Doubles Incineroar

Smudge

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[SET]
Defensive Pivot (Incineroar) @ Heavy-Duty Boots / Sitrus Berry
Ability: Intimidate
Tera Type: Ghost / Grass
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot

[SET COMMENTS]
  • Incineroar's combination of Intimidate, Fake Out, and Parting shot is one of the strongest utility toolkits in the tier, facilitating both defensive and offensive play by maintaining good positioning and increasing the longevity of its teammates. While it is a top-tier supportive piece, Incineroar lacks strong damage output against neutral targets and relies on the teammates it supports to win the game.
  • Fake Out generates free turns for teammates, providing opportunities for a teammate like Kingambit to set up with Swords Dance. Alternatively, it can allow a teammate to safely switch in, take a KO, or use a supportive move like Tailwind or Trick Room.
  • Flare Blitz and Knock Off are strong, consistent damaging options. Flare Blitz offers more immediate damage that can OHKO Chien-Pao and threatens common Pokemon like Gholdengo and Rillaboom. On the other hand, Knock Off adds to Incineroar's utility, removing items like Clear Amulet, Porygon2's Eviolite, and Choice items. With Incineroar's low Speed stat, Parting Shot will often go last, so teammates can enter the field without the risk of being hit.
  • The given EV spread allows Incineroar to survive Volcanion's Steam Eruption and Ogerpon-W's Ivy Cudgel after Intimidate. However, Incineroar EV spreads are extremely flexible depending on the needs of a team, whether it be offensive investment, more defensive EVs, or a higher speed tier.
  • Tera Ghost stops opposing Fake Out and grants an immunity to Fighting-type moves such as Archaludon's Body Press and Iron Hands's Close Combat. Tera Grass flips matchups against threatening foes such as Ogerpon-W and Landorus and grants a Spore immunity.
  • Incineroar fits easily on any team, but it is quite commonly paired with Rillaboom to have constant Fake Out and repositioning options or Ogerpon-W, which provides redirection support and further adds to the team's defensive capabilities while maintaining a strong offensive presence on its own. Strong attackers such as Landorus,Chien-Pao, and slower, setup-based teammates like Swords Dance Kingambit greatly appreciate Incineroar's utility.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/smudge.550367/
Quality checked by:
https://www.smogon.com/forums/members/bagel.608134/
https://www.smogon.com/forums/members/daawesomedude1.228280/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
 
Last edited:
Defensive Pivot (Incineroar) @ Heavy-Duty Boots / Sitrus Berry
Ability: Intimidate
Tera Type: Grass
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot
  • Incineroar packs one of the strongest utility toolkits in the tier, facilitating both defensive and offensive play. Incineroar punishes physical attackers with its Intimidate, increasing the survivability longevity of teammates on the field. Maybe expand a bit more on its addition damage reduction in parting shot here. While this may be appealing it is a top-tier supportive piece, Incineroar lacks for strong damage output against neutral targets and relies on the teammates it supports to win the game. Just trying to reword into something that doesn't have as much a negative connotation.
  • Fake Out generates momentum free turns for teammates, providing opportunities for a teammate like Kingambit to set up with Swords Dance. I feel like Fake Out itself doesn't actually generate momentum (compared to proactive play taking advantage of the space Fake Out creates or something). Kinda minor but just a rewording that I think is a bit more accurate. Alternatively, it can allow a teammate to safely switch in, or take a KO, or use a supportive move like Tailwind or Trick room.
  • Flare Blitz 2HKOs Rillaboom and Kingambit, and Knock Off removes Clear Amulet so Parting Shot and Intimidate can freely debuff opponents, forcing them off the field. With Incineroar's low speed stat, Parting Shot will often go last, so teammates can enter the field without risk of being hit. I'd start off mention that Flare Blitz and Knock Off are both generally pretty strong moves that give Incin consistent damage options or mention potential OHKOs on Chien Pao and Gholdengo. In my experience I think Incin can be pretty useful offensively a lot of the time.
  • The given EV spread allows Incineroar to survive Volcanion's Steam Eruption, and Ogerpon-W's Ivy Cudgel after Intimidate. Doesn't have to be this bullet point but I'd want to mention that Incin EV spreads can be super flexible with investment in both defenses, attack and speed depending on what the player needs.
  • Tera Grass is chosen to flip weaknesses to threatening opponents such as Ogerpon-W and Landorus-I, but it should only be used if it can win the game, such as surviving and knocking out an opponent. Mention Spore immunity, I've been running mostly tera ghost for the fighitng/fake out immunity maybe we should slash that?
  • Incineroar is able to support many different teammates and is extremely splashable, but it is quite commonly paired with Rillaboom to have constant Fake Out and repositioning options. Ogerpon-W is also excellent, providing redirection support that adds to the team's utility toolkit and a complementary damaging type. I'd just emphasize explicitly that both strong attackers and slow setup threats appreciate support from incin.
later edit: mention items, sitrus vs hdb

