NU Incineroar

quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top Metagame Resource Contributoris a Top CAP Contributoris a Contributor to Smogonis a Battle Simulator Staff Alumnus
[OVERVIEW]

Thanks to Incineroar's great Attack, incredibly wide movepool containing many support and coverage options, and ability Intimidate, it is a very flexible Pokemon in the NU metagame, being able to function as either a potent wallbreaker or a useful pivot. High base Attack and wide coverage make Incineroar one of NU's most potent offensive threats, which is only boosted by its access to the exclusive Z-Move Malicious Moonsault, which lets it OHKO nearly any Pokemon that doesn't resist it after a Swords Dance boost. A good defensive typing and great defensive stats combined with Intimidate mean that Incineroar has the natural bulk to take on Fire-, Ice-, and Dark-types. Intimidate also allows it to function as a very useful pivot, increasing its physical bulk, and helping it to support its team. However, a weakness to passive damage and no recovery moves means that it is easily worn down, which, combined with its low Speed stat, leaves it easily revenge killed.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Darkest Lariat / Knock Off
move 3: Earthquake
move 4: Flare Blitz
item: Incinium Z / Groundium Z / Firium Z
ability: Intimidate
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe


[SET COMMENTS]
Moves
========

Swords Dance allows Incineroar to increase its impressive Attack to even higher levels, making it incredibly hard to wall. Darkest Lariat is a very reliable move and can be boosted by Incinium Z to become a very powerful nuke. Knock Off hits harder than Darkest Lariat if the enemy has an item but cannot be boosted by Incinium Z and does lackluster damage if the foe does not have an item to be removed. Earthquake hits Diancie and Rhydon for super effective damage and hits Guzzlord for respectable damage, allowing Incineroar to eliminate them after a Swords Dance boost if they are slightly worn down. Flare Blitz is Incineroar's hardest-hitting move in general, 2HKOing Passimian unboosted.

Set Details
========

Maximum Attack and maximum Speed EVs allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive Pokemon, including Blastoise and Diancie. A Jolly nature allows Incineroar to outspeed uninvested base 95 Speed Pokemon, such as Silvally-Steel, as well as positive Speed nature base 50 Pokemon, such as Timid Diancie and Scrafty. Alternatively, an Adamant nature allows Incineroar to 2HKO Quagsire with the combination of Darkest Lariant and Malicious Moonsault but leaves it outsped by Scrafty. Intimidate allows Incineroar to reduce an enemy's Attack upon switching in, providing it with an opportunity to set up while taking less damage. Incinium Z turns Darkest Lariat into Malicious Moonsault, a 195-Base Power attack that can generally KO or heavily dent any Pokemon that doesn't resist it. Groundium Z lets Incineroar OHKO Pokemon that resist its Dark-type attacks, such as Hariyama, Guzzlord, and Diancie after a Swords Dance, as well as OHKOing Pokemon such as Rhydon, which can normally take a Malicious Moonsault. Firium Z allows Incineroar to OHKO Passimian on the switch; however, its usage must be timed extremely well.

Usage Tips
========

Even unboosted Incineroar hits very hard, so it is often helpful to throw out strong attacks early-game. Flare Blitz can 2HKO Passimian unboosted, so it is often useful to use it if you expect Passimian to switch in, as removing Passimian means Incineroar is significantly harder to revenge kill. If Incineroar needs to set up Swords Dance to break the opponent's team, its HP must be preserved, so avoid switching it into unnecessary attacks. As Incineroar cannot typically break past its checks, such as Rhydon and Quagsire, without significant prior damage or a Z-Move, time its Z-Move usage very carefully.

Team Options
========

As Incineroar is often walled or revenge killed by Fighting-types, Pokemon that resist Fighting such as Slowbro and Garbodor are incredibly helpful. Entry hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are appreciated. Pokemon that can take on Ground-types for Incineroar such as Slowbro, Rotom, and Decidueye are also ideal partners. Pokemon such as Houndoom and Braviary that appreciate Incineroar's ability to weaken enemy Rock-types are often good partners. Given Incineroar's prominent weakness to Water, Pokemon that can handle Water-type moves such as Vaporeon and Sceptile can be great partners. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

[SET]
name: Defensive Pivot
move 1: Knock Off
move 2: U-Turn
move 3: Fire Blast
move 4: Earthquake / Will-O-Wisp
item: Iapapa Berry
ability: Intimidate
nature: Sassy
evs: 248 HP / 132 Def / 128 SpD


[SET COMMENTS]
Moves
========

Knock Off lets Incineroar remove items from enemies and also deals respectable damage, being especially useful against Pokemon such as Rhydon. U-turn combined with Incineroar's low Speed stat allows it to pivot out of bad matchups and bring in teammates without them taking damage. Fire Blast takes advantage of Steelix and Passimian's lower Special Defense, 2HKOing the former outright and 2HKOing the latter after Stealth Rock most of the time. Earthquake is Incineroar's strongest attack against opposing Incineroar and Diancie, which would otherwise be difficult to damage. Alternatively, Will-O-Wisp lets Incineroar support its team by crippling switch-ins such as Passimian and Rhydon. Fire Punch can be used with full Attack investment to OHKO Vanilluxe at the cost of significant bulk.

Set Details
========

248 HP EVs maximize Incineroar's HP while minimizing Stealth Rock damage. 128 Special Defense EVs and a Sassy nature mean that Incineroar does not get 2HKOed by Blizzard from enemy Vanilluxe after Stealth Rock and hail, allowing it to use its Iapapa Berry to restore Incineroar's HP. Intimidate minimizes the damage Incineroar takes when switching into physical attackers, increasing its survivability. 132 Defense EVs minimize any physical damage Incineroar takes, letting it switch into enemy Pokemon such as Sneasel with less risk. Iapapa Berry restores 50% of Incineroar's HP when it is low and gives it a substantial increase in bulk. Thanks to Incineroar's weakness to passive damage, the Berry's effect often comes into play.

Usage Tips
========

This set functions primarily as a pivot and, as such, Incineroar should aim to come in on attacks it takes little damage from and either throw off a safe attack or U-turn out, bringing a teammate in. Will-O-Wisp should be used when expecting a physical attacker to switch in that threatens Incineroar out, such as Rhydon or Passimian. Knock Off is generally a fairly safe move to use and can be thrown out without much risk if the opponent doesn't have a clear play. Stealth Rock and other forms of passive damage can be taken advantage of to guarantee that Incineroar consumes its Iapapa Berry, but in general, Incineroar's teammates should keep the field clear of hazards. Using Intimidate to reduce a foe's Attack and then using U-turn to switch out to an appropriate teammate is often a good strategy to help wall an opposing Pokemon and reduce the damage Incineroar's team takes. Incineroar can often freely U-turn out against enemies it expects to switch out, such as Decidueye and Rotom, giving its team momentum. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

Team Options
========

As Fighting-types resist Incineroar's safest move in Knock Off, having a Pokemon that resists Fighting such as Slowbro or Garbodor is very helpful. U-turn and Volt Switch users can capitalize on Incineroar's usage of U-turn to continuously put the opponent into a disadvantageous position. Entry hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great. Incineroar appreciates friendly Ground-resistant Pokemon or Pokemon that can otherwise take Ground-type attacks such as Slowbro, Rotom, and Whimsicott. Given Incineroar's prominent weakness to Water-type attacks, partners such as Vaporeon and Sceptile can be effective. Wallbreakers such as Vanilluxe and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.

