Project OU Next Best Thing: Cycle 87 - Not hosted anymore

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Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion
:ss/chandelure:

Time to conclude the voting! By its results, the winner of the Cycle 21 is Sub WispHex by RottenInfernape. Congratulations! Your submission will be added to the Hall of Fame soon. And let the next Cycle start!

Cycle Twenty Two - Incineroar
:ss/incineroar:

Boasting a huge variety of disruptive options like Intimidate, Parting Shot, Taunt, and Knock Off as well as useful defensive typing, Incineroar is a nice supportive force in OU. It utilizes the above qualities to make itself a good pivot using currently the most common Heavy-Duty Boots set, helping against top-tier threats, notably the Ghost-types. But does Incineroar lack any other cool sets? Of course not! And as usual, you guys are to prove this here by showcasing some real interesting and hot stuff!

Banned Sets
:heavy-duty boots:

The deadline is Friday 12th of June. Good luck!​
 
:ss/incineroar:
Weakness Policy + Power Trip Incineroar
Incineroar @ Weakness Policy
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Flame Charge
- Power Trip
- Drain Punch / Flare Blitz

Weakness Policy Incineroar is capable of cleaning many Pokemon late-game, especially super-effectively weak Pokemon like Steel and Ghost types. However, it's STAB move, Power Trip, takes full advantage of it's Weakness Policy activating a +2 boost to it's Attack and Special Attack, as well as Bulk Up boosting both it's Attack and Defense stat making Incineroar a bulkier and stronger Pokémon, along with Intimidate, making Incineroar being able to wall most physical attackers. Flame Charge is also used in synergy with it's already high boosting stats and outspeeds the likes of Kyurem, Rotom-Heat and Seismitoad, making Incineroar very important for outspeeding threats and being able to OHKO them. Power Trip is its main move, being able to kill bulky physically defensive walls such as Hippowdon and Toxapex and even 2HKO bulky resistant Pokemon such as Kommo-o and Mandibuzz. As Incineroar has to take such a long time to properly set up and sweep, Drain Punch is it's form of recovery, allowing it to be threatening even further. Flare Blitz is a very important move for OHKOing resistant Pokémon instead.

Offensive Calcs
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 200+ Def Kommo-o: 155-183 (43.7 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 0 Def Mandibuzz: 232-273 (54.7 - 64.3%) -- guaranteed 2HKO
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 248+ Def Hippowdon: 312-367 (74.2 - 87.3%) -- guaranteed 2HKO
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 252+ Def Toxapex: 258-304 (84.8 - 100%) -- 6.3% chance to OHKO
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 252+ Def Corviknight: 337-397 (84.2 - 99.2%) -- guaranteed 2HKO after Leftovers recovery
+3 0 Atk Incineroar Power Trip (160 BP) vs. 252 HP / 252+ Def Seismitoad: 418-493 (100.9 - 119%) -- guaranteed OHKO

Defensive Calcs
-1 8 Atk Hippowdon Earthquake vs. +1 252 HP / 0 Def Incineroar: 116-140 (29.4 - 35.5%) -- guaranteed 3HKO after sandstorm damage
252+ SpA Choice Specs Chandelure Flamethrower vs. 252 HP / 4 SpD Incineroar: 142-168 (36 - 42.6%) -- guaranteed 3HKO
+1 252 Atk Life Orb Mimikyu Play Rough vs. +1 252 HP / 0 Def Incineroar: 164-192 (41.6 - 48.7%) -- guaranteed 3HKO
 
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:incineroar:

Incineroar @ Heavy-Duty Boots / Leftovers
Ability: Intimidate
EVs: 252 HP / 192 SpD / 64 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Blaze Kick

Pretty basic bulk up Incineroar set. Switch into a resisted physical attacker or wall. Setup a Bulk Up on the switch or collect your free knock off of an item.

The speed allows you to outspeed other Incineroar which are EV'ed to outspeed Corviknight. Allowing you to hit them with a Drain Punch before they can do anything to you, or to always outpace them if you choose to setup on them. Special Defence investment allows Incineroar to remain as tanky on both sides as is allowed with this set. Lefties was originally chosen for similar reasons, to increase the cat's bulkiness. In practice, I found that HDB is just such a blessing for this pokemon that it is very hard to overlook. Though either works.

Drain Punch and Knock Off are also pretty standard. The only real heat in this set is Blaze Kick. Why would you ever run this move over something like Flare Blitz of the myriad of other fire type moves Incineroar gets? A better chance to always break through all of those pesky Iron Defence/Bulk Up + Body Press users not named Kommo-o. You have a ~22% chance to get one crit in two attacks, bumping up to ~29% after three attacks. Considering how often I get Iron Head flinched, I'm willing to take those odds.

