I hate to diverge a bit of the discussion here, but I will admit the nature of this back and forth is kind of pedantic. So, to relight tiering discussion, I would like to discuss a Pokemon that has performed surprisingly well for me on mid-high ladder, and has been a consistent, flexible threat, yet has had little to no discussion. That Pokemon is
Incineroar.
Incineroar? What is this thing doing in my OU, and why am I discussing it?
Let's dial back to Gen 7 for a moment; this Pokemon was threatened by an incredibly fast, powerful, overcentralized metagame, where the top threats were such things like Landorus, Greninja, Heatran, Toxapex, and Magearna. Sure, it checked Magearna, but the former 3 utterly shredded it. The ubiquitous nature of these powerful Pokemon made Incineroar incredibly niche at best, and on top of its dreadful hazard weakness and lack of reliable recovery, it was sorely underwhelming in Smogon Singles.
But then, it was blessed this generation. How, may you ask?
1:
Parting Shot. The heel Pokemon finally got a move befitting of its role, and it's a move that does it incredible good as a defensive pivot. Not only does Intimidate stack on top of Parting Shot to considerably cleave a Pokemon's physical offenses, but it retains and even augments momentum while making switching in/pivoting in less defensive Pokemon a surprisingly easy task.
2:
The Metagame Shift. Aside from Toxapex (for now), Incineroar's defensive niche is more valuable than ever. Its now unique
Fire/Dark typing is unbelievably strong, as it resists the extremely common offensive types of
Ghost, Dark, and
Steel, something only shared by the offensively oriented Bisharp. Plus, as a bonus, it has an immunity to Prankster, and gives it a solid matchup against Grimmsnarl. However, this is partially mixed, as with the Swords of Justice now in the metagame along with Zeraora, this value has dropped slightly. Regardless, menaces such as Greninja and Landorus being gone is huge for it, as it can much more freely switch in and pivot more reliably. It's an extremely potent check against the viable HO option in Ghost spam, too!
3:
Heavy-Duty Boots. While the item is necessitated, the fact it's necessitated is a testament to how huge of a boon it is for it. Being able to switch in for free regardless of a hazard stricken field is
huge, and something it's wanted for the past gen. The loss of running AV is surprisingly not as huge of a deal as you'd expect, as with Parting Shot/Intimidate alongside its fairly strong 95/90/90 defenses, it's deceptively bulky. A hazard immunity lets this shine more than ever, and makes AV look like a joke.
4:
Surprising Immediate Power. Even as a defensive pivot, Incineroar is still rocking STAB Knock Off/STAB Flare Blitz, and now even has Close Combat to more reliably smack Dark types. Incineroar has base 115 attack, and the power level having decreased makes this more notable. In sun, Flare Blitz becomes a consistent nuke, and STAB Knock Off is an extremely potent threat that a lot of the tier that does not appreciate at all. To fully illustrate this--despite being best as a defensive pivot--it's able to consistently threaten
Physically Defensive Corviknight uninvested for a clean 2HKO without being in the sun. With Leftovers, it's a resoundingly in-your-favor roll to 2HKO it.
0 Atk Incineroar Flare Blitz vs. 252 HP / 252+ Def Corviknight: 204-242 (51 - 60.5%) -- guaranteed 2HKO
0 Atk Incineroar Flare Blitz vs. 252 HP / 252+ Def Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery
With all of this in mind, I like running
this set.
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 192 SpD / 64 Spe
Careful Nature
- Parting Shot
- Knock Off
- Flare Blitz
- Toxic
You have enough speed to outpace uninvested Corviknight to nail it with Flare Blitz, and spec the rest into SpDef/HP to maximize your bulk. I like running Toxic, as it allows for Incineroar to cripple defensive switch ins, such as bulky Waters and Mandibuzz. However, Close Combat is also viable as a way to nail the Darks running in the tier.
Though, with all these new toys and the appreciation it has for this heavily altered metagame, it's important to consider some pretty huge weaknesses.
1:
Lack of Reliable Recovery. This is probably the biggest general issue, as, despite its bulk, it will wear down, especially with Flare Blitz. As a pivot, this is a huge problem, as this means that it will need Wish support if it wants to stay healthy. Switching in usually isn't a problem for it, but switching in often means it will need to take a blow (or 2, if you're slower, which you often are) before acting. Now with the Swords of Justice and Zeraora running around, this is much more of an issue.
2:
Swords of Justice/Excadrill. All of the swords are Fighting type, and the most renowned Keldeo/Terrakion have primary types that hard counter Incineroar's. This goes without saying, because, even with Parting Shot/Intimidate, the latter still is rocking base 130 attack boosted STAB Stone Edge/Close Combat, and the former isn't at all affected by Intimidate, meaning that it will need fellow teammates to soak these hits more consistently. Excadrill is also Excadrill, and now it's a lot more renowned, too.
This is all great, but how exactly can I use this, and with what?
It's best used as a defensive pivot, for sure. Parting Shot/Intimidate, 95/90/90 defenses, alongside a Fire/Dark combo is extremely strong, and allows for it to relatively easily switch in and make getting in less defensive Pokemon a lot easier thanks to its slow Parting Shots and the buttering up of the opponent's offenses to make setting up more efficient. Band/AV can hypothetically work, but Hazards and its speed issues make these options much less viable and require a lot of team support.
I've found its best partners lie in:
/
Mantine/Seismitoad
I cluster these mons together, because they perform pretty similarly with Incineroar. Not only are they good for soaking Keldeo/Vish blows thanks to Water Absorb, but they're also fantastic at creating a generally powerful defensive core that covers one another's backs, namely with Seismitoad.
More specifically, Seismitoad is strong against Terrakion/Excadrill, while Mantine is strong against Keldeo/Conkeldurr.
Corviknight
Corvi is just a good mon to have in general, really. For Incineroar specifically, it consistently covers Terrakion/Excadrill defensively, and can be fantastic for creating momentum with U-Turn alongside Incineroar's Parting Shot. Additionally, Incineroar greatly appreciates the ground immunity.
Rotom-Wash
Wash performs somewhat similarly to Mantine/Seismitoad, but has great pivoting qualities while simultaneously covering for EQ and Keldeo (and even immediately threatening it with its Scarf variant). Other appliances could maybe work, but I believe its best partner of the Rotoms is definitely Wash for its resistances and how Incineroar covers its Grass weakness.
Dugtrio
The better question is, when is Dugtrio
not a good partner? You can use Parting Shot to lighten the blows of Terrakion/Zeraora/any good Incineroar Switchin and trap Toxapex or anything else Incineroar is either walled by or shredded by. God, I hate this thing.
If you still don't believe me, check out this
replay, which greatly demonstrates every point I've made for it.
https://replay.pokemonshowdown.com/gen8ou-1066432932
More replays!:
https://replay.pokemonshowdown.com/gen8ou-1066618743
https://replay.pokemonshowdown.com/gen8ou-1066643000
You can also just look at replays at the higher ladder and you will not struggle to find much efficient use of it as a pivot.
All of this being said and done, do not sleep on Incineroar. I believe of the newcomers (aside from Zeraora/Terrakion) it has the most potential to grow (in this version of the metagame) in my time of using it, and even though it will not be a top tier Pokemon, it will have a solid niche as a defensive pivot.