UU Infernape

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Overview
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Infernape is the epitome of a versatile offensive Pokemon in UU. With a great movepool that includes strong coverage, and access to support moves such as Stealth Rock, Infernape has many viable sets. While its bulk is underwhelming, its secondary Fire typing allows it to switch in to Will-O-Wisp. All of this combined with an impressive Speed stat, access to boosting moves, and high base Attack and Special Attack stats make Infernape a huge threat in UU.


Nasty Plot
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name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot turns Infernape into an incredible special-attacking wallbreaker. Fire Blast is the strongest move on this set and does hefty damage to bulky walls such as Florges. Grass Knot provides strong coverage against heavy Pokemon weak to it such as Suicune and Hippowdon. Vacuum Wave allows Infernape to prevent Pokemon such as Choice Scarf Hydreigon from revenge killing it, while Close Combat lets Infernape surprise and beat Blissey and Snorlax.

Set Details
========

If you choose to run Vacuum Wave, an EV spread of 4 HP / 252 SpA / 252 Spe is optimal to maximize Infernape's damage output and Speed. However, running Close Combat shifts the optimal EV spread to one of three options: 4 Atk / 252 SpA / 252 Spe with a Naive nature ensures the OHKO on Blissey after Stealth Rock, 84 Atk / 172 SpA / 252 Spe with a Naive nature guarantees the OHKO on Umbreon after Stealth Rock, and 136 Atk / 120 SpA / 252 Spe with a Naive nature ensures the OHKO on Blissey regardless of whether Stealth Rock is present. You can invest further to ensure the OHKO on Umbreon, but this is not worth it. In all cases, a Speed-boosting nature allows Infernape to outspeed most of the unboosted tier. Blaze is the optimal ability, as Iron Fist is useless on this set no matter what moves you decide to run.

Usage Tips
========

Many times, your opponent will expect one of Infernape's physical sets. You can take advantage of this by bringing Infernape in against a special wall such as Blissey and using Nasty Plot on the switch to a physical wall. If you don't have Close Combat, try to weaken opposing Blissey before starting to set up. Fire Blast still does around forty percent of Blissey's HP when Infernape is at +2, but Infernape doesn't appreciate being paralyzed by a healthy Blissey. As with all Infernape sets, the most common counters are Choice Scarf users that can OHKO it due to Infernape's low bulk. If you want to keep Infernape alive and can't defeat the Choice Scarf users with Vacuum Wave, don't hesitate to switch out.

Team Options
========

Nasty Plot Infernape works best on balanced or hyper offensive teams. On balanced teams, a solid defensive core can help patch up Infernape's weakness to Choice Scarf users and provide plenty of chances to set up. On hyper offensive teams, Infernape's access to powerful moves and strong priority allows it to destroy weakened teams. Nasty Plot Infernape works well with Sticky Web, which allows it to eliminate grounded Choice Scarf users such as Krookodile that otherwise threaten it out. It also works well with Dugtrio, which can weaken or beat many of Infernape's best counters, including Victini.

All-Out Attacker
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name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

Close Combat is Infernape's main spammable STAB move, and it easily OHKOes defensive threats such as Blissey. Overheat gives Infernape great neutral coverage and is its best special STAB move. Alternatively, Fire Blast can be used; it's slightly weaker, but doesn't limit Infernape's effectiveness after it's used once. Grass Knot does significant damage to lured-in threats such as Suicune and Swampert. Mach Punch is a strong priority move that deals hefty damage to offensive threats such as Hydreigon, while Earthquake is guaranteed to OHKO Chandelure and does hefty damage to Victini as well.

Set Details
========

A spread with 228 Attack EVs guarantees the OHKO on Chandelure with Earthquake and Umbreon with Close Combat. If you choose not to run Earthquake, however, you can run as few as 136 Attack EVs to retain the OHKO on Blissey. A Naive nature allows Infernape to outspeed most Pokemon while not making it too weak to physical priority. Life Orb boosts Infernape's damage output to extreme levels. If you're using Mach Punch, Iron Fist is your best choice as an ability; otherwise, Blaze powers up Infernape's Fire-type STAB moves when Infernape is at low HP.

Usage Tips
========

This Infernape set can rip holes in teams multiple times throughout the game, so don't sacrifice it early game. With this set, Infernape can bluff both physical and special sets as well as surprise threats such as Swampert, Chandelure, and Victini with its coverage. Use Mach Punch with caution, as it isn't extraordinarily strong.

Team Options
========

All-out attackerInfernape works well on many teams, especially those that can benefit from a lure for Pokemon such as Blissey and Chandelure. While Infernape can help out offensive teams by being an effective wallbreaker, it also appreciates a strong defensive core to keep it healthy. Entry hazard support is especially helpful as it increases the number of Pokemon Infernape can surprise and take out.

Choice Scarf
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name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Flare Blitz and Close Combat hit hard and are great for late-game cleaning, though you must be careful of the recoil and stat drops respectively. U-turn allows Infernape to maintain momentum against bulky threats such as Suicune. Stone Edge allows Infernape to hit Chandelure and Victini, while Grass Knot helps deal damage to bulky Water-types such as Swampert, as well as to Rhyperior.

Set Details
========

Infernape's great 108 Speed combined with a Choice Scarf allows it to outspeed nearly the entire tier. In order to accomplish this, a Jolly nature is necessary, as otherwise, Infernape can be outsped by threats such as Choice Scarf Mienshao. Blaze is the only useful ability for this set, as it powers up Flare Blitz when Infernape is about to faint. If you choose to run Stone Edge, a simple EV spread of 252 Atk / 4 SpD / 252 Spe allows Infernape to deal the most damage. If you run Grass Knot, try a Naive nature instead. There's no need to invest in Special Attack, as Infernape needs to retain as much physical power as possible.

Usage Tips
========

Choice Scarf Infernape is best used as a revenge killer. It can also easily finish off weakened teams late-game. Use U-turn liberally, especially if the opponent has a bulky Pokemon that Infernape can't break through, such as Suicune. This allows you to wear down these threats and maintain momentum.

Team Options
========

Choice Scarf Infernape fits the bill for a fast Choice Scarf user on an offensive team. Entry hazards are greatly appreciated, as Choice Scarf Infernape relies heavily on passive damage and forcing switches in order to rack up damage, which will allow it to sweep late-game. One great partner is Mega Ampharos, which forms a nice VoltTurn core with Infernape, can threaten out bulky Water-types, and can get Infernape safely in with a slow Volt Switch.

Swords Dance
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name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance boosts Infernape's already impressive Attack to incredible levels. When boosted, Mach Punch easily OHKOes offensive threats such as Hydreigon. Close Combat becomes insanely strong after boosts. Thunder Punch allows Infernape to more easily break through bulky Water-types such as Suicune and Alomomola. Flare Blitz deals incredible damage, but Fire Punch is an option if recoil is an issue.

Set Details
========

Swords Dance Infernape doesn't need a complicated EV spread, as a spread of 252 Atk / 4 SpD / 252 Spe maximizes its power and Speed. A Jolly nature ensures that Infernape can outspeed most of the metagame, bar Choice Scarf users. Iron Fist is the optimal choice if you run any of the elemental punches or Mach Punch, but Blaze can boost Flare Blitz's damage output to unprecedented levels.

Usage Tips
========

Not everything can be OHKOed by +2 Infernape, so don't carelessly set up a Swords Dance if the opponent has a healthy Suicune that can tank a hit and potentially KO Infernape in return. Try to bring Infernape in on Pokemon that its non-boosting sets scare out, as this will help it get free boosts. Finally, while Flare Blitz does massive damage, it also quickly lowers Infernape's own health, so use it sparingly.

Team Options
========

Swords Dance Infernape fits best on a more offensive team that can whittle down its defensive counters and allow Infernape to sweep. Zoroark is a particularly interesting partner, as it can run a Nasty Plot set alongside Swords Dance Infernape to confuse opponents. As with all Infernape sets, entry hazards are key to securing crucial KOs and sweeping.

Choice Band
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name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

With a Choice Band, Infernape makes the most out of its high Base Power moves and respectable stats to deal surprising damage right out of the gate. Mach Punch can deal with many offensive threats, while Close Combat and Flare Blitz allow Infernape to break through most walls. Fire Punch is weaker than Flare Blitz, but it allows Infernape to stick around for longer due to lack of recoil. U-turn allows Infernape to maintain momentum against threats it can't 2HKO.

Set Details
========

Infernape's optimal EV spread is a simple 252 Atk / 4 SpD / 252 Spe spread that allows it to deal hefty damage while outspeeding much of the metagame. A Jolly nature is mandatory to deal with offensive threats. Iron Fist is the best ability, as it increases the power of Mach Punch and Fire Punch.

Usage Tips
========

Choice Band Infernape should be used as a revenge killer and a wallbreaker. It still has a great Speed tier and a resistance to Dark, so it can come in on Pokemon such as Choice Scarf Hydreigon locked into Dark Pulse and retain momentum. As with other sets, U-turn is always a great option if the opponent has a dangerous wall such as Alomomola at high health. Choice Band Infernape has many offensive checks, so don't hesitate to switch out into something bulkier in order to preserve Infernape for later on.

Team Options
========

Choice Band Infernape works very well with Pokemon such as Ampharos and Forretress that have access to a slow Volt Switch or U-turn. They allow Infernape to come in safely multiple times and break walls. Infernape works well with defensive cores that can patch up its weakness to Choice Scarf Pokemon and heal it up to increase its longevity. However, Infernape also works well on hyper offensive teams, where it can use its high damage output and strong priority to sweep through a weakened team.

Lead
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name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

Although Infernape is usually used in a purely offensive capacity, its high Speed allows it to set up Stealth Rock reliably. U-turn maintains momentum for the team and allows Infernape to come in multiple times in case its entry hazards are removed. Overheat is a nuke, and its accompanying stat drop isn't as crippling because lead Infernape will be switching out or fainting anyway. However, Fire Blast is an option if you want more consistent damage. Taunt can be used to prevent opposing Pokemon from setting up entry hazards, removing them with Defog, or using status moves. Close Combat churns out hefty damage. Finally, Grass Knot can be used to surprise Rhyperior, Swampert, and other bulky Pokemon weak to it.

Set Details
========

If you choose to run Close Combat, running maximum Attack EVs is the best option, as it allows Infernape to deal the most damage to threats. However, if you choose to run Grass Knot, maximum Special Attack EVs allow you to increase the damage Overheat and Grass Knot do. You can also tweak the EVs to target specific threats for your team. Blaze combined with Focus Sash allows Infernape to take a hit and retaliate with a boosted Overheat. Finally, a Hasty nature is chosen over a Naive nature due to this set's use as a lead, as with Focus Sash, taking less damage from priority is less important than taking less damage from special hits such as Hydreigon's Dark Pulse.

Usage Tips
========

Infernape is successful as a lead due to its ability to set entry hazards and prevent them through threatening or Taunting opposing hazard setters. Depending on the lead matchup, prioritize either getting damage off or setting up Stealth Rock on a game-by-game basis. While Infernape does have a Focus Sash, there's no need to sacrifice it in the first few turns just because it's a dedicated lead: keeping it around can be valuable, as it still has significant offensive presence.

Team Options
========

Lead Infernape fits best on offensive teams that can benefit from its entry hazards, fast Taunt, high damage output, and access to U-turn. Infernape pairs well with Ghost-types, such as Sableye, as they can prevent the successful use of Rapid Spin. Sweepers such as Sharpedo and Mienshao enjoy Infernape's ability to soften up walls and set entry hazards to aid their sweeps.

