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Level 17To Torracat

Level 34To Incineroar

IncineroarLast stage shown

#0727 · GENERATION 7

Incineroar Build Guide

FireDark

Bulky physical pivot

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYIntimidate
NATURECareful
1
Flare Blitz
2
Knock Off
3
Parting Shot
4
Taunt

How to play

Intimidate can reduce an eligible opponent’s Attack on entry. Parting Shot lowers the target’s attacking stats and switches Incineroar out, creating a chance to bring in a teammate.

Watch out for

Key risk. Intimidate does not weaken special attacks; some abilities block stat drops or punish them. Parting Shot can be blocked, and Flare Blitz recoil wears it down. This is a casual singles example.

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

Intimidate can reduce an eligible opponent’s Attack on entry. Parting Shot lowers the target’s attacking stats and switches Incineroar out, creating a chance to bring in a teammate.

A physical opponent switches in

Confirm the drop actually lands — some abilities block a stat drop or gain from it. Against those targets Intimidate is not the free turn the entry looks like, so lead with Knock Off or Parting Shot value instead.

A Psychic or Ghost type comes in

Psychic moves cannot touch Incineroar, and Knock Off is a Dark move that hits both Psychic and Ghost targets for 2×. Flare Blitz is the option when you want the KO and can accept the recoil.

The opponent’s plan needs a status move

Use Taunt to spend those turns for them. A target that simply attacks and boosts with the same move is not delayed by it, so Taunt is a read on the set, not on the species.

What does a safe pivot mean?

A teammate uses a switching move to bring Incineroar 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

Intimidate lowers Attack only, so a special attacker entering against Incineroar is not weakened at all. Parting Shot drops the target’s attacking stats and brings a teammate in; Heavy-Duty Boots stop entry hazards, not the move that follows the switch.

Watch the tradeoff. Intimidate does not weaken special attacks; some abilities block stat drops or punish them. Parting Shot can be blocked, and Flare Blitz recoil wears it down. This is a casual singles example.

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

Incineroar or Arcanine?

Arcanine offers another Intimidate Fire role without Incineroar’s Psychic immunity.

Base stats · standard forms in the local Generation 9 dataset
StatIncineroarArcanine
HP9590
Attack115110
Defense9080
Sp. Attack80100
Sp. Defense9080
Speed6095

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 partner covers Ground and resists Fighting. A Water or Grass teammate helps against Water and Rock attackers.

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: Arcanine

Arcanine offers another Intimidate Fire role without Incineroar’s Psychic immunity.

Read Arcanine guide →

Try Arcanine →

Type matchups

Weak to

Water2×Fighting2×Ground2×Rock2×
Resistances and immunities
Fire0.5×Grass0.5×Ice0.5×Psychic0×Ghost0.5×Dark0.5×Steel0.5×

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

HP95
Attack115
Defense90
Sp. Attack80
Sp. Defense90
Speed60

Evolution chain

  1. Litten#725
  2. Level 17

    Torracat#726
  3. Level 34

    Incineroar#727

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

Build your Incineroar team

Start with Incineroar. 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#727

Incineroar

FireDark
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense90
Defense66
Coverage33
Synergy17

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.

    +24 pts

    Whimsicott

    GrassFairy

    Team score 54 → 78

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

    Celebi

    PsychicGrass

    Team score 54 → 76

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

    Shiinotic

    GrassFairy

    Team score 54 → 76

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

    Tapu Bulu

    GrassFairy

    Team score 54 → 76

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

    Iron Leaves

    GrassPsychic

    Team score 54 → 76

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

    Exeggutor

    GrassPsychic

    Team score 54 → 75

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Fighting resistance or immunity
    • Adds Ground resistance or immunity

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

    Key insights
    • Fighting 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 6 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
    AttackIncineroarWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric1×00
    Grass½×01
    Ice½×01
    Fighting2×10
    Poison1×00
    Ground2×10
    Flying1×00
    Psychic0×01
    Bug1×00
    Rock2×10
    Ghost½×01
    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.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    Psychic✓ Super effective
    Bug✓ Super effective
    RockNeutral
    Ghost✓ Super effective
    DragonNeutral
    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.