1/2 really real quality control
 
Last edited:
Defensive Pivot (Incineroar) @ Heavy-Duty Boots / Sitrus Berry
Ability: Intimidate
Tera Type: Ghost/Grass
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot
  • Incineroar packs one of the strongest utility toolkits in the tier, facilitating both defensive and offensive play. Incineroar punishes physical attackers with its Intimidate, increasing the longevity of teammates on the field. Parting Shot further increases their longevity with an additional drop to foes' offensive stats. I'd like a line about how incin's combination of intimidate + fake out + parting shot helps maintain a good board position. You alluded to it throughout the analysis but I think an actual line in the overview is important since it's a big reason why incin is such a good pokemon. While it is a top-tier supportive piece, Incineroar lacks for strong damage output against neutral targets and relies on the teammates it supports to win the game.
  • Fake Out generates free turns for teammates, providing opportunities for a teammate like Kingambit to set up with Swords Dance. Alternatively, it can allow a teammate to safely switch in, take a KO, or use a supportive move like Tailwind or Trick room.
  • Flare Blitz and Knock Off are strong, consistent damaging options that threaten OHKOes on Chien-Pao and Gholdengo, and Knock Off removes Clear Amulet so Parting Shot and Intimidate can freely debuff opponents, forcing them off the field. This sentence is a little clunky rn. I'd split flare blitz and knock off into two separate sentences since they have two different applications imo. They're both consistent damaging options, but I think of flare blitz as mostly for damaging + threatens common mons like pao/gholdengo/rillaboom whereas knock off is more utility based. Flare blitz doesn't OHKO ghold, so I'd reword the sentence to say like massive damage into common pokemon like Gholdengo and Rillaboom or however you want to word it. Regarding knock off, I'd add a line about how it adds to incin's utility such as by removing clear amulet because the way it words now makes it sound like knock off is only good to remove amulet. With Incineroar's low speed stat, Parting Shot will often go last, so teammates can enter the field without risk of being hit.
  • The given EV spread allows Incineroar to survive Volcanion's Steam Eruption, and Ogerpon-W's Ivy Cudgel after Intimidate. However, Incineroar EV spreads are extremely flexible depending on the needs of a team, whether it be offensive investment, more defenses or a higher speed tier.
  • Tera Ghost stops opposing Fake Out and grants an immunity to Fighting-Type moves such as Archaludon's Body Press or Iron Hand's Close Combat. Tera Grass is chosen to flip weaknesses to threatening opponents such as Ogerpon-W and Landorus-I and grant a Spore immunity.
  • Incineroar is able to support many different teammates, but it is quite commonly paired with Rillaboom to have constant Fake Out and repositioning options. Since incin is more of a glue pokemon, rather than saying that it's able to support many different teammates, I think it would be better to say it's able to fit easily on most teams and then lead into pokemon that it synergizes well with (IE the rillaboom line). Ogerpon-W is also an excellent partner, providing redirection support that adds to the team's defensive capabilities and a complementary damaging type. Strong attackers such as Landorus and Chien-Pao and slower, set-up focused teammates like Swords Dance Kingambit greatly appreciate Incineroar's utility.
:mad::mad:/2
 
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[SET]
Defensive Pivot (Incineroar) @ Heavy-Duty Boots / Sitrus Berry
Ability: Intimidate
Tera Type: Ghost / Grass there should be spaces before and after slashes
EVs: 252 HP / 96 Def / 160 SpD
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot

[SET COMMENTS]
  • Incineroar's combination of Intimidate, Fake Out, (comma) and Parting shot is one of the strongest utility toolkits in the tier, facilitating both defensive and offensive play by maintaining a good board position good positioning (too informal) and increasing the longevity of its teammates. While it is a top-tier supportive piece, Incineroar lacks for strong damage output against neutral targets and relies on the teammates it supports to win the game.
  • Fake Out generates free turns for teammates, providing opportunities for a teammate like Kingambit to set up with Swords Dance. Alternatively, it can allow a teammate to safely switch in, take a KO, or use a supportive move like Tailwind or Trick Room room.
  • Flare Blitz and Knock Off are strong, consistent damaging options. Flare Blitz offers more immediate damage that can OHKO Chien-Pao (hyphen) and threatens common Pokemon like Gholdengo and Rillaboom. On the other hand, Knock Off adds to Incineroar's utility, removing things items like Clear Amulet, Porygon-2's Evolite Porygon2's Eviolite, or and Choice items. With Incineroar's low speed Speed stat, Parting Shot will often go last, so teammates can enter the field without the risk of being hit.
  • The given EV spread allows Incineroar to survive Volcanion's Steam Eruption (remove comma) and Ogerpon-W's Ivy Cudgel after Intimidate. However, Incineroar EV spreads are extremely flexible depending on the needs of a team, whether it be offensive investment, more defenses defensive EVs, (comma) or a higher speed tier.
  • Tera Ghost stops opposing Fake Out and grants an immunity to Fighting-type Type moves such as Archaludon's Body Press or and Iron Hands's Hand's Close Combat. Tera Grass is chosen to flip weaknesses to flips matchups against threatening opponents foes such as Ogerpon-W and Landorus-I and grants a Spore immunity.
  • Incineroar fits easily on any team, but it is quite commonly paired with Rillaboom to have constant Fake Out and repositioning options (remove comma) or Ogerpon-W, (comma) which provides redirection support and further adds to the team's defensive capabilities while maintaining a strong offensive presence on its own. Strong attackers such as Landorus,(comma) and Chien-Pao,(comma) and slower, set-up focused setup-focused (setup-based could be better) teammates like Swords Dance Kingambit greatly appreciate Incineroar's utility.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/smudge.550367/
Quality checked by:
https://www.smogon.com/forums/members/bagel.608134/
https://www.smogon.com/forums/members/daawesomedude1.228280/
Grammar checked by:
(gp member credits here)
 
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