.

**Entry Hazard Removal:** Incineroar can quickly lose precious HP from switching into hits and Stealth Rock if Heavy Duty Boots aren’t present, so it appreciates Rapid Spin and Defog from Pokemon like Great Tusk, Terapagos, and Galarian Weezing.

**Setup Sweepers:** Between spreading burns and lowering foes’ Attack and Special Attack stats with Intimidate and Parting Shot, Incineroar can leave opponents crippled while pivoting safely into a strong setup sweeping win condition, such as Baxcalibur, Ogerpon, and Manaphy. Id mention wallbreakers, either combined with this or separate, since it can slow pivot to them

*Specially Defensive Pivots:** Special attackers do not fear Intimidate or burns from Will-O-Wisp, so Pokemon that fulfill Incineroar’s job as a pivot against these foes like Galarian Slowking, Milotic, and Tentacruel can be helpful partners.

**Other Intimidate users:** Against teams with particularly strong physical attackers, Incineroar can form an Intimidate core with other users of the ability like Landorus-Therian, Salamence, and Tauros-Paldea-Aqua. Too many intimidate users just means opponents use clear amulet or abilities like defiant

Checks and Counters
========
**Entry Hazards:** Incineroar’s vulnerability to every form of hazards, particularly Stealth Rock, practically necessitates the use of Heavy Duty Boots to be an effective pivot, limiting the utility it can get from other useful items.

**Water-types:** While there are other types that can threaten Incineroar with super effective damage, most Ground, Rock and Fighting-types are physical attackers that loathe being burned by Will-O-Wisp when switching in. On the other hand, there is no shortage of special attacking Water-types that can threaten to OHKO Incineroar with their strong STAB moves, such as Keldeo, Manaphy, and Milotic.

**Clear Amulet:** Not only does Clear Amulet block the stat lowering effects of Intimidate and Parting Shot, it completely prevents Incineroar from pivoting with the latter move, potentially turning it into setup fodder.

Add chip damage - taking enough damage makes it useless and it gets weakened by helmet, poison, etc

[credits]
Written by:
https://www.smogon.com/forums/members/guertena.582655/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
2/2
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 5-7 points

**Overview**: Incineroar leverages its balanced stats, good movepool, and great defensive ability in order to sponge hits from physical attackers and respond in kind with damage, utility, or stat debuffs. Incineroar can safely pivot into offensive pieces while crippling an opponent's offensive stats through a combination of Intimidate, Parting Shot, and Will-O-Wisp. Incineroar’s capabilities are limited due to its weakness to Stealth Rock and lack of reliable recovery, forcing it to run Heavy-Duty Boots much more often than it would like. Incineroar's low speed does make it a useful slow pivot, but without any kind of recovery and its reliance on Flare Blitz as its strongest Fire-type attack, its HP can be worn down very quickly, leaving it too slow and too weak to be of much use after a few turns of chip damage.

[strategy comments]
Common Roles
========
**Defensive Pivot**: Incineroar can switch in safely on many resisted or neutral physical attacks thanks to its bulk and Intimidate. Once on the field, it can opt for immediate damage with Flare Blitz or a coverage move, remove items with Knock Off, spread status with Will-O-Wisp, or pivot out with U-turn and Parting Shot, among several other utility options.

**Wallbreaker**: Incineroar can use Taunt to find set up opportunities on passive walls with Swords Dance and Bulk Up, or opt for a Choice Band to deliver severe damage with its potent STAB moves.

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Fire Punch, Knock Off, Darkest Lariat

**Setup Moves**: Swords Dance, Bulk Up, Flame Charge, Trailblaze

**Utility Moves**: Parting Shot, U-turn, Taunt, Will-O-Wisp, Roar, Brick Break

**Coverage**: Close Combat, Drain Punch, Leech Life, Iron Head, Earthquake, Thunder Punch

Niche Moves
========
**Special Fire-type moves**: Incineroar can use its passable Special Attack stat with moves like Overheat or Fire Blast to hit some physically defensive Pokemon harder.

Common Items
========
**Heavy-Duty Boots**: Incineroar will need to switch in and take hits multiple times per game to be an effective pivot, so Heavy-Duty Boots are practically a necessity in any game where the opponent is likely to set hazards on the field, particularly Stealth Rock.

Niche Items
========
**Leftovers**: Incineroar greatly enjoys having passive recovery and gains far more staying power in the rare match where it can afford to not bring Heavy-Duty Boots.