Corviknight in particular cannot switch in, and has a decent chance to lose to this set in the long run, no matter the set. Which makes this mon a good partner for things like Excadrill. Fighting type weakness is rather unfortunate, and forces you to run some wacky defensive or offensive mons to work around that. Offensive ghost types or my main man G-Weezing fit this bill nicely.

In practice, this set worked pretty well. In certain match-ups it can clean house once a check is dealt with. However, it is certainly held back by its fighting type weakness in particular. It remains one of the most consistent users of Knock-Off.

Sorry for the delay Ruft.
 
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Offensive Will-O-Wisp

:ss/incineroar:

spicy garfield (Incineroar) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
-Will-O-Wisp
-Flare Blitz
-Knock Off
-Parting Shot / U-Turn

Similar to the bulky set but drops most of the invested bulk to hit significantly harder while still making use of Intimidate + its good natural bulk. Wisp is nice for offensive sets since the damage output will lead opponents to believe that Incineroar is running some AoA-type set, only to have their check get Wisp'd. Parting Shot is optimal currently because of helmet hippo being common but U-Turn is still usable. Speed is to outrun 190 speed Corviknight, which in turn creeps max speed Adamant Conkeldurr.
 

Katy

Banned deucer.
nasty plot incin

:incineroar:
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Focus Blast

- Nasty Plot

nasty plot + 3 attacks incineroar hits really hard after a +2 boost due to nasty plot and timid is choosen to outrun kommo-o, mandibuzz, adamant bisharp and also modest / adamant aegislash. incineroar has its two useful and good stab-options in fire blast and dark pulse and the coverage-option in focus blast to hit hydreigon, opposing incineroar and tyranitar because tyranitar resists both its stab-options thus focus blast is a good coverage on this kinda set.​
 
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SD Sweeper

:ss/incineroar:

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Flame Charge

Fire types have the nice perk of not being burned and that goes nicely with Swords Dance, however they have an annoying Stealth Rock weakness, so it has Heavy-Duty Boots to compensate. The dark type helps at not being able to be revenge killed easily by Shadow Sneak/Sucker Punch in the process of sweeping, making this set more effective.
Aside from Swords Dance, Knock Off is an amazing STAB move to have, Close Combat provides a nice coverage move that allows Incineroar, for example, to get past Hydreigon and Terrakion and Flame Charge boosts its Speed to be able to outspeed everything until base 110 at +1, providing a decent cleaning option.
 
Scary Face support Incineroar

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Parting Shot
- Knock Off
- Fire Blitz
- Scary Face

The general idea is to enhance the utility of Parting Shot, as a way to keep the momentum, alongside some Spe control in the form of Scary Face that cuts in half the target's Spe. Unlickily no poker-face for Incineroar... (I have to write this, sorry :bloblul::bloblul::bloblul:)
Spe control is the main aspect of the battles, especially if you can keep the momentum with 100% accuracy.
The dual STAB combination is here to punish some threats slower than Incineroar, max Atk EVs are mandatory to keep some offensive presence.
Through the natural bulk of this wrestler and its ability we are able to pull off this strategy.
The result of spamming that -2 Spe move onto the opponent is the possibility to force more switches than the usual (a good thing with hazards on the field) and, unlike Flame Charge, you can reliably use Parting Shot as a fastish switching move.

With this fast spread, we are able to reach 240 Spe points, enough to speed-tie with max Spe Aegislash thus wishing to win the Spe tie when using Parting Shot. With this newfound (and unexpected!) Spe Incineroar is able to use Parting Shot or a STAB without being hurt. Also, Scary Face cripples some Swift Swim user (Cloyster and Ludicolo, both base 70) at +2 with max Spe EVs + a neutral nature virtually neutering Swift Swim.

Hazards support is appreciated to capitalize the switches provided by this Incineroar and/or teammates that appreciated Spe control.
 
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Katy

Banned deucer.
my physical counterpart to my special one, Swords Dance, even tho the Power Trip one is heat ngl, but my vote goes for the SD by Sinnoh Myths
 
Offensive Will-O-Wisp by JTD783 has my vote because I would have posted that set...if had been more quick to see this thread.
Burn is a really good status especially when it is unexpected.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion
:ss/incineroar:

Let's finish this Cycle guys! By the results of the voting, the winner of Cycle 22 is Scary Face by nameless90. Congratulations! Your submission will be added to the Hall of Fame soon. And moving forward...

Break!

The first DLC is gonna drop in less than 24 hours! The metagame will take the much-needed breath of fresh air and hopefully develop further into a healthy and good playing environment. For the time needed for our tier to stabilize enough, our project will be taking a break, as the very idea of it can not exist during the rapidly changing state of metagame induced by the upcoming DLC. See y'all soon, in the updated and refreshed OU!!!​
 
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