Other Options
########

Infernape's movepool is ridiculously diverse, so it has plenty of other options. It can run a Bulk Up set, but its lackluster bulk isn't really helped enough to justify this over a different boosting set. Lead Infernape can choose to run Fake Out to break Focus Sashes and deal chip damage, or it can run Endeavor, which complements its Focus Sash and allows it to cripple walls. A Work Up mixed attacking set is also an option, but this is usually outclassed by a different boosting set. Calm Mind is similar to Bulk Up in that it doesn't solve Infernape's lack of bulk and is outclassed by other boosting sets. Gunk Shot and Iron Tail can be used on many of the sets to break through Fairy-types, but their low accuracies and marginal power difference to Flare Blitz makes them not worth it. Hone Claws can be used in conjunction with these low-accuracy moves, but it is otherwise underwhelming. Encore can be used as a surprise support move, but sacrificing valuable coverage is detrimental. A Sunny Day offensive set can be used on specific teams, but Infernape has trouble reliably setting it up. Defensive sets with Slack Off and/or Will-O-Wisp might seem viable on paper, but Infernape's horrible bulk makes them ineffective. Infernape's Nasty Plot set can feasibly run Hidden Power Ground to more easily get past Chandelure and Victini, but it has trouble sacrificing coverage.


Checks & Counters
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**Bulky Water-types**: Bulky Water-types such as Suicune can defensively check any set not running Grass Knot.

**Chandelure**: Chandelure is a good defensive counter to any set that relies purely on Fire-, Fighting-, and Grass-type moves. It does have to watch out for Earthquake and Stone Edge, though.

**Victini**: Similarly to Chandelure, Victini takes minimal damage from Infernape's Fire- and Fighting-type STAB moves, and it offensively threatens Infernape in return. It also needs to be wary of Earthquake and Stone Edge, but to a lesser extent due to its higher bulk.

**Priority**: Infernape's frailty makes it susceptible to priority, such as Lucario's ExtremeSpeed. This weakness is compounded by the fact that its two main physical STAB moves either reduce its HP or its defensive stats.

**Choice Scarf Users**: Choice Scarf users such as Hydreigon, Mienshao, and Flygon as well as naturally fast Pokemon such as Alakazam and Mega Aerodactyl can force Infernape out unless it holds a Choice Scarf.

**Dugtrio**: Although it is somewhat susceptible to priority from the Swords Dance and Nasty Plot sets, Dugtrio can easily trap and beat any Infernape set.


Overview
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  • An incredible offensive mon that can go Phys, Spec, or both.
  • Iffy defensive stats, but makes up for it with a decent defensive typing.
  • Great coverage and the ability to threaten every pokemon in the entire tier.
  • Access to priority on both sides.
  • Can run great boosting sets or even support a little with u-turn and SR.


Nasty Plot
########
name: Nasty Ape
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 252 SpA / 4 Atk / 252 Spe
nature: Naive

Moves
========

  • Nasty Plot boosts Infernape's already impressive SpA to unprecedented levels.
  • Fire Blast is Infernape's strongest move, and will do incredible damage at +2 even to bulky walls like Florges.
  • Grass Knot allows Infernape to kill pokemon like Alomomola, Suicune, and Hippowdon.
  • Vacuum Wave offers handy priority to prevent pokemon like Scarf Hydreigon revenging you.
  • Close Combat lures and surprises Blissey, Umbreon, and Snorlax.

Set Details
========

  • If you're not running Close Combat, stick with the listed EV spread to maximize damage and capitalize on Infernape's great speed tier.
  • If you are running Close Combat, you have three options for EVs and nature. You can either run 252 SpA / 4 Atk / 252 Spe with a Naive Nature to OHKO Blissey after rocks, 172 SpA / 84 Atk / 252 Spe with a Naive Nature to OHKO Umbreon after rocks and have a higher chance of OHKOing Blissey without rocks, or you can go 120 SpA / 136 Atk / 252 Spe with a Naive Nature to OHKO Blissey whether or not there are rocks. You could EV to kill Umbreon before rocks, but it is relatively rare and requires almost full investment, so it isn't worth it.
  • A speed-boosting nature allows Infernape to outspeed most of the unscarfed tier.
  • Iron Fist is useless for the NP set, so Blaze allows Infernape some extra power in niche situations.

Usage Tips
========
  • Many times, your opponent will expect a physical ape. You can use this in ways like bringing Infernape in against a Blissey to bait the switch into something like a Suicune, giving you a free boost and the potential to sweep.
  • If you don't have Close Combat, try and weaken Blissey before starting to set up. Fire Blast still does upwards of forty percent at +2, so you're not completely helpless against it.
  • As with all Infernape sets, the biggest counters are scarfed pokemon who can OHKO it due to Infernape's bad bulk. If you want to keep Infernape alive and can't kill the scarfer with priority, don't hesitate to switch out.

Team Options
========

  • NP Infernape works best on balanced or HO teams.
  • On balanced teams, a solid defensive core can patch up Infernape's weakness to scarfers and give him plenty of chances to set up.
  • On HO teams, Infernape can use his high damage and strong priority to decimate a weakened team.

All-Out Attacker
########
name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

  • Mach Punch is a strong stab priority that allows you to deal hefty damage to offensive threats like Lucario and Hydreigon.
  • Overheat, or Fire Blast, provides good neutral coverage and amounts to Infernape's best available special STAB.
  • Grass Knot lures and deals insane damage to threats like Suicune, Swampert, and Rhyperior.
  • Earthquake lures in and kills Chandelure, and Close Combat kills Blissey.

Set Details
========

  • Run 228 Atk to kill Chandelure with Earthquake and Umbreon with Close Combat.
  • If you choose not to run Earthquake, you can run as little as 136 Atk to OHKO Blissey.
  • Naive nature retains your high Atk and SpA while not making you too weak physical priority.
  • LO for crucial damages.
  • Iron Fist powers up Mach Punch - if you're not using it, use Blaze instead to power up Fire blast on low HP.

Usage Tips
========

  • Keeping Infernape healthy can allow him to rip holes into a team later in the game.
  • All-Out Attacker Infernape is a great lure for threats like Chandelure, Victini, and Rhyperior.
  • Don't spam mach punch if it won't kill, Infernape can do the most work at the end of the game if you keep him around.

Team Options
========

  • Infernape works great with teams who need a lure for pokemon like Blissey, Umbreon, Chandelure, and Rhyperior.
  • Infernape works best with offensive teams who can take advantage of the holes he rips in teams, although he also appreciates a defensive core to heal him up.
  • Hazards are great to turn more 2HKOs into 1HKOs.

Choice Scarf
########
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

  • Flare Blitz turns you into a slightly weaker but faster Darmanitan. Be careful about recoil.
  • Close Combat is Infernape's bread and butter move. Watch the drops.
  • U-turn allows you to maintain momentum against threats you can't hurt like full health Suicune.
  • Stone Edge hits things like Chandelure and Victini which otherwise wall you.
  • Grass Knot hits bulky waters and Rhyperior.

Set Details
========

  • Choice Scarf makes you outspeed almost the entire tier.
  • Jolly Nature makes you outspeed almost the entire tier
  • Blaze powers up Flare Blitz on low HP for even more power.
  • If you're running Stone Edge, stick to a simple EV spread with max Atk and max Spe with 4 SpD for any stray Download P2s.
  • If you're running Grass Knot, try a naive nature. You can invest in SpA if you want, but you really need all the power you can get.

Usage Tips
========

  • Scarf Infernape is a great revenge killer. Use him to finish off weakened threats.
  • Don't be scared to U-turn out if they have a hard counter, it can be the difference between a win and a loss.
  • Scarf Infernape is a great late-game sweeper, so don't blindly click his moves early on.

Team Options
========

  • Works best as a scarfer on very offensive teams, as he outspeeds the majority of the metagame.
  • Appreciates hazards to augment his damage and punish with U-turn.
  • Works very well with pokemon like Mega-Ampharos, who can get him in with a slow Volt Switch and threaten out bulky waters.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

  • Swords Dance boosts Infernape's Attack to ridiculous levels.
  • Mach Punch at +2 can OHKO many offensive threats, like Hydreigon, while Close Combat wrecks even neutral pokes.
  • Thunder Punch gives a way for Infernape to heavily damage Suicune and Alomomola.
  • Flare Blitz is a massive nuke with SD, while Fire Punch is a tamer version without recoil.

Set Details
========

  • A simple EV spread of max Atk and Spe with 4 SpD for download P2 is optimal.
  • Jolly Nature allows you to outspeed most of the offensive metagame that isn't scarfed, and many other things will be heavily hurt by +2 Mach Punch.
  • Iron Fist is great if you're running Mach Punch, but if you decide not to Blaze can boost Flare Blitz to even crazier levels.
  • Life Orb makes the damage even bigger.

Usage Tips
========

  • Don't set up if there's something like a full health Suicune that can tank a hit and kill you.
  • Bring Infernape in on things it normally scares out to get a free boost.
  • Flare Blitz is a massive nuke, but don't overuse it, as it'll whittle down your own health quite quickly too.

Team Options
========

  • Offensive teams that can whittle down the health of defensive counters so that Infernape can sweep are often the best match.
  • Zoroark can work well with Infernape with a Nasty Plot set to cover both sides of the spectrum and allow for some surprising kills.
  • As always, hazards help to nab some key kills.

Choice Band
########
name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

  • Mach Punch suddenly becomes very strong priority with a Choice Band.
  • Close Combat and Flare Blitz act as Infernape's two extremely strong nuke moves that he can use to break through most walls. Fire Punch is less strong, but doesn't do damage back to you.
  • For the walls that he can't break, a hefty U-turn deals massive damage.

Set Details
========

  • Choice Band boosts Infernape's already impressive 104 attack to new heights.
  • A simple EV Spread of 252 Atk and 252 Spe with a Jolly Nature allows Band Infernape to outspeed most of the metagame while maintaining high damage.
  • Iron Fist significantly powers up Mach Punch and Fire Punch to deal more damage to important fast threats like Hydreigon.

Usage Tips
========
  • Use Banded Infernape as a revenge killer and a wallbreaker. Even though it doesn't have a scarf, it still has a great speed tier and a key resistance to Dark, so it can come in on things like DP-locked Scarf Hydra and retain momentum.
  • Don't hesitate to U-turn out if they have something that otherwise walls you, like Alomomola.
  • As with all Infernape sets, the biggest counters are scarfed pokemon who can OHKO it due to Infernape's bad bulk. If you want to keep Infernape alive and can't kill the scarfer with priority, don't hesitate to switch out.

Team Options
========

  • Banded Infernape works very well with a Slow-Turn/Switch Pokemon who can get him in safely and allow him to wreak havoc multiple times.
  • On balanced teams, a solid defensive core can patch up Infernape's weakness to scarfers and give him plenty of chances to break walls.
  • On HO teams, Infernape can use his high damage and strong priority to decimate a weakened team.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

  • Infernape can reliably set up Stealth Rock due to its high speed.
  • U-turn maintains momentum and gives it a little longevity.
  • Overheat is a great strong nuke that deals hefty damage, and the drop in stats isn't that big of a deal because you'll be switching out.
  • Fire Blast allows Infernape to stay a little longer.
  • Taunt prevents enemy hazards and other non-attacking moves.
  • Close Combat is a strong physical nuke that allows Infernape to do massive damage while supporting its team.
  • Grass Knot can also be used to surprise Rhyperior, Swampert, and bulky waters.

Set Details
========

  • If you're running Close Combat, Max Atk is probably the best option to deal the most damage possible to all threats.
  • If you're running grass knot, Max SpA can be used to power up Overheat as well.
  • You can run a mix of EVs to kill specific threats as well.
  • Blaze combined with Focus Sash allows you to survive any hit and return an extremely strong Overheat.
  • Hasty nature retains your strong special and physical attacks while not hurting your SpD. It's not a big difference from Naive, but priority is less important when you have Sash.