[STRATEGY COMMENTS]
Other Options
=============

A set of Bulk Up / Power Trip / Drain Punch / Flame Charge with Weakness Policy turns Incineroar into a very terrifying sweeper when used with dual screens support, but it is very high risk, is quite vulnerable without dual screens, and is fairly easily worn down. This set can additionally use Rest instead of Drain Punch to improve its matchup against stall teams at the cost of flexibility. Taunt allows Incineroar to bypass Pyukumuku and generally improves its matchup against stall, but giving up a valuable coverage move allows foes such as Passimian and Diancie to come in for little risk. Flame Charge can be used on the Swords Dance set to give Incineroar a significantly better matchup against offensive teams at the cost of useful coverage or Flare Blitz. Assault Vest offers a very large increase in special bulk and will always work against enemy attacks, as opposed to the artificial increase in bulk that Iapapa Berry provides, but leaves Incineroar significantly more vulnerable to passive damage due to a lack of healing. Rest and Sleep Talk can be used with Bulk Up and a move of choice, such as Power Trip, to turn Incineroar into a late-game sweeper; however, the lack of utility early-game and the reliance on a singular attack make this set unreliable.

Checks and Counters
===================

**Rock-types**: Rock-type Pokemon such as Diancie and Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks and threaten to set up Stealth Rock, which severely limits Incineroar's lifespan. Aerodactyl cannot switch in as safely but threatens to easily OHKO Incineroar with a Stone Edge.

**Fighting-types**: Fighting-types such as Passimian and Hariyama take little damage from Incineroar's Dark-type attacks while having the speed and bulk, respectively, to KO it in return. Hariyama in particular fears little except a Tectonic Rage thanks to Thick Fat letting it resist Flare Blitz and threatens it back with Close Combat or Toxic.

**Faster Pokemon**: Thanks to Incineroar's low Speed, Pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP.

**Entry Hazards**: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch-in and setup opportunities.

**Water-types**: Water-types such as Vaporeon can threaten Incineroar with a STAB Scald, while Incineroar is forced to use its Z-Move to KO them, with the pivot set not being able to KO them. Slowbro is weak to Incineroar's Dark-type attacks, but with a Colbur Berry, it generally has the bulk to threaten it.
 
Last edited:
no one has touched this in forever so I'm gonna amcheck for the hell of it; stuff in bold is comments
[OVERVIEW]

-Good Defensive Typing and great defensive stats mean that Incineroar has the natural bulk to take on Fire/Ice/Dark types mention Intimidate here as well as what Pokemon Incineroar's typing lets it check (Vanilluxe, Sneasel, Delphox, etc)
-Busted Offensive stats and a great movepool mean that even uninvested it deals serious damage
-Access to swords dance and a huge nuke in z-incineroar Incinium Z mean that its basically impossible to wall would reword to state that it has few good defensive switch ins rather than "impossible to wall"
-Low speed and susceptibility to passive damage mean that it is easily revenge killed.
-This weakness to passive damage and entry hazards means that despite its good bulk, it is easily worn down. combine this bullet with the previous and make mention of Flare Blitz recoil

[SET]
name: SD
move 1: Swords Dance
move 2: Darkest Lariat / Knock Off
move 3: Earthquake
move 4: Flare Blitz / Taunt / Flame Charge
item: Incinium-Z / Groundium-Z / Firium-Z
ability: Intimidate
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe


[SET COMMENTS]
Moves
========

-Swords Dance allows Incineroar to increase its impressive attack to even higher levels, making it incredibly hard to wall.
-Darkest Lariat is a reliable dark move, hitting opponents for full power even if they don't have an item, and can be boosted with Incinium-z to incredible power.
-Knock Off lets you remove items from enemies, as well as dealing respectable damage, being especially useful against pokemon such as Rhydon.
-Earthquake hits many pokemon that take neutral or resisted damage from dark moves for good damage, allowing Incineroar to OHKO non-physically defensive Diancie after a Swords Dance, as well as dealing good damage to Fighting types such as Passimian and Hariyama, and Rock types such as Rhydon and Gigalith. I would mention how 4/5 of these Pokemon resist both STABs, so generalize somewhere and mention that EQ is good against Pokemon that do that
-Flare Blitz is Incineroar's strongest move against Steel Types such as Steelix, and Grass types such as Whimsicott, as well as being Incineroar's strongest move in general, at the cost of wearing it down even faster.
-Taunt lets you stallbreak
-Flame Charge lets you pretend you're fast (almost as fast as Whimsicott, but not quite) mention the benchmark you're missing in terms of base stats (115)

Set Details
========

-Maximum attack and maximum speed allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive pokemon, including Blastoise and Diancie.
-Jolly nature allows Incineroar to outspeed uninvested base 95 speed pokemon, as well as positive speed nature base 50 pokemon. mention examples of what you outspeed here instead of in next bullet
- Adamant nature maximizes Incineroar's power, at the cost of being outrun by enemy max speed Scrafty, as well as uninvested base 95 pokemon such as Silvally-Steel.
-Intimidate allows Incineroar to reduce an enemy's attack upon switching in, providing it with an opportunity to set up while taking less damage.
-Incinium-z turns Darkest Lariat into Malicious Moonsault, a 195 BP attack that can generally KO any pokemon that doesn't resist it, with the few mons that aren't KO'd, such as Rhydon, taking very heavy damage.
-Groundium-z lets Incineroar OHKO dark resists such as Hariyama, Guzzlord, and Diancie after a boost, as well as OHKOing pokemon such as Rhydon, which can take a Malicious Moonsault normally.
-Firium-Z allows Incineroar to boost Flare Blitz to incredible power, but does not help it bypass its normal checks.

Usage Tips
========

-You hit hard even unboosted, so throw out attacks early game
-Be wary of switching in if they have rocks up
-EQ and Flare blitz are often useful moves to use before setting up if the opponent has a pokemon that you would struggle to OHKO normally, or outspeeds you, such as Hariyama, Rhydon, or Passimian, to make an eventual attempt at wallbreaking easier.
-This set usually functions as a wallbreaker, and it is often useful to try to use Incineroar to break through relevant walls, rather than preserving its HP to try to sweep.
-As Incineroar cannot typically break past its checks without significant prior damage or a Z-move, time your Z-move usage very carefully, as it is often Incineroar's only way to break through pokemon such as Rhydon and Hariyama.