**Choice Band**: Because Incineroar forces many switches, it can use a Choice Band to punish poor positioning harder with its powerful STAB moves.

**Assault Vest**: Incineroar can don an Assault Vest to become a sturdy mixed wall, but this requires leaving Will-O-Wisp and Parting Shot on the cutting room floor.

Tera
========
While Incineroar can certainly benefit from Tera, there are usually better options in its price point. Defensively, Incineroar would prefer Tera types that turn its Stealth Rock weakness into a resistance, such as Steel and Ground. It can also benefit from tried and true defensive types like Fairy and Water. Offensively, Terastalization can turn Incineroar into a more dangerous setup sweeper with Swords Dance and Bulk Up. Tera Dark can boost the power of its STAB Knock Off, but Incineroar could also use Tera Fighting or even Bug to gain STAB on Drain Punch and Leech Life respectively to keep itself healthy while taking hits.

Draft Strategy
========
Incineroar is usually not the first line of defense for a draft team due to its poor longevity and relative lack of utility, but it complements many balanced teams that can use its qualities as a pivot to maintain momentum and bring offensive pieces to the battlefield safely. (mention ghost resistance; that's usually the main reason it's being considered)

**Entry Hazard Removal:** Incineroar can quickly lose precious HP from switching into hits and Stealth Rock if Heavy Duty Boots aren’t present, so it appreciates Rapid Spin and Defog from Pokemon like Great Tusk, Terapagos, and Galarian Weezing.

**Setup Sweepers / Wallbreakers:** Between spreading burns and lowering foes’ Attack and Special Attack stats with Intimidate and Parting Shot, Incineroar can leave opponents crippled while pivoting safely into a strong attacker that appreciates the opportunity to set up, such as Baxcalibur, Ogerpon, and Manaphy.

*Specially Defensive Pivots:** Special attackers do not fear Intimidate or burns from Will-O-Wisp, so Pokemon that fulfill Incineroar’s job as a pivot against these foes like Galarian Slowking, Milotic Primarina, and Tentacruel can be helpful partners.

Checks and Counters
========
**Entry Hazards:** Incineroar’s vulnerability to every form of hazards, particularly Stealth Rock, practically necessitates the use of Heavy Duty Boots to be an effective pivot, limiting the utility it can get from other useful items.

**Water-types:** While there are other types that can threaten Incineroar with super effective damage, most Ground, Rock and Fighting-types are physical attackers that loathe being burned by Will-O-Wisp when switching in. On the other hand, there is no shortage of special attacking Water-types that can threaten to OHKO Incineroar with their strong STAB moves, such as Keldeo, Manaphy, and Milotic.

**Clear Amulet:** Not only does Clear Amulet block the stat lowering effects of Intimidate and Parting Shot, it completely prevents Incineroar from pivoting with the latter move, potentially turning it into setup fodder.

**Chip Damage:** Incineroar dislikes almost all forms of chip damage due to its lack of recovery, including Rocky Helmet, poison, and sandstorm.

[credits]
Written by:
https://www.smogon.com/forums/members/guertena.582655/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
1/1 GP Team done
add remove comment
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 5-7 points

**Overview**: Incineroar leverages its balanced stats, good movepool, and great defensive ability in order to sponge hits from physical attackers and respond in kind with damage, utility, or and stat debuffs. Incineroar It can safely pivot into to offensive pieces while crippling an opponent's a foe's offensive stats through a combination of Intimidate, Parting Shot, and Will-O-Wisp. Incineroar’s Incineroar's capabilities are limited due to its weakness to Stealth Rock and lack of reliable recovery, forcing it to run Heavy-Duty Boots much more often than it would like. Incineroar's Its low Speed does make it a useful slow pivot, but without any kind of recovery and with its reliance on Flare Blitz as its strongest Fire-type attack and lack of recovery, its HP can be worn down very quickly, leaving it too slow and too weak to be of much use after a few turns of chip damage.

[strategy comments]
Common Roles
========
**Defensive Pivot**: Incineroar can switch in safely on many resisted or neutral physical attacks thanks to its bulk and Intimidate. Once on the field, it can opt for immediate damage with Flare Blitz or a coverage move, remove items with Knock Off, spread status with Will-O-Wisp, or pivot out with U-turn and or Parting Shot (RC) among several other utility options.

**Wallbreaker**: Incineroar can use Taunt to find set up setup opportunities on passive walls with Swords Dance and Bulk Up (RC) or opt for a Choice Band to deliver severe instant damage with its potent STAB moves.