Usage Tips
========

  • Your goal is to be a lead and an anti-lead through damage and Taunt, if you choose to run it.
  • Prioritize damage or SR depending on the matchup and the ease of removal.
  • There's no need to needlessly break your sash, so don't feel obligated to stay in until you die.

Team Options
========

  • Infernape is a great Hazard lead for offensive teams, as he can both set up hazards and deal massive damage and provide extra utility with U-turn.
  • Infernape works well with a ghost to prevent hazard removal. He can set up rocks and prevent defog optionally with taunt.
  • Lead Infernape works well with pokemon like Sharpedo and Mienshao who enjoy his ability to weaken defensive threats and lay hazards.

Other Options
########

  • Bulk Up
  • Fake Out (on the lead set)
  • Endeavor (on the lead set)
  • Work Up mixed attacking set
  • Calm Mind
  • Gunk Shot and Iron Tail
  • Hone Claws
  • Encore
  • Sunny Day
  • Defensive sets
  • HP Ground (on NP)


Checks & Counters
########

  • Suicune and Alomomola can defensively check any set not running Grass Knot.
  • Chandelure is a defensive counter to any set that relies purely on Fire and Fighting moves.
  • Victini can take all of Infernape's moves and threaten hefty damage with its immense power.
  • Infernape is rather frail and weak to priority when weakened.
  • Scarfers like Hydreigon, Mienshao, and Flygon as well as faster Pokemon like Alakazam and Mega Aerodactyl can force Infernape out.
  • Dugtrio is an asshole.
 
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KM

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Finally finished the skeleton! I lost most of my work at one point so I had to redo it. Let the QC Process begin *_*.
 

Lumari

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Could it be an option to run 0 IVs on HP, Def, and SpD on the lead set? That way you're pretty much guaranteed to get into Blaze range.
 

HypnoEmpire

Yokatta...
Not QC, but I'll take a look at it anyway.

Focus Blast seems like a much better choice over Close Combat on the Nasty Plot set because it can actually benefit from the boosts and it OHKOs all of Close Combats targets after Stealth Rock. And yes, that includes Blissey. Hidden Power Ground also catches Victini off guard and does a considerably higher amount of damage to Tentacruel.

On the All-Out Attacker set, not being able to break through Blissey is sad, so I would give Close Combat its own slash. I would never run a set like this without Close Combat.

On the Choice Scarf set, Earthquake hits both Victini and Chandelure while also hitting Tentacruel, so that's probably a better choice, but Stone Edge is also a better move to be locked into. Grass Knot has little to no chance of 2HKOing Slowbro, and being locked into Grass Knot is not a good thing. Grass Knot should probably be removed as Infernape is better off just U-turning out.

I think Endeavor is a lot better than Grass Knot on the Lead set and with it being a lead, Taunt should probably have much more priority over most of the other slashes.

Usage Tips on some of the sets should be expanded a little more. What kind of Pokemon can Infernape force out? Team Options should also be expanded a bit more as well. What kind of Pokemon can get rid of threats to Infernape? For example, Grass-types can destroy bulky Water-types like Slowbro and Swampert.

QC should definitely approve this first, but I think a Choice Band set is excellent on Infernape. U-turn takes a huge chunk of damage from common switch-ins such as Slowbro so another Pokemon can come in and finish it off. I hope I helped!
 

Sam

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Not QC, but I'll take a look at it anyway.

Focus Blast seems like a much better choice over Close Combat on the Nasty Plot set because it can actually benefit from the boosts and it OHKOs all of Close Combats targets after Stealth Rock. And yes, that includes Blissey. Hidden Power Ground also catches Victini off guard and does a considerably higher amount of damage to Tentacruel.

Focus Blast has very little merit in the meta atm. There's really no use in a 70% accurate move on a mon that's as frail as Infernape. You're hitting everything you want to with Close Combat, and don't really need Focus Blast for anything.

On the All-Out Attacker set, not being able to break through Blissey is sad, so I would give Close Combat its own slash. I would never run a set like this without Close Combat.

You don't need to break through Blissey. The mere threat of Close Combat is generally enough to keep Blissey off the field.

On the Choice Scarf set, Earthquake hits both Victini and Chandelure while also hitting Tentacruel, so that's probably a better choice, but Stone Edge is also a better move to be locked into. Grass Knot has little to no chance of 2HKOing Slowbro, and being locked into Grass Knot is not a good thing. Grass Knot should probably be removed as Infernape is better off just U-turning out.

Tentacruel isn't really relevant enough to warrant dedicating a moveslot to it. Stone Edge hits Victini and Chandelure just as hard, and has some merit in hitting flying types that would be expecting the Close Combat. Grass Knot isn't really the best move, but it at least allows Nape to act as a lure to Slowbro and Swampert to some extent.

I think Endeavor is a lot better than Grass Knot on the Lead set and with it being a lead, Taunt should probably have much more priority over most of the other slashes.

Endeavor is a very niche move and the odds of it being useful are pretty slim, since Nape is generally better off just using an attacking move. Taunt is a good move, but Nape is frail so while it's usable it isn't the best choice, hence it being the last slash.

Usage Tips on some of the sets should be expanded a little more. What kind of Pokemon can Infernape force out? Team Options should also be expanded a bit more as well. What kind of Pokemon can get rid of threats to Infernape? For example, Grass-types can destroy bulky Water-types like Slowbro and Swampert.

QC should definitely approve this first, but I think a Choice Band set is excellent on Infernape. U-turn takes a huge chunk of damage from common switch-ins such as Slowbro so another Pokemon can come in and finish it off. I hope I helped!

Band is useable, but it hits fairly hard for a Band user. I'd say it deserves a mention in OO but it's certainly not near the level of Nape's other sets
not qc but some replies in bold, mainly to HypnoEmpire's points that I didn't really agree with. I also think on the all out attacker set Uturn could have a place as a slash in the last moveslot.
 

HypnoEmpire

Yokatta...
I agree with your first point

However, on your second point, saying a Fighting-type move on a Fighting-type Pokemon is not necessary because it scares out its targets anyway is a really bad reason not to run it. The opposing team can scout the Infernapes moveset and see that it doesn't carry Close Combat. Then Pokemon such as Snorlax and Blissey can come in with impunity. It seems as if the All-Out Attacker set performs the role of a wallbreaker, so yeah...

Third point, I already said Stone Edge is a better move to be locked into, so lol. Luring Slowbro is irrelevant when it only 3HKOs it. I can see some merit in luring Swampert and maybe Rhyperior (I don't know why Rhyperior would switch into a Fighting-type, but w/e), but those are really the only things the Choice Scarf set can beat when running Grass Knot.

Fourth point, I don't know how Endeavor is "very niche" when Infernape is really frail and will be holding a Focus Sash, but what you said makes sense.

Okay, saying it hits fairly hard for a band user is hilarious and doesn't mean anything when Victini and Mienshao can both effectively run band sets. And nothing really shows that a band set is bad on Infernape, so I don't see what holds it back. Some evidence of that would be nice.
 

KM

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I agree with your first point

However, on your second point, saying a Fighting-type move on a Fighting-type Pokemon is not necessary because it scares out its targets anyway is a really bad reason not to run it. The opposing team can scout the Infernapes moveset and see that it doesn't carry Close Combat. Then Pokemon such as Snorlax and Blissey can come in with impunity. It seems as if the All-Out Attacker set performs the role of a wallbreaker, so yeah...

Third point, I already said Stone Edge is a better move to be locked into, so lol. Luring Slowbro is irrelevant when it only 3HKOs it. I can see some merit in luring Swampert and maybe Rhyperior (I don't know why Rhyperior would switch into a Fighting-type, but w/e), but those are really the only things the Choice Scarf set can beat when running Grass Knot.

Fourth point, I don't know how Endeavor is "very niche" when Infernape is really frail and will be holding a Focus Sash, but what you said makes sense.

Okay, saying it hits fairly hard for a band user is hilarious and doesn't mean anything when Victini and Mienshao can both effectively run band sets. And nothing really shows that a band set is bad on Infernape, so I don't see what holds it back. Some evidence of that would be nice.
how exactly are they going to scout out my entire moveset against a LO pokemon with 104 Atk and Spa doing massive damage to their entire team? I can guarantee you that if a team has seen all four of my moves there's not enough left of it for Blissey to even be an issue.

there's a reason grass knot is slashed second and not first. it's the second best option. it's niche, but it's worth mentioning.

endeavor is very niche because it assumes that a. you will be attacked and brought down to 1HP (and if you predict wrong the momentum loss is ass) b. that you couldn't do just as much relevant damage by attacking. the loss of coverage really isn't worth it at all. I'll mention it in OO though.

252 Atk Choice Band Infernape U-turn vs. 252 HP / 252+ Def Slowbro: 134-158 (34 - 40.1%) -- 35% chance to 3HKO after Leftovers recovery
^this is not a huge chunk of damage. this is 0 damage when you switch into your slowbro counter and they switch out. this is, by the way, the reason that band infernape is really not that good. T Punch doesn't come close to 2HKOing - you're way better off using Victini as its far more threatening.
 
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Sam

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yeah i actually meant to say hits fairly weak. whoops.

but yeah, basically what ^kitten said for most of the stuff. Scouting Nape isn't exactly an easy task, so it's absolutely fair to say that the mere threat of Close Combat will deter Blissey from switching in.
 
I was thinking that doesn't HP Rock work better on the NP set than Ground for hitting Moltres too as a bonus? I know Moltres isn't too common and with HP Ground you hit Tenracruel, but at least you can trap Tenta with Dugtrio. Or even HP Water does it hits all of the Moltres, Chandelure and Infernape for SE damage, just losing out Tenta
 
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KM

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moltres is irrelevant, there's no reason not to run hp ground. the idea is not to hit the most things for the most amount of damage, it's to do the right amount of damage to the most relevant counters.

this is still ready for qc
 
Maybe this is the wrong place to suggest another set, but here's the ape I run with. The idea is to throw him out, force a switch, and get a substitute up. Then, if you need to bail, you've got slack off. Focus Punch wipes nearly everything off the map, but heavily relies on a substitute or luck. If you're not down with that use close combat, but keep in mind that Focus Punch is often worth it due to STAB + Iron Fist + Life Orb.


(Infernape) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Focus Punch/Close Combat
- Fire Punch
- Substitute
- Slack Off
 

kokoloko

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i think np should be

np
fb
gk
cc/vw

hp ground is OO at best because hydra is a gr8 ape partner anyway so fuck chande

i think the all-out attacker should probably be physically based because CC > fire blast and the first set is pretty much a specially based mixed attacker anyway, it just has the option to set up. we'll need to work on a spread. i dont think max speed is necessary here btw.

cc
overheat
grass knot
mach / eq / whatever

i also think CB is worth a set.

cc
blitz
uturn
mach/tpunch

scarf is probably better off running something else in its fourth slot. stone edge is useless tbh.

sd should be

sd
cc
blitz/fp
mach / tpunch

uhh more to come later
 

KM

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Made all the changes listed so far ^ (other than put overheat / fire blast instead of overheat on all-out attacker, didn't change fourth move on scarf yet, didn't work out evs on all-out attacker yet)

i'm still not entirely convinced that there's many reasonable situations that you'd want to run Infernape as a band poke over Victini. I guess the non-weakness to pursuit and SR and the ability to hit rock types is nice, but to me at least it doesn't overweigh the ability to actually break through the tier's top walls (with bolt strike), the damage of v-create, and the bulk that victini brings as a band user. will discuss it with you along with other stuff tomorrow if i see you on irc

thank you for changes though made it easy
 

kokoloko

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you need to change the main spread in np set to naive 4 atk since cc is the first slash now.

also blaze is more useful than you give it credit for, lets you set up and proceed to ohko floges since moonblast puts you in blaze range.

regarding cb--mach punch is a big reason. CC is another. dark resist is another. it will have a bigger niche if haxorus stays, though. Ernesto edit: Not to mention the stronger U-turn, which makes all the difference o.O
 
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KM

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Added a Band set. Changed np spread and the order of blaze on all-out-attacker. I don't have too much experience running it, but I trust if you think it's good enough.