Team Options
========

-As many of Incineroar's stops and revenge killers are fighting type, having a good fighting resist such as Slowbro or Garbodor is very helpful.
-Hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are great.
-Incineroar appreciates friendly ground resists, or pokemon that can take ground attacks such as Slowbro, Rotom, or Whimsicott.
-Incineroar can generally weaken enemy rock types, so partners such as Braviary and Houndoom are great.
-Given Incineroar's prominent weakness to water, partners such as Vaporeon and Sceptile can be great.
make mention here of Pokemon that appreciate Incineroar's wall-breaking

[SET]
name: Busted Team Player Cat
move 1: Knock Off
move 2: U-Turn
move 3: Fire Blast
move 4: Will-O-Wisp / EQ
item: Iapapa Berry
ability: Intimidate
nature: Sassy
evs: 248 HP / 132 Def / 128 SpD


[SET COMMENTS]
Moves
========

-Knock Off lets you remove items from enemies, as well as dealing respectable damage, being especially useful against pokemon such as Rhydon.
-U-turn allows Incineroar to pivot out of bad matchups, and combined with its lowered speed stat allows Incineroar to bring in teammates without them taking damage.
-Fire Blast hits Steelix on its lower special defense stat, 2 hit KOing most Steelixes. Steelix (plural forms of Pokemon are same as singular)
-Willowisp lets Incineroar cripple switchins such as Passimian and Rhydon, supporting its team.
-Earthquake is Incineroar's strongest attack against enemy Incineroar and Diancie, which otherwise would take little from any attacks it can use.

Set Details
========

-248 HP maximizes HP while minimizing Stealth Rock damage.
-128 Special Defense and a Sassy Nature means that Incineroar does not get OHKO'd by 2 Blizzards from enemy Vanilluxe after Stealth Rock and Hail, allowing it to use its Iapapa Berry to take a third.
-132 Defense minimizes any physical damage Incineroar takes, letting it switch into enemy pokemon such as Sneasel with less risk.
-Iapapa Berry restores 50% of Incineroar's hp when it is low, giving it a substantial increase in bulk, and thanks to Incineroar's weakness to passive damage, it can often be used in a match.

Usage Tips
========

-This set functions primarily as a pivot, and as such it should aim to come in on attacks it takes little damage from, and either throw off a safe attack, or U-Turn out, bringing a teammate in. mention Pokemon you would commonly come in on
-Willowisp should be used when expecting a switch in from a physical attacker that threatens Incineroar out such as Rhydon or Passimian.
-Knock Off is generally a fairly safe move, so can be thrown out without much risk if the opponent doesn't have a clear play.
-Stealth Rock or other passive damage can be used to guarantee that Iapapa Berry goes off, however in general play Incineroar's teammates should keep the field clear of hazards.
Team Options
========

-As Fighting types resist Incineroar's safest move, Knock Off, having a good fighting resist such as Slowbro or Garbodor is very helpful.
-Hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great.
-Incineroar appreciates friendly ground resists, or pokemon that can take ground attacks such as Slowbro, Rotom, or Whimsicott.
-Given Incineroar's prominent weakness to water, partners such as Vaporeon and Sceptile can be great.
-Wallbreakers such as Vanilluxe and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.


[STRATEGY COMMENTS]
Other Options
=============

-Assault Vest offers a very large increase in special bulk, and will always work against enemy attacks, opposed to the artificial increase in bulk that Iapapa Berry provides, but leaves Incineroar significantly more vulnerable to passive damage due to the lack of healing.
-A set of Bulk Up / Power Trip / Drain Punch / Power Trip with weakness policy turns Incineroar into a very terrifying sweeper when used with Screens support, but is very high risk, and is quite vulnerable if it cannot be used under Screens, as well as being fairly easily worn down. set has Power Trip listed twice; pretty sure Flame Charge is meant to be in that last slot
-Rest and Sleep talk can be used with Bulk up, and a move of choice, such as Power Trip to turn Incineroar into a late game win condition, however the lack of utility in the early game, and the requirement for all stops to its singular attack to be gone make this set unreliable..

Checks and Counters
===================
**Rock Types**: Rock type pokemon such as Diancie and Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks, as well as threatening to set up Stealth Rock, which severely limits its lifespan.

**Fighting Types**: Fighting types such as Passimian and Hariyama take little from Incineroar's dark type attacks, while having the speed or bulk to KO it in return. Hariyama in particular fears little except a Z-Earthquake thanks to Thick Fat letting it resist Flare Blitz, and threatens it back with a STAB Close Combat or Toxic.

**Faster Pokemon**: Thanks to Incineroar's low speed stat, pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP.

**Entry Hazards**: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch in opportunities, and the pokemon it can set up on. mention how hazards also hamper Incineroar's ability to check broken ice cream and others

**Water Types**: Water types such as Vaporeon can threaten Incineroar with a STAB Scald, while it is forced to use its Z-move to KO them, with the pivot set not being able to KO them. Slowbro is weak to Incineroar's Dark type attacks, but with a Colbur Berry it generally has the bulk to threaten it.
 
  • Like
Reactions: asa
Overview
  • Note that offensive Incineroar has difficulty switching into even resisted attacks because it needs to preserve its health, while bulky sets sacrifice huge amounts of power
Moves (SD)
  • Mention that Knock Off is the better move when not running Incinium Z
  • Generally not super keen on the slashing with this set. We can talk about it on Discord but I don't think I'd ever drop Flare Blitz on Incineroar (2HKOing Passimian on the switch is huge, and it's a good move to throw around against teams with a Sturdy dark resist). Flame Charge also sounds much more like OO material.
Set Details (Support)
  • I think it's worth mentioning a max Attack spread with Fire Punch for more offensive teams. Loses a lot of bulk but notably OHKOes Vanilluxe from full
I'm also fine with MewBby's suggestions, but we should discuss slashes on Discord before I stamp this
 
  • Like
Reactions: asa
Implemented, hit me up on Discord to discuss slashes; notably deslashed Taunt and moved it to the moves section, considering moving it to the OOs. Also moved Flame Charge to OOs

blast edit: stamping this now, if the rest of QC has any further problems with the slashing we'll talk about it then
 
Last edited by a moderator:
  • Use something like "great"
OVERVIEW: I'd mention the support option it can give to a team (Knock Off, U-Turn, Wisp), Incinium-Z not z-incineroar (nitpicky i know)
remove mentions of banned mons
SET DETAILS: Does adamant net you any specific 2hko? If yes, mention it. If not, remove adamant.
USAGE TIPS: Mention a few mons (Decidueye maybe) that Incineroar scares out so it can set up. Mention that you shouldn't switch Incineroar into Braviary or Malamar since they can get an Attack boost.

Looks very good, well done QC 2/3
 
  • Like
Reactions: asa
I believe I've implemented, unsure where the banned mons were, but ctrl+f didn't find anything odd, so w/e.
 
Good Defensive Typing and great defensive stats mean that Incineroar has the natural bulk to take on Fire, Ice, and Dark types.
I don't think opening with its defensive merits is the correct thing to do here. The first set listed is SD so this opening should probably reflect it has an SD wall breaker first and have its defensive merit listed after to explain why its splashable. I think it can be fine as is, but I think doing it like this would be better if you wanna put in the time to rephrase it a bit.
Also as long as you're listing its defensive values, you could also probably find an opportunity to squeeze a mention of Intimidate here too as it makes what bulk it has on the physical side even better.

A high attack stat and high base power moves, combined with wide coverage mean that even if uninvested, Incineroar will do good damage.
I don't get why this gets mention before SD does. The main set on the analysis is SD for good reason, so it should be given priority in the opening statement before explaining why pivot sets still do good damage.

