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Level 16To Raboot

Level 35To Cinderace

CinderaceLast stage shown

#0815 · GENERATION 8

Cinderace Build Guide

Fire

Fast physical attacker and pivot

Build a Cinderace team ↓

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYBlaze
NATUREJolly
1
Pyro Ball
2
High Jump Kick
3
U-turn
4
Court Change

How to play

Use its Speed to attack or pivot with U-turn. Court Change swaps certain field effects between sides, including entry hazards, when exchanging them benefits your team.

Watch out for

Key risk. Pyro Ball can miss and High Jump Kick causes crash damage if it fails. Court Change swaps hazards rather than deleting them and can help an opponent if used carelessly. This example uses Blaze, not Libero.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Use its Speed to attack or pivot with U-turn. Court Change swaps certain field effects between sides, including entry hazards, when exchanging them benefits your team.

You are about to use High Jump Kick

A Ghost target ignores Fighting moves entirely, and a miss takes HP either way. Pyro Ball or U-turn is the answer for that matchup; the kick is for Rock, Dark and Steel targets, each of which takes 2×.

Hazards are sitting on your side

Court Change can send them to the opponent, but you still give up the turn and take whatever the incoming Pokémon hits you with. Use it when the swap is worth more than the hit.

A Ground or Rock type blocks you

Ground, Rock and Water each deal 2× to Cinderace, and a Ground immunity from a Flying teammate is the clean way to keep the pressure up without a prediction.

What does a safe pivot mean?

A teammate uses a switching move to bring Cinderace in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Court Change moves field effects between the two sides, including entry hazards — it relocates them rather than deleting them, so a careless use can hand the opponent a clean side. Pyro Ball can miss and High Jump Kick costs Cinderace HP when it fails.

Watch the tradeoff. Pyro Ball can miss and High Jump Kick causes crash damage if it fails. Court Change swaps hazards rather than deleting them and can help an opponent if used carelessly. This example uses Blaze, not Libero.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Cinderace or Infernape?

Infernape adds Fighting typing and Mach Punch, without Court Change.

Base stats · standard forms in the local Generation 9 dataset
StatCinderaceInfernape
HP8076
Attack116104
Defense7571
Sp. Attack65104
Sp. Defense7571
Speed119108

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Water partner helps cover Rock and Water attacks. A Flying teammate provides Ground immunity.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Infernape

Infernape adds Fighting typing and Mach Punch, without Court Change.

Read Infernape guide →

Try Infernape →

Type matchups

Weak to

Water2×Ground2×Rock2×
Resistances and immunities
Fire0.5×Grass0.5×Ice0.5×Bug0.5×Steel0.5×Fairy0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP80
Attack116
Defense75
Sp. Attack65
Sp. Defense75
Speed119

Evolution chain

  1. Scorbunny#813
  2. Level 16

    Raboot#814
  3. Level 35

    Cinderace#815

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Cinderace team

Start with Cinderace. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 48 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#815

Cinderace

Fire
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense78
Defense66
Coverage22
Synergy18

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +26 pts

    Torterra

    GrassGround

    Team score 48 → 74

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Water, Electric and more
    +26 pts

    Virizion

    GrassFighting

    Team score 48 → 74

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Rock resistance or immunity
    +26 pts

    Tapu Bulu

    GrassFairy

    Team score 48 → 74

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Fighting, Ground and more
    +25 pts

    Cacturne

    GrassDark

    Team score 48 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Ground, Psychic and more
    +25 pts

    Chesnaught

    GrassFighting

    Team score 48 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Rock resistance or immunity
    +25 pts

    Shiinotic

    GrassFairy

    Team score 48 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Water, Fighting, Ground and more

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 4 of 18 single-type targets super effectively. Actual move coverage can differ.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackCinderaceWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric1×00
    Grass½×01
    Ice½×01
    Fighting1×00
    Poison1×00
    Ground2×10
    Flying1×00
    Psychic1×00
    Bug½×01
    Rock2×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy½×01

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireResisted
    WaterResisted
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    RockResisted
    GhostNeutral
    DragonResisted
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.