Changed EV Spread on All-Out Attacker to 228 Atk / 88 SpA / 192 Spe to maintain the outspeeds on base 100s as well as the OHKO on Umbreon with CC and Chandelure with Earthquake.
 

frenzyplant

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1/2 :) Please change the tag to Copyediting

add remove (comments)

Overview
########

Infernape is the epitome of a versatile offensive Pokemon in UU. With great coverage and priority on both physical and special sets, Infernape has many viable sets, (dash to comma) and access to support moves such as Stealth Rock only adds gives it more versatility. While its bulk is underwhelming, its secondary Fire / Fighting typing allows it to switch in to Will-O-Wisp. All of this combined with an impressive Speed tier, access to boosting moves, and high base Attack and Special Attack stats make Infernape a huge threat in the UU metagame.


Nasty Plot
########
name: Nasty Plot (the two names have to match up) Ape
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 4 Atk / 252 SpA / 4 Atk / 252 Spe
nature: Naive

Moves
========

Nasty Plot turns Infernape into an incredible special wallbreaker. Fire Blast is the Infernape's strongest move on this set, (remove comma) and does hefty damage to bulky walls such as Florges. Grass Knot provides strong coverage against heavy Pokemon weak to it such as Suicune and Hippowdon. Vacuum Wave allows Infernape to prevent Pokemon such as Choice Scarf Hydreigon from revenge killing it, while Close Combat lets Infernape surprise and beat Blissey and Snorlax.

Set Details
========

If you choose to run Vacuum Wave, an EV spread of 4 Atk / (Attack EVs aren't necessary when running Vacuum Wave, though - did you mean 4 HP?) 252 SpA / 4 Atk / 252 Spe is optimal to maximize Infernape's damage output and Speed. However, running Close Combat shifts the optimal EV spread to one of three options: 4 Atk / 252 SpA / 4 Atk / 252 Spe with a Naive nature ensures the OHKO on Blissey after Stealth Rock, 84 Atk / 172 SpA / 84 Atk / 252 Spe with a Naive nature guarantees the OHKO on Umbreon after Stealth Rock, and 136 Atk / 120 SpA / 136 Atk / 252 Spe with a Naive Nature ensures the OHKO on Blissey regardless of whether Stealth Rock is present. You can invest further to ensure the OHKO on Umbreon, but this is not worth it. In all cases, a Speed-boosing nature allows Infernape to outspeed most of the unboosted tier. Blaze is the optimal ability, as Iron Fist is useless on this set no matter what moves you decide to run.

Usage Tips
========

Many times, your opponent will expect one of Infernape's physical sets. You can take advantage of this by bringing Infernape in against a special wall such as Blissey and using Nasty Plot on the switch to a physical wall, (remove comma) such as Suicune. If you don't have Close Combat, try and to weaken opposing Blissey before starting to set up. Fire Blast still does upwards of forty percent of Blissey's HP when Infernape is at +2, but Infernape doesn't appreciate being paralyzed by a healthy Blissey. As with all Infernape sets, the most common counters are Choice Scarf Pokemon who that can OHKO it due to Infernape's low bulk. If you want to keep Infernape alive and can't kill defeat the Choice Scarf Pokemon with Vacuum Wave priority, don't hesitate to switch out.

Team Options
========

Nasty Plot Infernape works best on balanced or hyper offensive (remove dash) teams. For On balanced teams, a solid defensive core can help patch up Infernape's weakness to Choice Scarf Pokemon and provide plenty of chances to set up. For hyper-offensive On hyper offensive teams, Infernape's access to high-damage moves and strong priority allows it to destroy weakened teams. Nasty Plot Infernape works well with Sticky Web, which allows it to eliminate grounded Choice Scarf users such as Krookodile that otherwise threaten it out. It also works well with Dugtrio, which can weaken or kill beat many of Infernape's strongest best counters, such as including Victini.

All-Out Attacker
########
name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

Mach Punch is strong priority that deals hefty damage to offensive threats such as Hydreigon. Close Combat is Infernape's main spammable STAB move, and it easily OHKOes defensive threats such as Blissey. Overheat, or Fire Blast, gives Infernape great neutral coverage and is its best special STAB move. Fire Blast can be used over Overheat for (insert reasons here). Grass Knot lures in and does significant damage to lured-in threats such as Suicune and Swampert. Mach Punch is a strong priority move that deals hefty damage to offensive threats such as Hydreigon, while Finally, Earthquake is guaranteed to OHKO Chandelure, (remove comma) and does hefty damage to Victini as well.

Set Details
========

A spread with 228 Attack EVs guarantees the OHKO on Chandelure with Earthquake and Umbreon with Close Combat. If you choose not to run Earthquake, however, you can run as few as 136 Attack EVs to only retain the OHKO on Blissey. A Naive nature allows Infernape to outspeed most of the metagame while not making it too weak to physical priority. Life Orb boosts Infernape's damage output to extreme levels. If you're using Mach Punch, Iron Fist is your best choice as an ability; otherwise, Blaze powers up your Infernape's Fire-type STAB moves when Infernape is at low HP.

Usage Tips
========

All-Out Attacker Infernape can rip holes in teams multiple times throughout the game, so don't sacrifice it early game. With an All-Out Attacker this set, Infernape can bluff both physical and special sets as well as surprise threats such as Swampert, Chandelure, and Victini with its coverage. Use Mach Punch with caution, as it isn't extraordinarily strong.

Team Options
========

All-Out Attacker Infernape works well on many teams, (remove comma) but especially those that can benefit from a lure for Pokemon such as Blissey and Chandelure. While Infernape can help out offensive teams by being an effective wallbreaker, it also appreciates a strong defensive core to keep it healthy. Entry hazards support is especially helpful as it increases the amount number of Pokemon Infernape can surprise and take out.

Choice Scarf
########
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Flare Blitz and Close Combat are Choice Scarf Infernape's bread-and-butter. They hit hard, (remove comma) and are great for late-game cleaning, though you must —just be careful of the recoil and stat drops! respectively. U-turn allows you Infernape to maintain momentum against bulky threats such as Suicune. Stone Edge allows Infernape to hit Chandelure and Victini, while Grass Knot helps deal damage to against bulky Water-types such as Swampert, as well as Rhyperior.

Set Details
========

Infernape's great 108 Speed combined with a Choice Scarf allows it you to outspeed nearly the entire tier. In order to accomplish this, a Jolly nature is necessary, as otherwise, you Infernape can be outsped by threats such as Choice Scarf Mienshao. Blaze is the only useful ability for this set, asnd it powers up Flare Blitz when Infernape is about to faint die. If you choose to run Stone Edge, a simple EV spread of 252 Atk / 4 SpD / 252 Spe allows you Infernape to deal the most damage. If you run Grass Knot, try use a Naive nature instead. There's no need to invest in Special Attack, as you Infernape needs to retain all the physical power possible.

Usage Tips
========

Choice Scarf Infernape is best used as a revenge killer. It can also easily finish off weakened teams in the late-game. Use U-turn liberally, especially if they have opponent has a bulky Pokemon that you Infernape can't break through, such as Suicune. This allows you to wear down these threats and maintain momentum.

Team Options
========

Choice Scarf Infernape fits the bill when you need for a fast Choice Scarf user on an offensive team. Entry hazards are greatly appreciated, as Choice Scarf Infernape can't deal too much damage, and relies heavily on passive damage and forcing switches in order to rack up damage, which will allow it to sweep late-game. One great partner is Mega-Ampharos, (remove dash) which who forms a nice VoltTurn core with Infernape, can threaten out bulky Water-types, and can get Infernape safely in with a slow Volt Switch.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Using Swords Dance boosts Infernape's already impressive Attack to incredible levels. At +2, Mach Punch will easily OHKOes offensive threats such as Hydreigon. Close Combat becomes insanely strong after boosts. (period), and a boosted Thunder Punch allows Infernape to more easily break through bulky Water-types such as Suicune and Alomomola. Flare Blitz deals incredible damage, but Fire Punch is also an option if recoil is an issue.

Set Details
========

Swords Dance Infernape doesn't need a complicated EV spread, as a spread of 252 Atk / 4 SpD / 252 Spe maximizes its power and Speed. A Jolly nature ensures that you Infernape can outspeed most of the unboosted metagame (bar Choice Scarf Pokemon). Iron Fist is the optimal choice if you run any of the elemental punches or Mach Punch, but Blaze can boost Flare Blitz's damage output to unprecedented levels.

Usage Tips
========

Not everything can be OHKOed at +2, so don't carelessly set up a Swords Dance if they have opponent has a healthy Suicune that can tank a hit and threaten you Infernape in return. Try to bring Infernape in on things Pokemon that its non-boosting sets scare out, as this will help you it get free boosts. Finally, while Flare Blitz does massive damage, it also quickly whittles down your lowers Infernape's own health, so use it sparingly.

Team Options
========

Swords Dance Infernape fits best on a more offensive team that can whittle down its defensive counters and allow Infernape to sweep. Zoroark is a particularly interesting partner, and it can run a Nasty Plot set alongside Swords Dance Infernape to confuse opponents. As with all Infernape sets, entry hazards are key to securing kills crucial OHKOs and sweeping.

Choice Band
########
name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

With a Choice Band, Infernape makes the most out of its high Base Power moves and respectable stats and deals to deal surprising damage right out of the gate. Mach Punch's power can deal with many offensive threats, while Close Combat and Flare Blitz allow Infernape to break through most walls. Fire Punch is a weaker option over Flare Blitz, but it allows Infernape to stick around for longer due to its lack of recoil. U-turn, as always, allows Infernape to maintain momentum against the threats it can't 2HKO.

Set Details
========

Infernape's optimal EV spread is again a simple 252 Atk / 4 SpD / 252 Spe spread that allows it to deal hefty damage while outspeeding much of the metagame. A Jolly nature is mandatory to deal with offensive threats. Iron Fist is the best choice of ability, as it increases the power of Mach Punch and Fire Punch, if you choose to run it.

Usage Tips
========

Choice Banded Infernape should be used as a revenge killer and a wallbreaker. It still has a great Speed tier and a resistance to Dark, so it can come in on Pokemon such as Choice Scarf Hydreigona locked into Dark Pulse and retain momentum. As with other sets, U-turn is always a great option if they have opponent has a dangerous wall such as Alomomola at high health. Choice Banded Infernape has many offensive checks, so don't hesitate to switch out into something bulkier more able to take hits in order to preserve Infernape for later on.

Team Options
========

Choice Band Infernape works very well with Pokemon such as Ampharos and Forretress that have access to a slow Volt Switch or U-turn; some examples of this are Ampharos and Forretress. This allows They allow Infernape to come in safely multiple times and to wallbreak. Infernape works well with defensive cores, who that can patch up its weakness to Choice Scarf Pokemon and heal it up to increase its longevity. However, Infernape also works well on hyper offensive teams, where it can use its high damage output and strong priority to sweep through a weakened team.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

Although Infernape is usually used in a purely offensive capacity, its high Speed allows it to set up Stealth Rock reliably. U-turn maintains momentum for the team and allows it Infernape to come in multiple times in case its entry hazards are removed. Overheat is a strong nuke, and its accompanying stat drop isn't as crippling, as because lead Infernape will be switching out or dying fainting anyway. However, Fire Blast is an option if you want more consistent damage. Taunt can be used to prevent enemies opposing Pokemon from setting up hazards, removing them with Defog, or using status moves. Close Combat still churns out hefty damage on Lead Infernape. Finally, Grass Knot can be used to surprise Rhyperior, Swampert, and other bulky Pokemon weak to it waters.