Taunt allows Incineroar to bypass Pyukumuku, and generally improves its matchup against stall, however the lack of Flare Blitz means that enemy Passimian can come in against it without much worry.
Taunt isn't slashed in the analysis so remove this part. It can be added as an OO tho

You don't make mention of Intimidate at all in the pivot set, and given that's such a huge part of why the mon works so well with that set, I'd find more opportunities to squeeze that in.

Other then that looks great. QC 3/3
 
hey dude, i've come up with some changes, feel free to take a look

in general, i found the analysis to be good content-wise, the major issues i had were mainly mechanical stuff. There were a lot of instances where stuff that needed to be capitalized wasn't (e.g. "Pokemon, stats like "Speed," "Z-Move", types like "Water") or was capitalized when it shouldn't have been (not as common but did happen). You also left out hyphens a fair bit (e.g. Fire-type) but that's kinda a weird rule so that's nbd.

The other major thing I want to mention is that I felt you overused commas. You don't need a comma every time before and, only if the part after it can stand as a sentence by itself. There definitely were plenty of good instances where you used commas, but in general I felt like there were too many. Just something to maybe keep in mind for the future.

[OVERVIEW]

Thanks to Incineroar's access to a great Attack stat, an incredibly wide movepool containing many support and coverage options, and Intimidate, it is a very flexible pokemon in the NU metagame, being able to either function as a potent wallbreaker,(RC) or a useful pivot. High base Attack and wide coverage make Incineroar is one of NU's most potent offensive threats, which is only boosted by its access to an the exclusive Z-Move in Malicious Moonsault, which lets it OHKO nearly any Pokemon that doesn't resist it after a Swords Dance. Good defensive typing and great defensive stats combined with its ability Intimidate mean that Incineroar has the natural bulk to take on Fire-(AH), Ice-(AH), and Dark-(AH)types. This Incineroar's access to Intimidate allows Incineroar it to function as a very useful pivot, increasing its physical bulk, and helping it to support its team. However,(AC) a weakness to passive damage and no recovery moves means that it is easily worn down. This Incineroar's weakness to passive damage and Incineroar's its low speed Speed stat also leaves it easily revenged killed.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Darkest Lariat / Knock Off
move 3: Earthquake
move 4: Flare Blitz
item: Incinium Z / Groundium Z / Firium Z
ability: Intimidate
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe


[SET COMMENTS]
Moves
========

Swords Dance allows Incineroar to increase its impressive attack to even higher levels, making it incredibly hard to wall. Darkest Lariat is boosted by Incinium-Z to become a very powerful nuke,(RC) and is generally a very reliable move. Knock Off hits harder than Darkest Lariat if the enemy has an item removes enemy items, and if the enemy does have an item it hits harder than Darkest Lariat, but cannot be boosted by Incinium Z,(RC) and does lackluster damage if the opponent lacks an item is holding a Z-Crystal, it does lackluster damage. I rearranged this sentence to help it flow better - if you want to specify its lack of damage against foes holding a z-crystal, feel free to ignore that change, otherwise i think it's better to use a broader phrase that covers all instances in which Knock off will not be that strong. Earthquake hits Diancie and Rhydon for super effective damage,(RC) and hits Guzzlord for respectable damage, allo1wing allowing Incineroar to bypass eliminate them after a Swords Dance if they are slightly worn down after a Swords Dance. An unboosted Flare Blitz 2HKOs hits enemy Passimian for a 2 hit KO unboosted, as well as being Incineroar's hardest hitting move in general.


Set Details
========

Maximum Attack and maximum Speed allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive Pokemon, including Blastoise and Diancie. A Jolly nature allows Incineroar to outspeed uninvested base 95 Speed Pokemon, such as Silvally-(AH)Steel,,(remove extra comma) as well as positive Speed nature base 50 Pokemon, such as Timid Diancie,(RC) or and Scrafty. An Adamant nature allows Incineroar to KO Quagsire with Darkest Lariant into Malicious Moonsault, but however leaves Incineroar outsped by enemy Scrafty. Intimidate allows Incineroar to reduce an enemy's Attack upon switching in, providing it with an opportunity to set up while taking less damage. Incinium-(AH)Z turns Darkest Lariat into Malicious Moonsault, a 195-(AH)Base Power attack that can generally KO or heavily dent any Pokemon that doesn't resist it, with the few mons that aren't KO'd, such as Rhydon, taking very heavy damage. I think you get your point across by just adding "heavily dent" - if you feel like you need the example of Rhydon, you can move that right after "heavily dent." Groundium Z lets Incineroar OHKO Pokemon that resist its Dark-type attacks,(AC) resists such as Hariyama, Guzzlord, and Diancie after a boost i don't understand what "after a boost" is referring to here - incineroar or diancie? unless it's pertinent info you should just remove the phrase imo., as well as OHKOing Pokemon such as Rhydon, which can normally take a Malicious Moonsault normally. Firium Z allows Incineroar to boost Flare Blitz to incredible power, notably OHKOing Passimian on a the switch, however,(AC) its usage must be timed extremely well.

Usage Tips
========

Even unboosted Incineroar hits very hard, even unboosted, so it is often helpful to throw out strong attacks in the early-(AH)game. Flare Blitz can 2hko 2HKO Passimian unboosted, so it is often useful to use it if you expect Passimian to switch in, as removing Passimian means Incineroar is often significantly harder to revenge kill. This set needs to preserve its HP in order to set up Swords Dance reliably, so be sure to preserve Incineroar's HP if it needs to set up in order to break the enemy team. I think this sentence should be rewritten as its fairly repetitive - what could be more clear is the exact situation in which Incineroar's HP should be preserved. Maybe if the set is identified as the wincon? As Incineroar cannot typically break past its checks without significant prior damage or a Z-Move, time your Z-Move usage very carefully, as it is often Incineroar's only way to break through Pokemon such as Rhydon and Quagsire.

Team Options
========

As Incineroar is often walled or revenge killed by Fighting-(AH)types, fighting resists Pokemon that resist Fighting such as Slowbro and Garbodor are incredibly helpful. Hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are appreciated great. Pokemon that can take on Ground-types Type for Incineroar such as Slowbro, Rotom, or Decidueye are also ideal great partners. Incineroar can generally weaken enemy Rock-(AH)types, so partners such as Braviary and Houndoom are great. the previous sentence needs to be rewritten. Why are partners such as Braviary and Houndoom great? You should explain this, since otherwise the connection between Incineroar weakening rock types and braviary/houndoom being good partners seems non-existent to me. Given Incineroar's prominent weakness to Water, water resists Pokemon that can handle Water moves such as Vaporeon and Sceptile can be great partners. Intimidate can be used as a last-(AH)ditch effort to weaken an opponent that Incineroar's team can't otherwise take on, so letting Incineroar die to get an Intimidate off can occasionally be justified. you used "great" a lot in this paragraph, so I tried to spice things up a bit.