Common Moves
========
**Primary STAB Moves**: Flare Blitz, Fire Punch, Knock Off, Darkest Lariat

**Setup Moves**: Swords Dance, Bulk Up, Flame Charge, Trailblaze

**Utility Moves**: Parting Shot, U-turn, Taunt, Will-O-Wisp, Roar, Brick Break

**Coverage**: Close Combat, Drain Punch, Leech Life, Iron Head, Earthquake, Thunder Punch

Niche Moves
========
**Special Fire-type moves**: Incineroar can use its passable Special Attack stat with moves like Overheat or and Fire Blast to hit some physically defensive Pokemon harder.

Common Items
========
**Heavy-Duty Boots**: Incineroar will need needs to switch in and take hits multiple times per game to be an effective pivot, so Heavy-Duty Boots are is practically a necessity in any game where the opponent is likely to set entry hazards on the field, particularly Stealth Rock.

Niche Items
========
**Leftovers**: Incineroar greatly enjoys having passive recovery from Leftovers and gains far more staying power in the rare match where it can afford to not bring Heavy-Duty Boots.

**Choice Band**: Because Incineroar forces many switches, it can use a Choice Band to punish poor positioning harder with its powerful STAB moves.

**Assault Vest**: Incineroar can don an Assault Vest to become a sturdy mixed wall, but this requires leaving Will-O-Wisp and Parting Shot on the cutting room floor.

Tera
========
While Incineroar can certainly benefit from Tera, there are usually better options in its price point. Defensively, Incineroar would prefer it prefers Tera types that turn its Stealth Rock weakness into a resistance, such as Tera Steel and Ground. It can also benefit from tried and true tried-and-true defensive types like Tera Fairy and Water. Offensively, Terastalization Terastallization can turn Incineroar into a more dangerous setup sweeper with Swords Dance and Bulk Up. Tera Dark can boost the power of its STAB Knock Off, but Incineroar it could also use Tera Fighting or even Bug to gain STAB on Drain Punch and Leech Life respectively to keep itself healthy while taking hits. tera bug is not real

Draft Strategy
========
Incineroar is usually not the first line of defense for a draft team due to its poor longevity and relative lack of utility, but it can suffice as a cheap Pokemon that resists Ghost resist (RC) while also aiding balanced teams in maintaining momentum and bringing offensive pieces to the battlefield safely.

**Entry Hazard Removal:**: Incineroar can quickly lose precious HP from switching into hits, (AC) especially from and Stealth Rock if Heavy Duty Heavy-Duty Boots aren’t isn't present, so it appreciates Rapid Spin and Defog from Pokemon like Great Tusk, Terapagos, and Galarian Weezing.

**Setup Sweepers / Wallbreakers:**: Between spreading burns and lowering foes' Attack and Special Attack stats with Intimidate and Parting Shot, Incineroar can leave opponents them crippled while pivoting safely into to a strong attacker that appreciates the opportunity to set up, such as Baxcalibur, Ogerpon, and Manaphy.

*Specially Defensive Pivots:**: Special attackers do not fear Intimidate or burns from Will-O-Wisp, so Pokemon that fulfill Incineroar’s Incineroar's job as a pivot against these foes like Galarian Slowking, Primarina, and Tentacruel can be helpful partners.

Checks and Counters
========
**Entry Hazards:**: Incineroar's Incineroar’s vulnerability to every form of entry hazards, particularly Stealth Rock, practically necessitates the use of Heavy Duty Heavy-Duty Boots for it to be an effective pivot, limiting the utility it can get from other useful items.

**Water-types:**: While there are other types that can threaten Incineroar with super effective damage, most Ground-, Rock-, (AC) and Fighting-types are physical attackers that loathe being burned by Will-O-Wisp when switching in. On the other hand, there is no shortage of special attacking Water-types that can threaten to OHKO Incineroar with their strong STAB moves, such as Keldeo, Manaphy, and Milotic.

**Clear Amulet:**: Not only does Clear Amulet block the stat lowering stat-lowering effects of Intimidate and Parting Shot, it completely prevents Incineroar from pivoting with the latter move, potentially turning it into setup fodder.

**Chip Damage:**: Incineroar dislikes almost all forms of chip damage due to its lack of recovery, including Rocky Helmet, poison, and sandstorm.

[credits]
Written by:
https://www.smogon.com/forums/members/guertena.582655/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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