Set Details
========

If you choose to run Close Combat, running maximum Attack EVs is the best option, as it allows you Infernape to deal the most damage to threats. However, if you choose to run Grass Knot, maximum Special Attack EVs allow you to increase the damage Overheat and Grass Knot do. You can also tweak the EVs to target specific threats for your team. Blaze combined with Focus Sash allows you Infernape to survive any hit and return fire retaliate with a boosted Overheat. Finally, a Hasty nature is chosen over a Naive nature due to this set's use as a lead, as - (remove dash) with Focus Sash, taking less damage from priority is less important than taking less damage from special hits, (remove comma_ such as Hydreigon's Dark Pulse.

Usage Tips
========

Infernape is successful as a lead due to its ability to set entry hazards and prevent them through offensively threatening or Taunting opposing hazard setters or Taunting them. Depending on the lead matchup, prioritize either getting damage off or setting up Stealth Rocks on a game-by-game basis. While Infernape does have a Focus Sash, there's no need to kill it off sacrifice it in the first few turns just because it's a dedicated lead: (dash to colon) keeping it around can be valuable, as it still has significant offensive presence.

Team Options
========

Lead Infernape fits best on offensive teams who that can benefit from his its entry hazards, fast Taunt, high damage output, and access to U-turn. Infernape pairs well with a Ghost-type such as Sableye, who that can prevent Rapid Spin. Offensive Sweepers such as Sharpedo and Mienshao enjoy Infernape's ability to soften up walls and set up hazards to aid their sweeps.

Other Options
########

Infernape's movepool is ridiculously diverse, so it has plenty of other options not fully explored by this analysis. It can run a Bulk Up set, but its lackluster bulk isn't really helped enough to justify this over running a different boosting set. Lead Infernape can choose to run Fake Out to break Focus Sashes and deal chip damage, or it can run Endeavor, which complements its Focus Sash and allows it to cripple walls. A Work Up mixed attacking set is also an option, but this is usually outclassed by a different boosting set. Calm Mind is similar to Bulk Up in that it doesn't solve Infernape's lack of bulk, (remove comma) and is outclassed by other boosting sets. Gunk Shot and Iron Tail can be used on many of the sets to break through Fairies, but their low accuracies and marginal power differences to over Flare Blitz makes them not worth it. Hone Claws can be used in conjunction with these low-accuracy moves, but it is otherwise underwhelming. Encore can be used as a surprise support move, but sacrificing valuable coverage is detrimental. A Sunny Day offensive set can be used on specific teams, but Infernape has trouble reliably setting it up. Defensive sets with Slack Off and/or Will-O-Wisp might seem viable on paper, but Infernape's horrible bulk makes these them ineffective. Infernape's Nasty Plot set can feasibly run Hidden Power Ground to more easily get past weakened Chandelure and Victini (with a little prior damage), but it has trouble sacrificing coverage.


Checks & Counters
########

**Bulky Water-types**: Bulky Water-type Pokemon such as Suicune can defensively check any set not running Grass Knot.

**Chandelure**: Chandelure is a good defensive counter to any set that relies purely on Fire-, Fighting-, and Grass-type moves. It does have to watch out for Earthquake or and Stone Edge, though.

**Victini**: Similarly to Chandelure, Victini takes minimal damage from Infernape's Fire- and Fighting-type STAB moves, and it offensively threatens it Infernape in return. It also needs to be wary of Earthquake or and Stone Edge, but to a lesser extent due to its higher bulk.

**Priority**: Infernape's frailty makes it susceptible to priority (could add examples). This weakness is compounded by the fact that its two main physical STAB moves either reduce either its HP or its defensive stats.

**Choice Scarf Usersed Pokemon**: Choice Scarf users such as Hydreigon, Mienshao, and Flygon as well as naturally fast Pokemon such as Alakazam and Mega Aerodactyl can force Infernape out unless it's carrying a Choice Scarf of its own.

**Dugtrio**: Although it is somewhat susceptible to priority from the Swords Dance and Nasty Plot sets, Dugtrio can easily trap and kill beat any Infernape set.
 
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Overview
########

Infernape is the epitome of a versatile offensive Pokemon in UU. With great coverage and priority on both physical and special sets, Infernape has many viable setoptions, and access to support moves such as Stealth Rock only gives it more versatility. While its bulk is underwhelming, its secondary Fire typing allows it to switch in to Will-oO-Wisp. All of this combined with an impressive sSpeed tierstat, access to boosting moves, and high base Attack and Special Attack stats make Infernape a huge threat in the UU Metagame.


Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot turns Infernape into an incredible special wallbreaker. Fire Blast is the strongest move on this set and does hefty damage to bulky walls such as Florges. Grass Knot provides strong coverage against heavy Pokemon weak to it such as Suicune and Hippowdon. Vacuum Wave allows Infernape to prevent Pokemon such as Choice Scarf Hydreigon from revenge killing it, while Close Combat lets Infernape surprise and beat Blissey and Snorlax.

Set Details
========

If you choose to run Vacuum Wave, an EV spread of 4 HP / 252 SpA / 252 Spe is optimal to maximize Infernape's damage output and Speed. However, running Close Combat shifts the optimal EV spread to one of three options: 4 Atk / 252 SpA / 252 Spe with a Naive nature ensures the OHKO on Blissey after Stealth Rock, 84 Atk / 172 SpA / 252 Spe with a Naive Nature guarantees the OHKO on Umbreon after Stealth Rock, and 136 Atk / 120 SpA / 252 Spe with a Naive Nature ensures the OHKO on Blissey regardless of whether Stealth Rock is present. You can invest further (in a specific stat?) to ensure the OHKO on Umbreon, but this is not worth it. In all cases, a Speed-boosting nature allows Infernape to outspeed most of the unboosted tier. Blaze is the optimal ability, as Iron Fist is useless on this set no matter what moves you decide to run.

Usage Tips
========

Many times, yYour opponent will often expect one of Infernape's physical sets. You can take advantage of this by bringing Infernape in against a special wall such as Blissey and using Nasty Plot on the switch to a physical wall such as Suicune. If you don't have Close Combat, try to weaken opposing Blissey before starting to set up. Fire Blast still does around forty percent of Blissey's HP when Infernape is at +2, but Infernape doesn't appreciate being paralyzed by a healthy Blissey. As with all Infernape sets, the most common counters are Choice Scarf Pokemon that can OHKO it due to Infernape's low bulk. If you want to keep Infernape alive and can't defeat the Choice Scarf Pokemon with Vacuum Wave, don't hesitate to switch out.

Team Options
========

Nasty Plot Infernape works best on balanced or hyper offensive teams. On balanced teams, a solid defensive core can help patch up Infernape's weakness to Choice Scarf Pokemon and provide it plenty of chances to set up. On hyper offensive teams, Infernape's access to high-damage moves and strong priority allows it to destroy weakened teams. Nasty Plot Infernape works well with Sticky Web, which allows it to eliminate grounded Choice Scarf users such as Krookodile that otherwise threaten it out. It also works well with Dugtrio, which can weaken or beat many of Infernape's best counters, including Victini.

All-Out Attacker
########
name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

Close Combat is Infernape's main spammable STAB move, ands it easily OHKOs defensive threats such as Blissey. Overheat gives Infernape great neutral coverage and is its best special STAB move. Alternatively, Fire Blast can be used; it's slightly weaker, but doesn't limit Infernape's effectiveness after it's used once. Grass Knot does significant damage to lured-in threats such as Suicune and Swampert. Mach Punch is strong priority that deals hefty damage to offensive threats such as Hydreigon, while Earthquake is guaranteed to OHKO Chandelure and does hefty damage to Victini as well.

Set Details
========

A spread with 228 Attack EVs guarantees the OHKO on Chandelure with Earthquake and Umbreon with Close Combat. If you choose not to run Earthquake, however, you can run as few as 136 Attack EVs to only retain the OHKO on Blissey. A Naive nature allows Infernape to outspeed most of the metagame while not making it too weak to physical priority. Life Orb boosts Infernape's damage output to extreme levels. If you're using Mach Punch, Iron Fist is your best choice as an ability; otherwise, Blaze powers up Infernape's Fire-type STAB moves when Infernape is at low HP.

Usage Tips
========

All-Out Attacker Infernape can rip holes in teams multiple times throughout the game, so don't sacrifice it early -game. With this set, Infernape can bluff both physical and special sets as well as surprise threats such as Swampert, Chandelure, and Victini with its coverage. Use Mach Punch with caution, as it isn't extraordinarily strong.

Team Options
========

All-Out Attacker Infernape works well on many teams, but especially those that can benefit from a lure for Pokemon such as Blissey and Chandelure. While Infernape can help out offensive teams by being an effective wallbreaker, it also appreciates a strong defensive core to keep it healthy. Entry hazards support is especially helpful as it increases the number of Pokemon Infernape can surprise and take out.

Choice Scarf
########
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Flare Blitz and Close Combat are ChoiceScarf Infernape's bread-and-butter. They hit hard and are great for late-game cleaning, though you must be careful of the recoil and stat drops respectively. U-turn allows Infernape to maintain momentum against bulky threats such as Suicune. Stone Edge allows Infernape to hit Chandelure and Victini, while Grass Knot helps deal damage to bulky Water-types such as Swampert, as well as to Rhyperior.

Set Details
========

Infernape's great 108 Speed combined with a Choice Scarf allows it to outspeed nearly the entire tier. In order to accomplish this, a Jolly nature is necessary, as otherwise, Infernape can be outsped by threats such as Choice Scarf Mienshao. Blaze is the only useful ability for this set, as it powers up Flare Blitz when Infernape is about to faint. If you choose to run Stone Edge, a simple EV spread of 252 Atk / 4 SpD / 252 Spe allows Infernape to deal the most damage. If you run Grass Knot, try a Naive nature instead. There's no need to invest in Special Attack, as Infernape needs to retain all the physical power possible.

Usage Tips
========

Choice Scarf Infernape is best used as a revenge killer. It, and can also easily finish off weakened teams late-game. Use U-turn liberally, especially if the opponent has a bulky Pokemon that Infernape can't break through, such as Suicune. This allows you to wear down these threats and maintain momentum.

Team Options
========

Choice Scarf Infernape fits the bill for a fast Choice Scarf user on an offensive team. Entry hazards are greatly appreciated, as Choice Scarf Infernape relies heavily on passive damage and forcing switches in order to rack up damage, which will allow it to sweep late-game. One great partner is Mega Ampharos, which forms a nice VoltTurn core with Infernape, can threaten out bulky Water-types, and can get Infernape safely in with a slow Volt Switch.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance boosts Infernape's already impressive Attack to incredible levels. At +2, Mach Punch easily OHKOes offensive threats such as Hydreigon. Close Combat becomes insanely strong after boosts. Thunder Punch allows Infernape to more easily break through bulky Water-types such as Suicune and Alomomola. Flare Blitz deals incredible damage, but Fire Punch is an option if recoil is an issue.

Set Details
========

Swords Dance Infernape doesn't need a complicated EV spread, as a spread of 252 Atk / 4 SpD / 252 Spe maximizes its power and Speed. A Jolly nature ensures that Infernape can outspeed most of the metagame, (bar Choice Scarf Pokemon). Iron Fist is the optimal choice if you run any of the elemental punches or Mach Punch, but Blaze can boost Flare Blitz's damage output to unprecedented levels.