[SET]
name: Defensive Pivot
move 1: Knock Off
move 2: U-Turn
move 3: Fire Blast
move 4: Earthquake / Will-O-Wisp
item: Iapapa Berry
ability: Intimidate
nature: Sassy
evs: 248 HP / 132 Def / 128 SpD


[SET COMMENTS]
Moves
========

Knock Off lets Incineroar remove items from enemies,(RC) and also deals as well as dealing respectable damage, being especially useful against Pokemon such as Rhydon. U-turn combined with Incineroar's low Speed stat allows Incineroar to pivot out of bad matchups,(RC) and combined with its lowered low Speed stat allows Incineroar to bring in teammates without them taking damage. Fire Blast takes advantage of hits Steelix and Passimian's on their lower Special Defense stat, 2 hit KOing 2HKOing Steelix outright and 2HKOing while 2 hit KOing Passimian after Stealth Rock most of the time. Earthquake is Incineroar's strongest attack against enemy opposing Incineroar and Diancie, which would otherwise would take little from any attacks it can use be difficult to damage. Willowisp Will-O-Wisp lets Incineroar cripple switch-(AH)ins such as Passimian and Rhydon, supporting its team. Fire Punch can be used with full Attack investment to KO Vanilluxe, is this an OHKO? should make this clear if it's an OHKO, 2hKO, etc. at the cost of significant bulk.

Set Details
========

248 HP EVs maximizes maximize Incineroar's HP while minimizing Stealth Rock damage. 128 Special Defense EVs and a Sassy Nature nature means mean that Incineroar does not get OHKO'd 2HKOed by 2 Blizzards Blizzard from enemy Vanilluxe after Stealth Rock and Hail, allowing it to use its Iapapa Berry to take a third I don't know what this phrase "to take a third" means so I removed it. Please correct if I'm missing its meaning here! I imagine you meant "to recover health"?. Intimidate minimizes the damage Incineroar takes when switching into physical attackers, increasing its survivability. 132 Defense EVs minimizes minimize any physical damage Incineroar takes, letting it switch into enemy Pokemon such as Sneasel with less risk. Iapapa Berry restores 50% of Incineroar's hp HP when it is low,(RC) and gives giving it a substantial increase in bulk,(RC).(AP) and Thanks to Incineroar's weakness to passive damage, the Berry's effect often comes into play it can often be used in a match. reworded this because it didn't make sense as written (the berry can only be consumed once)

Usage Tips
========

This set functions primarily as a pivot,(RC) and as such it should aim to come in on attacks it takes little damage from,(RC) and either throw off a safe attack,(RC) or U-turn out, bringing a teammate in. Willowisp Will-O-Wisp should be used when expecting a switch-(AH)in from a physical attacker that threatens Incineroar out such as Rhydon or Passimian. Knock Off is generally a fairly safe move to use and,(RC) so can be thrown out without much risk if the opponent doesn't have a clear play. Stealth Rock or and other forms of passive damage can be taken advantage of used to guarantee that Incineroar consumes its Iapapa Berry goes off, but however in general play Incineroar's teammates should keep the field clear of hazards. Using Intimitdate Intimidate to reduce an opponent's attack and then using U-turning out to an appropriate teammate is often a good strategy to help wall an opposing Pokemon, as well as reduce the damage Incineroar's team takes. Incineroar can often freely click U-turn out against enemies it expects to switch out, such as Decidueye and Rotom, allowing it to give it's its team switch initiative "Switch initiative" has an unclear meaning to me - not really sure what you're trying to say so would recommend rewording it. If it's a common phrase you think readers should know though you can keep it. Intimidate can be used as a last-(AH)ditch effort to weaken an opponent that Incineroar's team can't otherwise take on, so letting Incineroar die to get an Intimidate off can occasionally be justified.

Team Options
========

As Fighting-(AH)types resist Incineroar's safest move,(RC) Knock Off, having a Pokemon that resists Fighting good fighting resist such as Slowbro or Garbodor is very helpful. Friendly U-turn or Volt-(RH add space) Switch users can capitalize on Incineroar's usage of U-turn to continuously put the opponent into a disadvantageous position. Hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great. Incineroar appreciates friendly Ground-(AH)resistant Pokemon resists,(RC) or Pokemon that can otherwise take Ground attacks such as Slowbro, Rotom, or Whimsicott. Given Incineroar's prominent weakness to Water-type attacks, partners such as Vaporeon and Sceptile can be effective great. Wallbreakers such as Vanilluxe and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.

[STRATEGY COMMENTS]
Other Options
=============

A set of Bulk Up / Power Trip / Drain Punch / Flame Charge with weakness policy Weakness Policy turns Incineroar into a very terrifying sweeper when used with dual screens Screens support, but is very high risk,(RC) and is quite vulnerable without screens if it cannot be used under Screens, as well as being fairly easily worn down. This set can additionally use Rest instead of Drain Punch to improve its matchup against stall teams,(RC) at the cost of flexibility. Taunt allows Incineroar to bypass Pyukumuku,(RC) and generally improves its matchup against stall, however Incineroar is forced to give up but giving up a valuable coverage move,(RC) allowing allows opponents such as Passimian or Diancie to come in for little risk. Flame Charge can be used on the Swords Dance set to give Incineroar a significantly better matchup against offensive teams,(RC) at the cost of useful coverage,(RC) or Flare Blitz. Assault Vest offers a very large increase in special bulk,(RC) and will always work against enemy attacks, as opposed to the artificial increase in bulk that Iapapa Berry provides, but leaves Incineroar significantly more vulnerable to passive damage due to the a lack of healing. Rest and Sleep Talk can be used with Bulk Up,(RC) and a move of choice, such as Power Trip,(AC) to turn Incineroar into a late-(AH)game wincon win condition, however,(AC) the lack of utility in the early-(AH)game,(RC) and the reliance on a requirement for all stops to its singular attack to be gone make this set unreliable..(remove extra period)

Checks and Counters
===================
**Rock-(AH)types**: Rock-(AH)type Pokemon such as Diancie and Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks, as well as threaten threatening to set up Stealth Rock, which severely limits its Incineroar's lifespan. Aerodactyl cannot switch in as safely, but threatens to easily OHKO Incineroar with a Stone Edge easily.

**Fighting-(AH)types**: Fighting-(AH)types such as Passimian and Hariyama take little damage from Incineroar's Dark-(AH)type attacks,(RC) while having the speed or and bulk,(AC) respectively, to KO it in return. Hariyama in particular fears little except a Tectonic Rage Z-Earthquake thanks to Thick Fat letting it resist Flare Blitz,(RC) and threatens it back with a STAB Close Combat or Toxic.

**Faster Pokemon**: Thanks to Incineroar's low Speed stat, Pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP.

**Entry Hazards**: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch-(AH)in and setup opportunities,(RC) and the Pokemon it can set up on.

**Water-(AH)types**: Water-(AH)types such as Vaporeon can threaten Incineroar with a STAB Scald, while it Incineroar is forced to use its Z-Move to KO them, with the pivot set not being able to KO them. Slowbro is weak to Incineroar's Dark type attacks, but with a Colbur Berry it generally has the bulk to threaten it.
let me know if you have any ?s or need clarification on any of the changes. best of luck
 
if you have high priority analyses in future, tell us on the gp queue post because most of us don't play nu so don't know what needs to be done.

