Best Incineroar build
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Generated from the game rules and this Pokémon's move pool: a solid default for a 30-minute run. Swap moves to match the cards you are offered.
Moves (4 slots)
| Slot | Move | Kind | Why | Evolves into |
|---|---|---|---|---|
| 1Core (starting move) | Ember Fire | Projectile | A fireball at the nearest enemy. | Fire Blastneeds Power · ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| 2Crowd clear | Dark Pulse Dark | Burst | A wave of dark energy in every direction. | Snarlneeds Sprint · +6 projectiles, ×1.6 damage and +1 pierce |
| 3Close defense | Fire Spin Fire | Orbit | Flames that spin around you. Constant defense. | Sacred Fireneeds Synthesis · +2 orbs, ×1.7 damage and more radius |
| 4Flex / damage | Heat Wave Fire | Burst | Explodes in flames in every direction. | Eruptionneeds Vigor · +6 projectiles, ×1.6 damage and +1 pierce |
How to play the run
- Level Ember first. It is your only attack at the start. Push it to level 5 with upgrade cards.
- Take Power once (+10% damage with every move.) so a golden card turns Ember into Fire Blast (×1.8 damage, +2 projectiles, +2 pierce and bigger).
- Add Dark Pulse for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
- Enter every rift you can. Beating the legendary gives a bond: fuse Ember with Dark Pulse so both fire together from one slot.
- Hold Life Orb: +30% damage, but each attack costs a little HP. Held items drop from chests and bosses; you keep one at a time.
- Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.
Level-up card priority
- Power — +10% damage with every move.evolution
- Sprint — +7% movement speed.evolution
- Synthesis — +0.9 HP regenerated per second.evolution
- Vigor — +20 max HP (and heals it).evolution
- Reflexes — -8% cooldown on every move.
Items
Life Orb — +30% damage, but each attack costs a little HP.
Alternative: Choice Band — +40% damage, but you can't switch moves.
Permanent upgrades first
- Repertoire (Start with 2 moves, 1,500 coins to max)
- Strength (+4% damage, 5,050 coins to max)
- Reflexes (-3% cooldown, 3,340 coins to max)
- Critical Hit (+3% critical chance (x1.5 damage), 6,300 coins to max)
Best weather
Harsh sunlight: Fire is boosted and Water is weakened.
Super effective against
GrassIcePsychicBugGhostSteel
Best rift arenas for this build
- Hive Forest (Genesect)
- Gloomy Graveyard (Giratina, Hoopa, Lunala, Marshadow…)
- Mind Temple (Mewtwo, Mew, Lugia, Celebi…)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Incineroar build in PokéSurvivor?
Ember, Dark Pulse, Fire Spin, Heat Wave, holding Life Orb. Take Power, Sprint, Synthesis, Vigor so the moves can evolve at max level.
What item should Incineroar hold?
Life Orb (+30% damage, but each attack costs a little hp.) If you find Choice Band first, it is a good alternative.
How do Incineroar's moves evolve?
Ember → Fire Blast (needs Power); Dark Pulse → Snarl (needs Sprint); Fire Spin → Sacred Fire (needs Synthesis); Heat Wave → Eruption (needs Vigor).
Game data from PokéSurvivor · Last updated