Usage Tips
========

Not everything can be OHKOed at +2, so don't carelessly set up a Swords Dance if the opponent has a healthy Suicune that can tank a hit and threaten Infernape in return. Try to bring Infernape in on Pokemon that its non-boosting sets scare out, as this will help it get free boosts. Finally, while Flare Blitz does massive damage, it also quickly lowers Infernape's own health, so use it sparingly.

Team Options
========

Swords Dance Infernape fits best on a more offensive team that can whittle down its defensive counters and allow Infernape to sweep. Zoroark is a particularly interesting partner, and it can run a Nasty Plot set alongside Swords Dance Infernape to confuse opponents. As with all Infernape sets, entry hazards are key to securing crucial OHKOs and sweeping.

Choice Band
########
name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

With a Choice Band, Infernape makes the most out of its high Base Power moves and respectable stats to deal surprising damage right out of the gate. Mach Punch can deal with many offensive threats, while Close Combat and Flare Blitz allow Infernape to break through most walls. Fire Punch is a weaker option over Flare Blitz, but it allows Infernape to stick around for longer due to lack of recoil. U-turn allows Infernape to maintain momentum against threats it can't 2HKO.

Set Details
========

Infernape's optimal EV spread is a simple 252 Atk / 4 SpD / 252 Spe spread that allows it to deal hefty damage while outspeeding much of the metagame. A Jolly nature is mandatory to deal with offensive threats. Iron Fist is the best ability, as it increases the power of Mach Punch and Fire Punch.

Usage Tips
========

Choice Band Infernape should be used as a revenge killer and a wallbreaker. It still has a great Speed tierstat and a resistance to Dark, so it can come in on Pokemon such as Choice Scarf Hydreigon locked into Dark Pulse and retain momentum. As with other sets, U-turn is always a great option if the opponent has a dangerous wall such as Alomomola at high health. Choice Band Infernape has many offensive checks, so don't hesitate to switch out into something bulkier in order to preserve Infernape for later on.

Team Options
========

Choice Band Infernape works very well with Pokemon, such as Ampharos and Forretress, that have access to a slow Volt Switch or U-turn. They allow Infernape to come in safely multiple times and wallbreak. Infernape works well with defensive cores that can patch up its weakness to Choice Scarf Pokemon and heal it up to increase its longevity. However, Infernape also works well on hyper offensive teams, where it can use its high damage output and strong priority to sweep through a weakened team.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

Although Infernape is usually used in a purely offensive capacity, its high Speed allows it to reliably set up Stealth Rock reliably. U-turn maintains momentum for the team and allows Infernape to come in multiple times in case its entry hazards are removed. Overheat is a nuke, and its accompanying stat drop isn't as crippling because lead Infernape will be switching out or fainting anyway. However, Fire Blast is an option if you want more consistent damage. Taunt can be used to prevent opposing Pokemon from setting up entry hazards, removing them with Defog, or using status moves. Close Combat churns out hefty damage. F, and finally, Grass Knot can be used to surprise Rhyperior, Swampert, and other bulky Pokemon weak to it.

Set Details
========

If you choose to run Close Combat, running maximum Attack EVs is the best option, as it allows Infernape to deal the most damage to threats. However, if you choose to run Grass Knot, maximum Special Attack EVs allow you to increase the damage Overheat and Grass Knot do. You can also tweak the EVs to target specific threats for your team. Blaze combined with Focus Sash allows Infernape to survive any hit and retaliate with a boosted Overheat. Finally, a Hasty nature is chosen over Naive nature due to this set's use as a lead, becas with Focus Sash,e taking less damage from priority is less important than taking less damage from special hits such as Hydreigon's Dark Pulse. (The Focus Sash bit made it more confusing)

Usage Tips
========

Infernape is successful as a lead due to its ability to set entry hazards and prevent thementry hazards through threatening or Taunting opposing hazard setters. Depending on the lead matchup, prioritize either getting damage off or setting up Stealth Rock on a game-by-game basis. While Infernape does have a Focus Sash, there's no need to sacrifice it in the first few turns just because it's a dedicated lead: keeping it around can be valuable, as it still has significant offensive presence.

Team Options
========

Lead Infernape fits best on offensive teams that can benefit from its entry hazards, fast Taunt, high damage output, and access to U-turn. Infernape pairs well with a Ghost-type such as Sableye that can prevent Rapid Spin. Sweepers such as Sharpedo and Mienshao enjoy Infernape's ability to soften up walls and set entry hazards to aid their sweeps.

Other Options
########

Infernape's movepool is ridiculously diverse, so it has plenty of other options not fully explored by this analysis. It can run a Bulk Up set, but its lackluster bulk isn't really helped enough to justify this over a different boosting set. Lead Infernape can choose to run Fake Out to break sashes and deal chip damage, or it can run Endeavor, which complements its Focus Sashes and allows it to cripple walls. A Work Up mixed attacking set is also an option, but this is usually outclassed by a diffotherent boosting sets. (another, at least to me, implies there's just one other) Calm Mind is similar to Bulk Up in that it doesn't solve Infernape's lack of bulk and is outclassed by other boosting sets. Gunk Shot and Iron Tail can be used on many of the sets to break through Fairy-types, but their low accuracies and marginal power difference to Flare Blitz makes them not worth itusing. Hone Claws can be used in conjunction with these low-accuracy moves, but it is otherwise underwhelming. Encore can be used as a surprise support move, but sacrificing valuable coverage is detrimental. A Sunny Day offensive set can be used on specific teams, but Infernape has trouble reliably setting it up. Defensive sets with Slack Off and/or Will-O-Wisp might seem viable on paper, but Infernape's horrible bulk makes them ineffective. Infernape's Nasty Plot set can feasibly run Hidden Power Ground to more easily get past Chandelure and Victini, but it has trouble sacrificing coverage.


Checks & Counters
########

**Bulky Water-types**: Bulky Water-type Pokemon such as Suicune can defensively check any set not running Grass Knot.

**Chandelure**: Chandelure is a good defensive counter to any set that relies purely on Fire-, Fighting-, and Grass-type moves. It does have to watch out for Earthquake and Stone Edge, though.

**Victini**: Similarly to Chandelure, Victini takes minimal damage from Infernape's Fire- and Fighting-type STAB moves, and it offensively threatens Infernape in return. It also needs to be wary of Earthquake and Stone Edge, but to a lesser extent due to its higher bulk.

**Priority**: Infernape's frailty makes it susceptible to priority, such as Lucario's ExtremeSpeed. This weakness is compounded by the fact that its two main physical STAB moves either reduce its HP or its defensive stats.

**Choice Scarf Users**: Choice Scarf users such as Hydreigon, Mienshao, and Flygon as well as naturally fast Pokemon such as Alakazam and Mega Aerodactyl can force Infernape out unless it's carrying a Choice Scarf of its own.

**Dugtrio**: Although it is somewhat susceptible to priority from the Swords Dance and Nasty Plot sets, Dugtrio can easily trap and beat any Infernape set.

Overview
########

Infernape is the epitome of a versatile offensive Pokemon in UU. With great coverage and priority on both physical and special sets, Infernape has many viable options, and access to support moves such as Stealth Rock only gives it more versatility. While its bulk is underwhelming, its secondary Fire typing allows it to switch into Will-O-Wisp. All of this combined with an impressive Speed stat, access to boosting moves, and high base Attack and Special Attack stats make Infernape a huge threat in the UU Metagame.


Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot turns Infernape into an incredible special wallbreaker. Fire Blast is the strongest move on this set and does hefty damage to bulky walls such as Florges. Grass Knot provides strong coverage against heavy Pokemon weak to it such as Suicune and Hippowdon. Vacuum Wave allows Infernape to prevent Pokemon such as Choice Scarf Hydreigon from revenge killing it, while Close Combat lets Infernape surprise and beat Blissey and Snorlax.

Set Details
========

If you choose to run Vacuum Wave, an EV spread of 4 HP / 252 SpA / 252 Spe is optimal to maximize Infernape's damage output and Speed. However, running Close Combat shifts the optimal EV spread to one of three options: 4 Atk / 252 SpA / 252 Spe with a Naive nature ensures the OHKO on Blissey after Stealth Rock, 84 Atk / 172 SpA / 252 Spe with a Naive Nature guarantees the OHKO on Umbreon after Stealth Rock, and 136 Atk / 120 SpA / 252 Spe with a Naive Nature ensures the OHKO on Blissey regardless of whether Stealth Rock is present. You can invest further to ensure the OHKO on Umbreon, but this is not worth it. In all cases, a Speed-boosting nature allows Infernape to outspeed most of the unboosted tier. Blaze is the optimal ability, as Iron Fist is useless on this set no matter what moves you decide to run.

Usage Tips
========

Your opponent will often expect one of Infernape's physical sets. You can take advantage of this by bringing Infernape in against a special wall such as Blissey and using Nasty Plot on the switch to a physical wall such as Suicune. If you don't have Close Combat, try to weaken opposing Blissey before starting to set up. Fire Blast still does around forty percent of Blissey's HP when Infernape is at +2, but Infernape doesn't appreciate being paralyzed by a healthy Blissey. As with all Infernape sets, the most common counters are Choice Scarf Pokemon that can OHKO it due to Infernape's low bulk. If you want to keep Infernape alive and can't defeat the Choice Scarf Pokemon with Vacuum Wave, don't hesitate to switch out.

Team Options
========

Nasty Plot Infernape works best on balanced or hyper offensive teams. On balanced teams, a solid defensive core can help patch up Infernape's weakness to Choice Scarf Pokemon and provide it plenty of chances to set up. On hyper offensive teams, Infernape's access to high-damage moves and strong priority allows it to destroy weakened teams. Nasty Plot Infernape works well with Sticky Web, which allows it to eliminate grounded Choice Scarf users such as Krookodile that otherwise threaten it out. It also works well with Dugtrio, which can weaken or beat many of Infernape's best counters, including Victini.

All-Out Attacker
########
name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

Close Combat is Infernape's main spammable STAB move, as it easily OHKOs defensive threats such as Blissey. Overheat gives Infernape great neutral coverage and is its best special STAB move. Alternatively, Fire Blast can be used; it's slightly weaker, but doesn't limit Infernape's effectiveness after it's used once. Grass Knot does significant damage to lured-in threats such as Suicune and Swampert. Mach Punch is strong priority that deals hefty damage to offensive threats such as Hydreigon, while Earthquake is guaranteed to OHKO Chandelure and does hefty damage to Victini as well.

Set Details
========

A spread with 228 Attack EVs guarantees the OHKO on Chandelure with Earthquake and Umbreon with Close Combat. If you choose not to run Earthquake, however, you can run as few as 136 Attack EVs to only retain the OHKO on Blissey. A Naive nature allows Infernape to outspeed most of the metagame while not making it too weak to physical priority. Life Orb boosts Infernape's damage output to extreme levels. If you're using Mach Punch, Iron Fist is your best choice as an ability; otherwise, Blaze powers up Infernape's Fire-type STAB moves when Infernape is at low HP.

Usage Tips
========

All-Out Attacker Infernape can rip holes in teams multiple times throughout the game, so don't sacrifice it early-game. With this set, Infernape can bluff both physical and special sets as well as surprise threats such as Swampert, Chandelure, and Victini with its coverage. Use Mach Punch with caution, as it isn't extraordinarily strong.

Team Options
========

All-Out Attacker Infernape works well on many teams, but especially those that can benefit from a lure for Pokemon such as Blissey and Chandelure. While Infernape can help out offensive teams by being an effective wallbreaker, it also appreciates a strong defensive core to keep it healthy. Entry hazards support is especially helpful as it increases the number of Pokemon Infernape can surprise and take out.