GP 1/2
add remove comments

[OVERVIEW]

Thanks to Incineroar's great Attack, an incredibly wide movepool containing many support and coverage options, and ability Intimidate, it is a very flexible Pokemon in the NU metagame, being able to either function as a potent wallbreaker or a useful pivot. High base Attack and wide coverage make Incineroar one of NU's most potent offensive threats, which is only boosted by its access to the exclusive Z-Move Malicious Moonsault, which lets it OHKO nearly any Pokemon that doesn't resist it after a Swords Dance boost. A good defensive typing and great defensive stats combined with its ability Intimidate mean that Incineroar has the natural bulk to take on Fire-, Ice-, and Dark-types. Incineroar's access to Intimidate allows it to function as a very useful pivot, increasing its physical bulk, (RC) and helping it to support its team. However, a weakness to passive damage and no recovery moves means that it is easily worn down, (AC) and its. (RP) Incineroar's weakness to passive damage (i'm eh about saying passive damage twice; maybe change one to Stealth Rock?) and its low Speed stat also leaves leave it easily revenge killed.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Darkest Lariat / Knock Off
move 3: Earthquake
move 4: Flare Blitz
item: Incinium Z / Groundium Z / Firium Z
ability: Intimidate
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe



[SET COMMENTS]
Moves
========


Swords Dance allows Incineroar to increase its impressive Attack to even higher levels, making it incredibly hard to wall. Darkest Lariat is a very reliable move and can be is boosted by Incinium (RH) Z to become a very powerful nuke and is generally a very reliable move. Knock Off hits harder than Darkest Lariat if the enemy has an item, (RC) but cannot be boosted by Incinium Z and does lackluster damage if the opponent foe lacks an item. (or has one that can't be removed?) Earthquake hits Diancie and Rhydon for super effective damage and hits Guzzlord for respectable damage, allowing Incineroar to eliminate them after a Swords Dance boost if they are slightly worn down. An unboosted Flare Blitz 2HKOes Passimian, (RC) as well as being and is Incineroar's hardest hitting move in general.

Set Details
========


Maximum Attack and maximum Speed EVs allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive Pokemon, including Blastoise and Diancie. A Jolly nature allows Incineroar to outspeed uninvested base 95 Speed Pokemon, such as Silvally-Steel,as well as positive Speed nature base 50 Pokemon, such as Timid Diancie and Scrafty. An Adamant nature allows Incineroar to 2HKO Quagsire with the combination of Darkest Lariant and Malicious Moonsault, (RC) but leaves Incineroar it outsped by Scrafty. Intimidate allows Incineroar to reduce an enemy's Attack upon switching in, providing it with an opportunity to set up while taking less damage. Incinium Z turns Darkest Lariat into Malicious Moonsault, a 195-Base Power attack that can generally KO or heavily dent any Pokemon that doesn't resist it. Groundium Z lets Incineroar OHKO Pokemon that resist its Dark-type attacks, such as Hariyama, Guzzlord, and Diancie after a Swords Dance, as well as OHKOing Pokemon such as Rhydon, which can normally take a Malicious Moonsault. Firium Z allows Incineroar to OHKO Passimian on the switch; (semicolon) however, its usage must be timed extremely well.

Usage Tips
========


Even unboosted Incineroar hits very hard, so it is often helpful to throw out strong attacks in the early-game. Flare Blitz can 2HKO Passimian unboosted, so it is often useful to use it if you expect Passimian to switch in, as removing Passimian means Incineroar is significantly harder to revenge kill. This set needs to preserve its HP in order to set up Swords Dance reliably, so be sure to preserve Incineroar's HP if it needs to set up in order to break the enemy team. If Incineroar needs to set up Swords Dance to break the opponent's team, its HP must be preserved, so avoid switching it into unnecessary attacks. (you said basically the same thing twice) As Incineroar cannot typically break past its checks without significant prior damage or a Z-(AH)Move, time your Z Move its Z-Move usage very carefully, as it is often Incineroar's only way to break through Pokemon such as Rhydon and Quagsire.

Team Options
========


As Incineroar is often walled or revenge killed by Fighting-types, Pokemon that resist Fighting such as Slowbro and Garbodor are incredibly helpful. Entry hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are appreciated. Pokemon that can take on Ground-types for Incineroar such as Slowbro, Rotom, or and Decidueye are also ideal partners. Pokemon such as Houndoom and Braviary that appreciate Incineroar's ability to weaken enemy rock types Rock-types such as Houndoom and Braviary are often good partners. Given Incineroar's prominent weakness to Water, Pokemon that can handle Water-type moves such as Vaporeon and Sceptile can be great partners. Intimidate can be used as a last-ditch effort to weaken an opponent a foe that Incineroar's team can't otherwise take on, so letting Incineroar die be KOed to get an Intimidate off can occasionally be justified.

[SET]
name: Defensive Pivot
move 1: Knock Off
move 2: U-Turn
move 3: Fire Blast
move 4: Earthquake / Will-O-Wisp
item: Iapapa Berry
ability: Intimidate
nature: Sassy
evs: 248 HP / 132 Def / 128 SpD



[SET COMMENTS]
Moves
========


Knock Off lets Incineroar remove items from enemies and also deals respectable damage, being especially useful against Pokemon such as Rhydon. U-turn combined with Incineroar's low Speed stat allows Incineroar it to pivot out of bad matchups and bring in teammates without them taking damage. Fire Blast takes advantage of Steelix and Passimian's lower Special Defense, (AC) 2HKOing Steelix outright and 2HKOing Passimian after Stealth Rock most of the time. Earthquake is Incineroar's strongest attack against opposing Incineroar and Diancie, which would otherwise be difficult to damage. Will-O-Wisp lets Incineroar cripple switch-ins such as Passimian and Rhydon, supporting its team. Fire Punch can be used with full Attack investment to OHKO Vanilluxe, (RC) at the cost of significant bulk.

Set Details
========


248 HP EVs maximize Incineroar's HP while minimizing Stealth Rock damage. 128 Special Defense EVs and a Sassy nature mean that Incineroar does not get 2HKOed by Blizzard from enemy Vanilluxe after Stealth Rock and hail, allowing it to use its Iapapa Berry to restore Incineroar's HP. Intimidate minimizes the damage Incineroar takes when switching into physical attackers, increasing its survivability. 132 Defense EVs minimize any physical damage Incineroar takes, letting it switch into enemy Pokemon such as Sneasel with less risk. Iapapa Berry restores 50% of Incineroar's HP when it is low and gives it a substantial increase in bulk. Thanks to Incineroar's weakness to passive damage, the Berry's effect often comes into play.

Usage Tips
========


This set functions primarily as a pivot and, (AC) as such, (AC) Incineroar should aim to come in on attacks it takes little damage from and either throw off a safe attack or U-turn out, bringing a teammate in. Will-O-Wisp should be used when expecting a switch-in from a physical attacker that threatens Incineroar out, (AC) such as Rhydon or Passimian. Knock Off is generally a fairly safe move to use and can be thrown out without much risk if the opponent doesn't have a clear play. Stealth Rock and other forms of passive damage can be taken advantage of to guarantee that Incineroar consumes its Iapapa Berry, but in general, (AC) Incineroar's teammates should keep the field clear of hazards. Using Intimidate to reduce an opponent's a foe's Attack and then using U-turn to switch out to an appropriate teammate is often a good strategy to help wall an opposing Pokemon, (RC) as well as and reduce the damage Incineroar's team takes. Incineroar can often freely U-turn out against enemies it expects to switch out, such as Decidueye and Rotom, allowing it to give giving its team momentum. Intimidate can be used as a last-ditch effort to weaken an opponent a foe that Incineroar's team can't otherwise take on, so letting Incineroar die be KOed to get an Intimidate off can occasionally be justified.

