Super Pokémon Team Builder

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Level 17To Pignite

Level 36To Emboar

EmboarLast stage shown

#0500 · GENERATION 5

Emboar Build Guide

FireFighting

Physical attacker with recoil damage

Build a Emboar team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMChoice Band
ABILITYReckless
NATUREAdamant
1
Flare Blitz
2
Close Combat
3
Wild Charge
4
Knock Off

How to play

Choice Band boosts Attack and locks Emboar into one move until switching. Reckless boosts Flare Blitz and Wild Charge, making their immediate damage useful in a favorable matchup.

Watch out for

Key risk. Reckless does not remove recoil and does not boost Close Combat or Knock Off. Low Speed, recoil and Close Combat’s defense drops can quickly wear Emboar down.

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

Choice Band boosts Attack and locks Emboar into one move until switching. Reckless boosts Flare Blitz and Wild Charge, making their immediate damage useful in a favorable matchup.

You are picking the move to lock into

Choice Band locks Emboar into the first move until it switches out, so choose the attack that still answers the likely switch-in instead of the one that only KOs the current target.

A Ground type comes in

Wild Charge cannot hit a Ground type at all, so Flare Blitz or Knock Off is the only option left — and Ground is one of the four types that deal 2× to Emboar, alongside Water, Flying and Psychic.

You want the biggest possible hit

Reckless does not make Flare Blitz more accurate, it only raises the damage and the recoil that comes with it. A missed hit is a turn with no output and no boost to show for it.

What does a safe pivot mean?

A teammate uses a switching move to bring Emboar 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

Reckless boosts only the recoil moves, so Flare Blitz and Wild Charge get the raise while Close Combat and Knock Off get nothing from the ability. Recoil and Close Combat’s defense drops both pile up over the stay, and the Choice Band lock means every one of those trades is chosen in advance.

Watch the tradeoff. Reckless does not remove recoil and does not boost Close Combat or Knock Off. Low Speed, recoil and Close Combat’s defense drops can quickly wear Emboar down.

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

Emboar or Infernape?

Infernape offers more Speed and pivoting instead of this slower, recoil-heavy approach.

Base stats · standard forms in the local Generation 9 dataset
StatEmboarInfernape
HP11076
Attack123104
Defense6571
Sp. Attack100104
Sp. Defense6571
Speed65108

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 Flying teammate covers Ground and resists Fighting. Healing support helps manage recoil; account for Water and Psychic attacks too.

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 offers more Speed and pivoting instead of this slower, recoil-heavy approach.

Read Infernape guide →

Try Infernape →

Type matchups

Weak to

Water2×Ground2×Flying2×Psychic2×
Resistances and immunities
Fire0.5×Grass0.5×Ice0.5×Bug0.25×Dark0.5×Steel0.5×

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

HP110
Attack123
Defense65
Sp. Attack100
Sp. Defense65
Speed65

Evolution chain

  1. Tepig#498
  2. Level 17

    Pignite#499
  3. Level 36

    Emboar#500

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

Build your Emboar team

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

TEAM WORKSPACE

Your team 1 / 6

Team score 54 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#500

Emboar

FireFighting
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense92
Defense64
Coverage39
Synergy8

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.

    +22 pts

    Celebi

    PsychicGrass

    Team score 54 → 76

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Psychic resistance or immunity
    +22 pts

    Iron Leaves

    GrassPsychic

    Team score 54 → 76

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ground resistance or immunity
    • Adds Psychic resistance or immunity
    +21 pts

    Jirachi

    SteelPsychic

    Team score 54 → 75

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds super-effective coverage against Fighting, Poison, Fairy
    +21 pts

    Celesteela

    SteelFlying

    Team score 54 → 75

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    +20 pts

    Latios

    DragonPsychic

    Team score 54 → 74

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds super-effective coverage against Fighting, Poison, Dragon
    +20 pts

    Kartana

    GrassSteel

    Team score 54 → 74

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds super-effective coverage against Water, Ground, Fairy

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

    Key insights
    • Flying attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 7 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    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
    AttackEmboarWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric1×00
    Grass½×01
    Ice½×01
    Fighting1×00
    Poison1×00
    Ground2×10
    Flying2×10
    Psychic2×10
    Bug¼×01
    Rock1×00
    Ghost1×00
    Dragon1×00
    Dark½×01
    Steel½×01
    Fairy1×00

    Offensive type coverage

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

    Normal✓ Super effective
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    Dark✓ Super effective
    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.