Choice Scarf
########
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Flare Blitz and Close Combat are ChoiceScarf Infernape's bread-and-butter. They hit hard and are great for late-game cleaning, though you must be careful of the recoil and stat drops respectively. U-turn allows Infernape to maintain momentum against bulky threats such as Suicune. Stone Edge allows Infernape to hit Chandelure and Victini, while Grass Knot helps deal damage to bulky Water-types such as Swampert, as well as to Rhyperior.

Set Details
========

Infernape's great 108 Speed combined with a Choice Scarf allows it to outspeed nearly the entire tier. In order to accomplish this, a Jolly nature is necessary, otherwise, Infernape can be outsped by threats such as Choice Scarf Mienshao. Blaze is the only useful ability for this set, as it powers up Flare Blitz when Infernape is about to faint. If you choose to run Stone Edge, a simple EV spread of 252 Atk / 4 SpD / 252 Spe allows Infernape to deal the most damage. If you run Grass Knot, try a Naive nature instead. There's no need to invest in Special Attack, as Infernape needs to retain all the physical power possible.

Usage Tips
========

Choice Scarf Infernape is best used as a revenge killer, and can also easily finish off weakened teams late-game. Use U-turn liberally, especially if the opponent has a bulky Pokemon that Infernape can't break through, such as Suicune. This allows you to wear down these threats and maintain momentum.

Team Options
========

Choice Scarf Infernape fits the bill for a fast Choice Scarf user on an offensive team. Entry hazards are greatly appreciated, as Choice Scarf Infernape relies heavily on passive damage and forcing switches in order to rack up damage, which will allow it to sweep late-game. One great partner is Mega Ampharos, which forms a nice VoltTurn core with Infernape, can threaten out bulky Water-types, and can get Infernape safely in with a slow Volt Switch.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance boosts Infernape's already impressive Attack to incredible levels. At +2, Mach Punch easily OHKOes offensive threats such as Hydreigon. Close Combat becomes insanely strong after boosts. Thunder Punch allows Infernape to more easily break through bulky Water-types such as Suicune and Alomomola. Flare Blitz deals incredible damage, but Fire Punch is an option if recoil is an issue.

Set Details
========

Swords Dance Infernape doesn't need a complicated EV spread, as a spread of 252 Atk / 4 SpD / 252 Spe maximizes its power and Speed. A Jolly nature ensures that Infernape can outspeed most of the metagame, bar Choice Scarf Pokemon. Iron Fist is the optimal choice if you run any of the elemental punches or Mach Punch, but Blaze can boost Flare Blitz's damage output to unprecedented levels.

Usage Tips
========

Not everything can be OHKOed at +2, so don't carelessly set up a Swords Dance if the opponent has a healthy Suicune that can tank a hit and threaten Infernape in return. Try to bring Infernape in on Pokemon that its non-boosting sets scare out, as this will help it get free boosts. Finally, while Flare Blitz does massive damage, it also quickly lowers Infernape's own health, so use it sparingly.

Team Options
========

Swords Dance Infernape fits best on a more offensive team that can whittle down its defensive counters and allow Infernape to sweep. Zoroark is a particularly interesting partner, and it can run a Nasty Plot set alongside Swords Dance Infernape to confuse opponents. As with all Infernape sets, entry hazards are key to securing crucial OHKOs and sweeping.

Choice Band
########
name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

With a Choice Band, Infernape makes the most out of its high Base Power moves and respectable stats to deal surprising damage right out of the gate. Mach Punch can deal with many offensive threats, while Close Combat and Flare Blitz allow Infernape to break through most walls. Fire Punch is a weaker option over Flare Blitz, but it allows Infernape to stick around for longer due to lack of recoil. U-turn allows Infernape to maintain momentum against threats it can't 2HKO.

Set Details
========

Infernape's optimal EV spread is a simple 252 Atk / 4 SpD / 252 Spe spread that allows it to deal hefty damage while outspeeding much of the metagame. A Jolly nature is mandatory to deal with offensive threats. Iron Fist is the best ability, as it increases the power of Mach Punch and Fire Punch.

Usage Tips
========

Choice Band Infernape should be used as a revenge killer and a wallbreaker. It still has a great Speed stat and a resistance to Dark, so it can come in on Pokemon such as Choice Scarf Hydreigon locked into Dark Pulse and retain momentum. As with other sets, U-turn is always a great option if the opponent has a dangerous wall such as Alomomola at high health. Choice Band Infernape has many offensive checks, so don't hesitate to switch out into something bulkier in order to preserve Infernape for later on.

Team Options
========

Choice Band Infernape works very well with Pokemon, such as Ampharos and Forretress, that have access to a slow Volt Switch or U-turn. They allow Infernape to come in safely multiple times and wallbreak. Infernape works well with defensive cores that can patch up its weakness to Choice Scarf Pokemon and heal it up to increase its longevity. However, Infernape also works well on hyper offensive teams, where it can use its high damage output and strong priority to sweep through a weakened team.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

Although Infernape is usually used in a purely offensive capacity, its high Speed allows it to reliably set up Stealth Rock. U-turn maintains momentum for the team and allows Infernape to come in multiple times in case its entry hazards are removed. Overheat is a nuke, and its accompanying stat drop isn't as crippling because lead Infernape will be switching out or fainting anyway. However, Fire Blast is an option if you want more consistent damage. Taunt can be used to prevent opposing Pokemon from setting up entry hazards, removing them with Defog, or using status moves. Close Combat churns out hefty damage, and finally, Grass Knot can be used to surprise Rhyperior, Swampert, and other bulky Pokemon weak to it.

Set Details
========

If you choose to run Close Combat, running maximum Attack EVs is the best option, as it allows Infernape to deal the most damage to threats. However, if you choose to run Grass Knot, maximum Special Attack EVs allow you to increase the damage Overheat and Grass Knot do. You can also tweak the EVs to target specific threats for your team. Blaze combined with Focus Sash allows Infernape to survive any hit and retaliate with a boosted Overheat. Finally, a Hasty nature is chosen over Naive nature due to this set's use as a lead, because taking less damage from priority is less important than taking less damage from special hits such as Hydreigon's Dark Pulse.

Usage Tips
========

Infernape is successful as a lead due to its ability to set and prevent entry hazards through threatening or Taunting opposing hazard setters. Depending on the lead matchup, prioritize either getting damage off or setting up Stealth Rock on a game-by-game basis. While Infernape does have a Focus Sash, there's no need to sacrifice it in the first few turns just because it's a dedicated lead: keeping it around can be valuable, as it still has significant offensive presence.

Team Options
========

Lead Infernape fits best on offensive teams that can benefit from its entry hazards, fast Taunt, high damage output, and access to U-turn. Infernape pairs well with a Ghost-type such as Sableye that can prevent Rapid Spin. Sweepers such as Sharpedo and Mienshao enjoy Infernape's ability to soften up walls and set entry hazards to aid their sweeps.

Other Options
########

Infernape's movepool is ridiculously diverse, so it has plenty of other options not fully explored by this analysis. It can run a Bulk Up set, but its lackluster bulk isn't really helped enough to justify this over a different boosting set. Lead Infernape can choose to run Fake Out to break sashes and deal chip damage, or it can run Endeavor, which complements its Focus Sash and allows it to cripple walls. A Work Up mixed attacking set is also an option, but this is usually outclassed by a other boosting sets. Calm Mind is similar to Bulk Up in that it doesn't solve Infernape's lack of bulk and is outclassed by other boosting sets. Gunk Shot and Iron Tail can be used on many of the sets to break through Fairy-types, but their low accuracies and marginal power difference to Flare Blitz makes them not worth using. Hone Claws can be used in conjunction with these low-accuracy moves, but it is otherwise underwhelming. Encore can be used as a surprise support move, but sacrificing valuable coverage is detrimental. A Sunny Day offensive set can be used on specific teams, but Infernape has trouble reliably setting it up. Defensive sets with Slack Off and/or Will-O-Wisp might seem viable on paper, but Infernape's horrible bulk makes them ineffective. Infernape's Nasty Plot set can feasibly run Hidden Power Ground to more easily get past Chandelure and Victini, but it has trouble sacrificing coverage.


Checks & Counters
########

**Bulky Water-types**: Bulky Water-type Pokemon such as Suicune can defensively check any set not running Grass Knot.

**Chandelure**: Chandelure is a good defensive counter to any set that relies purely on Fire-, Fighting-, and Grass-type moves. It does have to watch out for Earthquake and Stone Edge, though.

**Victini**: Similarly to Chandelure, Victini takes minimal damage from Infernape's Fire- and Fighting-type STAB moves, and it offensively threatens Infernape in return. It needs to be wary of Earthquake and Stone Edge, but to a lesser extent due to its higher bulk.

**Priority**: Infernape's frailty makes it susceptible to priority, such as Lucario's ExtremeSpeed. This weakness is compounded by the fact that its two main physical STAB moves either reduce its HP or its defensive stats.

**Choice Scarf Users**: Choice Scarf users such as Hydreigon, Mienshao, and Flygon as well as naturally fast Pokemon such as Alakazam and Mega Aerodactyl can force Infernape out unless it's carrying a Choice Scarf of its own.

**Dugtrio**: Although it is somewhat susceptible to priority from the Swords Dance and Nasty Plot sets, Dugtrio can easily trap and beat any Infernape set.
 

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
geez this is one long analysis @_@
Overview
########

Infernape is the epitome of a versatile offensive Pokemon in UU. With a great cmoverage and priority on both physical and special sets, Infernape has many viable setspool that includes great coverage, priority, and access to support moves such as Stealth Rock only gives it more versatility, Infernape has many viable sets. While its bulk is underwhelming, its secondary Fire typing allows it to switch in to Will-oO-Wisp. All of this combined with an impressive sSpeed tierstat, access to boosting moves, and high base Attack and Special Attack stats make Infernape a huge threat in the UU Metagame.


Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot
move 4: Close Combat / Vacuum Wave
ability: Blaze
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot turns Infernape into an incredible special-attacking wallbreaker. Fire Blast is the strongest move on this set and does hefty damage to bulky walls such as Florges. Grass Knot provides strong coverage against heavy Pokemon weak to it, such as Suicune and Hippowdon. Vacuum Wave allows Infernape to prevent Pokemon such as Choice Scarf Hydreigon from revenge killing it, while Close Combat lets Infernape surprise and beat Blissey and Snorlax.

Set Details
========

If you choose to run Vacuum Wave, an EV spread of 4 HP / 252 SpA / 252 Spe is optimal to maximize Infernape's damage output and Speed. However, running Close Combat shifts the optimal EV spread to one of three options: 4 Atk / 252 SpA / 252 Spe with a Naive nature ensures the OHKO on Blissey after Stealth Rock, 84 Atk / 172 SpA / 252 Spe with a Naive Nnature guarantees the OHKO on Umbreon after Stealth Rock, and 136 Atk / 120 SpA / 252 Spe with a Naive Nnature ensures the OHKO on Blissey regardless of whether Stealth Rock is present. You can invest further to ensure the OHKO on Umbreon, but this is not worth it. In all cases, a Speed-boosting nature allows Infernape to outspeed most of the unboosted tier. Blaze is the optimal ability, as Iron Fist is useless on this set no matter what moves you decide to run.

Usage Tips
========

Many times, your opponent will expect one of Infernape's physical sets. You can take advantage of this by bringing Infernape in against a special wall such as Blissey and using Nasty Plot on the switch to a physical wall such as Suicune. If you don't have Close Combat, try to weaken opposing Blissey before starting to set up. Fire Blast still does around forty percent of Blissey's HP when Infernape is at +2, but Infernape doesn't appreciate being paralyzed by a healthy Blissey. As with all Infernape sets, the most common counters are Choice Scarf Pokemonusers that can OHKO it due to Infernape's low bulk. If you want to keep Infernape alive and can't defeat the Choice Scarf Pokemonusers with Vacuum Wave, don't hesitate to switch out.