Team Options
========


As Fighting-types resist Incineroar's safest move Knock Off, having a Pokemon that resists Fighting such as Slowbro or Garbodor is very helpful. Friendly U-turn or and Volt Switch users can capitalize on Incineroar's usage of U-turn to continuously put the opponent into a disadvantageous position. Hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great. Incineroar appreciates friendly Ground-(AH)resistant (keep the hyphen but remove the AH comment, so Ground-resistant) Pokemon or Pokemon that can otherwise take Ground-type attacks such as Slowbro, Rotom, or and Whimsicott. Given Incineroar's prominent weakness to Water-type attacks, partners such as Vaporeon and Sceptile can be effective. Wallbreakers such as Vanilluxe and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.

[STRATEGY COMMENTS]
Other Options
=============


A set of Bulk Up / Power Trip / Drain Punch / Flame Charge with Weakness Policy turns Incineroar into a very terrifying sweeper when used with dual screens support, but it is very high risk, (AC) and is quite vulnerable without dual screens, as well as being and is fairly easily worn down. This set can additionally use Rest instead of Drain Punch to improve its matchup against stall teams at the cost of flexibility. Taunt allows Incineroar to bypass Pyukumuku and generally improves its matchup against stall, but giving up a valuable coverage move allows opponents foes such as Passimian or and Diancie to come in for little risk. Flame Charge can be used on the Swords Dance set to give Incineroar a significantly better matchup against offensive teams at the cost of useful coverage or Flare Blitz. Assault Vest offers a very large increase in special bulk and will always work against enemy attacks, as opposed to the artificial increase in bulk that Iapapa Berry provides, but leaves Incineroar significantly more vulnerable to passive damage due to a lack of healing. Rest and Sleep Talk can be used with Bulk Up and a move of choice, such as Power Trip, to turn Incineroar into a late-game sweeper; (semicolon) however, the lack of utility in the early-game and the reliance on a singular attack make this set unreliable.

Checks and Counters
===================


**Rock-types**: Rock-type Pokemon such as Diancie and Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks, (RC) as well as and threaten to set up Stealth Rock, which severely limits Incineroar's lifespan. Aerodactyl cannot switch in as safely, (RC) but threatens to easily OHKO Incineroar with a Stone Edge.

**Fighting-types**: Fighting-types such as Passimian and Hariyama take little damage from Incineroar's Dark-type attacks while having the speed and bulk, respectively, to KO it in return. Hariyama in particular fears little except a Tectonic Rage thanks to Thick Fat letting it resist Flare Blitz and threatens it back with a STAB Close Combat or Toxic.

**Faster Pokemon**: Thanks to Incineroar's low Speed, Pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP.

**Entry Hazards**: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch-(AH)in (keep hyphen remove comment, so switch-in) and setup opportunities.

**Water-types**: Water-types such as Vaporeon can threaten Incineroar with a STAB Scald, while Incineroar is forced to use its Z-Move to KO them, with the pivot set not being able to KO them. Slowbro is weak to Incineroar's Dark-(AH)type attacks, but with a Colbur Berry, (AC) it generally has the bulk to threaten it.
first check as leader nice
 
GP 2/2
[OVERVIEW]

Thanks to Incineroar's great Attack, incredibly wide movepool containing many support and coverage options, and ability Intimidate, it is a very flexible Pokemon in the NU metagame, being able to either function as either a potent wallbreaker or a useful pivot. High base Attack and wide coverage make Incineroar one of NU's most potent offensive threats, which is only boosted by its access to the exclusive Z-Move Malicious Moonsault, which lets it OHKO nearly any Pokemon that doesn't resist it after a Swords Dance boost. A good defensive typing and great defensive stats combined with its ability Intimidate mean that Incineroar has the natural bulk to take on Fire-, Ice-, and Dark-types. Intimidate also allows it to function as a very useful pivot, increasing its physical bulk, and helping it to support its team. However, a weakness to passive damage and no recovery moves means that it is easily worn down, which, (AC) is combined with its low Speed stat, leaving leaves it easily revenge killed.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Darkest Lariat / Knock Off
move 3: Earthquake
move 4: Flare Blitz
item: Incinium Z / Groundium Z / Firium Z
ability: Intimidate
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe


[SET COMMENTS]
Moves
========

Swords Dance allows Incineroar to increase its impressive Attack to even higher levels, making it incredibly hard to wall. Darkest Lariat is a very reliable move and can be boosted by Incinium Z to become a very powerful nuke. Knock Off hits harder than Darkest Lariat if the enemy has an item but cannot be boosted by Incinium Z and does lackluster damage if the foe does not have an item to be removed. Earthquake hits Diancie and Rhydon for super effective damage and hits Guzzlord for respectable damage, allowing Incineroar to eliminate them after a Swords Dance boost if they are slightly worn down. An unboosted Flare Blitz 2HKOes Passimian and is Incineroar's hardest-hitting (AH) move in general, 2HKOing Passimian unboosted.

Set Details
========

Maximum Attack and maximum Speed EVs allow Incineroar to hit as hard as possible while outspeeding most of NU's defensive Pokemon, including Blastoise and Diancie. A Jolly nature allows Incineroar to outspeed uninvested base 95 Speed Pokemon, such as Silvally-Steel,(space)as well as positive Speed nature base 50 Pokemon, such as Timid Diancie and Scrafty. Alternatively, an Adamant nature allows Incineroar to 2HKO Quagsire with the combination of Darkest Lariant and Malicious Moonsault but leaves it outsped by Scrafty. Intimidate allows Incineroar to reduce an enemy's Attack upon switching in, providing it with an opportunity to set up while taking less damage. Incinium Z turns Darkest Lariat into Malicious Moonsault, a 195-Base Power attack that can generally KO or heavily dent any Pokemon that doesn't resist it. Groundium Z lets Incineroar OHKO Pokemon that resist its Dark-type attacks, such as Hariyama, Guzzlord, and Diancie after a Swords Dance, as well as OHKOing Pokemon such as Rhydon, which can normally take a Malicious Moonsault. Firium Z allows Incineroar to OHKO Passimian on the switch; however, its usage must be timed extremely well.

Usage Tips
========

Even unboosted Incineroar hits very hard, so it is often helpful to throw out strong attacks in the early-game. Flare Blitz can 2HKO Passimian unboosted, so it is often useful to use it if you expect Passimian to switch in, as removing Passimian means Incineroar is significantly harder to revenge kill. If Incineroar needs to set up Swords Dance to break the opponent's team, its HP must be preserved, so avoid switching it into unnecessary attacks. As Incineroar cannot typically break past its checks, such as Rhydon and Quagsire, without significant prior damage or a Z-Move, time its Z-Move usage very carefully, as it is often Incineroar's only way to break through Pokemon such as Rhydon and Quagsire.

Team Options
========

As Incineroar is often walled or revenge killed by Fighting-types, Pokemon that resist Fighting such as Slowbro and Garbodor are incredibly helpful. Entry hazard removal makes it significantly easier to use Incineroar, so partners such as Blastoise and Rotom are appreciated. Pokemon that can take on Ground-types for Incineroar such as Slowbro, Rotom, and Decidueye are also ideal partners. Pokemon such as Houndoom and Braviary that appreciate Incineroar's ability to weaken enemy Rock-types are often good partners. Given Incineroar's prominent weakness to Water, Pokemon that can handle Water-type moves such as Vaporeon and Sceptile can be great partners. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

[SET]
name: Defensive Pivot
move 1: Knock Off
move 2: U-Turn
move 3: Fire Blast
move 4: Earthquake / Will-O-Wisp
item: Iapapa Berry
ability: Intimidate
nature: Sassy
evs: 248 HP / 132 Def / 128 SpD


[SET COMMENTS]
Moves
========

Knock Off lets Incineroar remove items from enemies and also deals respectable damage, being especially useful against Pokemon such as Rhydon. U-turn combined with Incineroar's low Speed stat allows it to pivot out of bad matchups and bring in teammates without them taking damage. Fire Blast takes advantage of Steelix and Passimian's lower Special Defense, (AC) 2HKOing Steelix the former outright and 2HKOing Passimian the latter after Stealth Rock most of the time. Earthquake is Incineroar's strongest attack against opposing Incineroar and Diancie, which would otherwise be difficult to damage. Alternatively, Will-O-Wisp lets Incineroar support its team by cripple crippling switch-ins such as Passimian and Rhydon, supporting its team. Fire Punch can be used with full Attack investment to OHKO Vanilluxe at the cost of significant bulk.

Set Details
========

248 HP EVs maximize Incineroar's HP while minimizing Stealth Rock damage. (max HP isn't divisible by 4 so no need to drop the EVs) 128 Special Defense EVs and a Sassy nature mean that Incineroar does not get 2HKOed by Blizzard from enemy Vanilluxe after Stealth Rock and hail, allowing it to use its Iapapa Berry to restore Incineroar's HP. Intimidate minimizes the damage Incineroar takes when switching into physical attackers, increasing its survivability. 132 Defense EVs minimize any physical damage Incineroar takes, letting it switch into enemy Pokemon such as Sneasel with less risk. Iapapa Berry restores 50% of Incineroar's HP when it is low and gives it a substantial increase in bulk. Thanks to Incineroar's weakness to passive damage, the Berry's effect often comes into play.

Usage Tips
========

This set functions primarily as a pivot and, as such, Incineroar should aim to come in on attacks it takes little damage from and either throw off a safe attack or U-turn out, bringing a teammate in. Will-O-Wisp should be used when expecting a switch-in from a physical attacker to switch in that threatens Incineroar out, such as Rhydon or Passimian. Knock Off is generally a fairly safe move to use and can be thrown out without much risk if the opponent doesn't have a clear play. Stealth Rock and other forms of passive damage can be taken advantage of to guarantee that Incineroar consumes its Iapapa Berry, but in general, Incineroar's teammates should keep the field clear of hazards. Using Intimidate to reduce a foe's Attack and then using U-turn to switch out to an appropriate teammate is often a good strategy to help wall an opposing Pokemon and reduce the damage Incineroar's team takes. Incineroar can often freely U-turn out against enemies it expects to switch out, such as Decidueye and Rotom, giving its team momentum. Intimidate can be used as a last-ditch effort to weaken a foe that Incineroar's team can't otherwise take on, so letting Incineroar be KOed to get an Intimidate off can occasionally be justified.

Team Options
========

As Fighting-types resist Incineroar's safest move in Knock Off, having a Pokemon that resists Fighting such as Slowbro or Garbodor is very helpful. U-turn and Volt Switch users can capitalize on Incineroar's usage of U-turn to continuously put the opponent into a disadvantageous position. Entry hazard removal makes it significantly easier to use Incineroar, allowing it to pivot with more freedom, so partners such as Blastoise and Rotom are great. Incineroar appreciates friendly Ground-resistant Pokemon or Pokemon that can otherwise take Ground-type attacks such as Slowbro, Rotom, and Whimsicott. Given Incineroar's prominent weakness to Water-type attacks, partners such as Vaporeon and Sceptile can be effective. Wallbreakers such as Vanilluxe and Medicham appreciate Incineroar's slow U-turn, allowing them to come in with significantly less risk.

[STRATEGY COMMENTS]
Other Options
=============

A set of Bulk Up / Power Trip / Drain Punch / Flame Charge with Weakness Policy turns Incineroar into a very terrifying sweeper when used with dual screens support, but it is very high risk, is quite vulnerable without dual screens, and is fairly easily worn down. This set can additionally use Rest instead of Drain Punch to improve its matchup against stall teams at the cost of flexibility. Taunt allows Incineroar to bypass Pyukumuku and generally improves its matchup against stall, but giving up a valuable coverage move allows foes such as Passimian and Diancie to come in for little risk. Flame Charge can be used on the Swords Dance set to give Incineroar a significantly better matchup against offensive teams at the cost of useful coverage or Flare Blitz. Assault Vest offers a very large increase in special bulk and will always work against enemy attacks, as opposed to the artificial increase in bulk that Iapapa Berry provides, but leaves Incineroar significantly more vulnerable to passive damage due to a lack of healing. Rest and Sleep Talk can be used with Bulk Up and a move of choice, such as Power Trip, to turn Incineroar into a late-game sweeper; however, the lack of utility early-game and the reliance on a singular attack make this set unreliable.

Checks and Counters
===================

**Rock-types**: Rock-type Pokemon such as Diancie and Rhydon generally can take a hit from Incineroar and threaten it back with super effective attacks and threaten to set up Stealth Rock, which severely limits Incineroar's lifespan. Aerodactyl cannot switch in as safely but threatens to easily OHKO Incineroar with a Stone Edge.

**Fighting-types**: Fighting-types such as Passimian and Hariyama take little damage from Incineroar's Dark-type attacks while having the speed and bulk, respectively, to KO it in return. Hariyama in particular fears little except a Tectonic Rage thanks to Thick Fat letting it resist Flare Blitz and threatens it back with Close Combat or Toxic.

**Faster Pokemon**: Thanks to Incineroar's low Speed, Pokemon such as Passimian, Sceptile, and Heliolisk can generally revenge kill it if it is missing much HP.

**Entry Hazards**: Incineroar takes very heavy damage from Stealth Rock, which is only compounded further if Spikes are set up, and this damage limits its switch-in and setup opportunities.

**Water-types**: Water-types such as Vaporeon can threaten Incineroar with a STAB Scald, while Incineroar is forced to use its Z-Move to KO them, with the pivot set not being able to KO them. Slowbro is weak to Incineroar's Dark-type attacks, but with a Colbur Berry, it generally has the bulk to threaten it.
 
Last edited:
handsinair.gif
 
Back
Top