Team Options
========

Nasty Plot Infernape works best on balanced or hyper offensive teams. On balanced teams, a solid defensive core can help patch up Infernape's weakness to Choice Scarf Pokemonusers, and provide plenty of chances to set up. On hyper offensive teams, Infernape's access to high-damagepowerful moves and strong priority allows it to destroy weakened teams. Nasty Plot Infernape works well with Sticky Web, which allows it to eliminate grounded Choice Scarf users such as Krookodile that otherwise threaten it out. It also works well with Dugtrio, which can weaken or beat many of Infernape's best counters, including Victini.

All-Out Attacker
########
name: All-Out Attacker
move 1: Close Combat
move 2: Overheat / Fire Blast
move 3: Grass Knot
move 4: Mach Punch / Earthquake
ability: Blaze / Iron Fist
item: Life Orb
evs: 228 Atk / 28 SpA / 252 Spe
nature: Naive

Moves
========

Close Combat is Infernape's main spammable STAB move, and it easily OHKOes defensive threats such as Blissey. Overheat gives Infernape great neutral coverage and is its best special STAB move. Alternatively, Fire Blast can be used; it's slightly weaker, but doesn't limit Infernape's effectiveness after it's used once. Grass Knot does significant damage to lured-in threats such as Suicune and Swampert. Mach Punch is a strong priority move that deals hefty damage to offensive threats such as Hydreigon, while Earthquake is guaranteed to OHKO Chandelure and does hefty damage to Victini as well.

Set Details
========

A spread with 228 Attack EVs guarantees the OHKO on Chandelure with Earthquake and Umbreon with Close Combat. If you choose not to run Earthquake, however, you can run as few as 136 Attack EVs to only retain the OHKO on Blissey. A Naive nature allows Infernape to outspeed most of the metagamePokemon while not making it too weak to physical priority. Life Orb boosts Infernape's damage output to extreme levels. If you're using Mach Punch, Iron Fist is your best choice as an ability; otherwise, Blaze powers up Infernape's Fire-type STAB moves when Infernape is at low HP.

Usage Tips
========

All-Out AttackerThis Infernape set can rip holes in teams multiple times throughout the game, so don't sacrifice it early game. With this set, Infernape can bluff both physical and special sets as well as surprise threats such as Swampert, Chandelure, and Victini with its coverage. Use Mach Punch with caution, as it isn't extraordinarily strong.

Team Options
========

All-Oout Aattacker Infernape works well on many teams but, especially those that can benefit from a lure for Pokemon such as Blissey and Chandelure. While Infernape can help out offensive teams by being an effective wallbreaker, it also appreciates a strong defensive core to keep it healthy. Entry hazards support is especially helpful, as it increases the number of Pokemon Infernape can surprise and take out.

Choice Scarf
########
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Grass Knot
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Flare Blitz and Close Combatare Choice Scarf Infernape's bread-and-butter. They hit hard and are great for late-game cleaning, though you must be careful of the recoil and stat drops, respectively. U-turn allows Infernape to maintain momentum against bulky threats such as Suicune. Stone Edge allows Infernape to hit Chandelure and Victini, while Grass Knot helps deal damage to bulky Water-types such as Swampert, as well as to Rhyperior.

Set Details
========

Infernape's great 108 Speed combined with a Choice Scarf allows it to outspeed nearly the entire tier. In order to accomplish this, a Jolly nature is necessary, as otherwise, Infernape can be outsped by threats such as Choice Scarf Mienshao. Blaze is the only useful ability for this set, as it powers up Flare Blitz when Infernape is about to faint. If you choose to run Stone Edge, a simple EV spread of 252 Atk / 4 SpD / 252 Spe allows Infernape to deal the most damage. If you run Grass Knot, try a Naive nature instead. There's no need to invest in Special Attack, as Infernape needs to retain all thes much physical power as possible.

Usage Tips
========

Choice Scarf Infernape is best used as a revenge killer. It can also easily finish off weakened teams late-game. Use U-turn liberally, especially if the opponent has a bulky Pokemon that Infernape can't break through, such as Suicune. This allows you to wear down these threats and maintain momentum.

Team Options
========

Choice Scarf Infernape fits the bill for a fast Choice Scarf user on an offensive team. Entry hazards are greatly appreciated, as Choice Scarf Infernape relies heavily on passive damage and forcing switches in order to rack up damage, which will allow it to sweep late-game. One great partner is Mega Ampharos, which forms a nice VoltTurn core with Infernape, can threaten out bulky Water-types, and can get Infernape safely in with a slow Volt Switch.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Mach Punch / Thunder Punch
move 4: Flare Blitz / Fire Punch
ability: Iron Fist / Blaze
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance boosts Infernape's already impressive Attack to incredible levels. At +2When boosted, Mach Punch easily OHKOes offensive threats such as Hydreigon. Close Combat becomes insanely strong after boosts. Thunder Punch allows Infernape to more easily break through bulky Water-types such as Suicune and Alomomola. Flare Blitz deals incredible damage, but Fire Punch is an option if recoil is an issue.

Set Details
========

Swords Dance Infernape doesn't need a complicated EV spread, as a spread of 252 Atk / 4 SpD / 252 Spe maximizes its power and Speed. A Jolly nature ensures that Infernape can outspeed most of the metagame, (bar Choice Scarf Pokemon)users. Iron Fist is the optimal choice if you run any of the elemental punches or Mach Punch, but Blaze can boost Flare Blitz's damage output to unprecedented levels.

Usage Tips
========

Not everything can be OHKOed atby +2 Infernape, so don't carelessly set up a Swords Dance if the opponent has a healthy Suicune that can tank a hit and threatenKO Infernape in return. Try to bring Infernape in on Pokemon that its non-boosting sets scare out, as this will help it get free boosts. Finally, while Flare Blitz does massive damage, it also quickly lowers Infernape's own health, so use it sparingly.

Team Options
========

Swords Dance Infernape fits best on a more offensive team that can whittle down its defensive counters and allow Infernape to sweep. Zoroark is a particularly interesting partner, ands it can run a Nasty Plot set alongside Swords Dance Infernape to confuse opponents. As with all Infernape sets, entry hazards are key to securing crucial OHKOs and sweeping.

Choice Band
########
name: Choice Band
move 1: Mach Punch
move 2: Close Combat
move 3: Flare Blitz / Fire Punch
move 4: U-turn
ability: Iron Fist
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

With a Choice Band, Infernape makes the most out of its high Base Power moves and respectable stats to deal surprising damage right out of the gate. Mach Punch can deal with many offensive threats, while Close Combat and Flare Blitz allow Infernape to break through most walls. Fire Punch is a weaker option overthan Flare Blitz, but it allows Infernape to stick around for longer due to its lack of recoil. U-turn allows Infernape to maintain momentum against threats it can't 2HKO.

Set Details
========

Infernape's optimal EV spread is a simple 252 Atk / 4 SpD / 252 Spe spread that allows it to deal hefty damage while outspeeding much of the metagame. A Jolly nature is mandatory to deal with offensive threats. Iron Fist is the best ability, as it increases the power of Mach Punch and Fire Punch.

Usage Tips
========

Choice Band Infernape should be used as a revenge killer and a wallbreaker. It still has a great Speed tier and a resistance to Dark, so it can come in on Pokemon such as Choice Scarf Hydreigon locked into Dark Pulse and retain momentum. As with other sets, U-turn is always a great option if the opponent has a dangerous wall such as Alomomola at high health. Choice Band Infernape has many offensive checks, so don't hesitate to switch out into something bulkier in order to preserve Infernape for later on.

Team Options
========

Choice Band Infernape works very well with Pokemon such as Ampharos and Forretress that have access to a slow Volt Switch or U-turn. They allow Infernape to come in safely multiple times and wallbreak walls. Infernape works well with defensive cores that can patch up its weakness to Choice Scarf Pokemon and heal it up to increase its longevity. However, Infernape also works well on hyper offensive teams, where it can use its high damage output and strong priority to sweep through a weakened team.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: U-turn
move 3: Overheat / Fire Blast / Taunt
move 4: Close Combat / Grass Knot / Taunt
ability: Blaze
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty

Moves
========

Although Infernape is usually used in a purely offensive capacity, its high Speed allows it to set up Stealth Rock reliably. U-turn maintains momentum for the team and allows Infernape to come in multiple times in case its entry hazards are removed. Overheat is a nuke, and its accompanying stat drop isn't as crippling because lead Infernape will be switching out or fainting anyway. However, Fire Blast is an option if you want more consistent damage. Taunt can be used to prevent opposing Pokemon from setting up entry hazards, removing them with Defog, or using status moves. Close Combat churns out hefty damage. Finally, Grass Knot can be used to surprise Rhyperior, Swampert, and other bulky Pokemon weak to it.

Set Details
========

If you choose to run Close Combat, running maximum Attack EVs is the best option, as it allows Infernape to deal the most damage to threats. However, if you choose to run Grass Knot, maximum Special Attack EVs allow you to increase the damage Overheat and Grass Knot do. You can also tweak the EVs to target specific threats for your team. Blaze combined with Focus Sash allows Infernape to survivtake any hit and retaliate with a boosted Overheat. Finally, a Hasty nature is chosen over a Naive nature due to this set's use as a lead, as with Focus Sash, taking less damage from priority is less important than taking less damage from special hits such as Hydreigon's Dark Pulse.

Usage Tips
========

Infernape is successful as a lead due to its ability to set entry hazards and prevent them through threatening or Taunting opposing hazard setters. Depending on the lead matchup, prioritize either getting damage off or setting up Stealth Rock on a game-by-game basis. While Infernape does have a Focus Sash, there's no need to sacrifice it in the first few turns just because it's a dedicated lead: keeping it around can be valuable, as it still has significant offensive presence.

Team Options
========

Lead Infernape fits best on offensive teams that can benefit from its entry hazards, fast Taunt, high damage output, and access to U-turn. Infernape pairs well with a Ghost-types, such as Sableye, thas they can prevent the use of Rapid Spin. Sweepers such as Sharpedo and Mienshao enjoy Infernape's ability to soften up walls and set entry hazards to aid their sweeps.

Other Options
########

Infernape's movepool is ridiculously diverse, so it has plenty of other options not fully explored by this analysis. It can run a Bulk Up set, but its lackluster bulk isn't really helped enough to justify this over a different boosting set. Lead Infernape can choose to run Fake Out to break Focus Sashes and deal chip damage, or it can run Endeavor, which complements its Focus Sashes and allows it to cripple walls. A Work Up mixed attacking set is also an option, but this is usually outclassed by a different boosting set. Calm Mind is similar to Bulk Up in that it doesn't solve Infernape's lack of bulk and is outclassed by other boosting sets. Gunk Shot and Iron Tail can be used on many of the sets to break through Fairy-types, but their low accuracies and marginal power difference to Flare Blitz makes them not worth it. Hone Claws can be used in conjunction with these low-accuracy moves, but it is otherwise underwhelming. Encore can be used as a surprise support move, but sacrificing valuable coverage is detrimental. A Sunny Day offensive set can be used on specific teams, but Infernape has trouble reliably setting it up. Defensive sets with Slack Off and/or Will-O-Wisp might seem viable on paper, but Infernape's horrible bulk makes them ineffective. Infernape's Nasty Plot set can feasibly run Hidden Power Ground to more easily get past Chandelure and Victini, but it has trouble sacrificing coverage.


Checks & Counters
########

**Bulky Water-types**: Bulky Water-type Pokemons such as Suicune can defensively check any set not running Grass Knot.

**Chandelure**: Chandelure is a good defensive counter to any set that relies purely on Fire-, Fighting-, and Grass-type moves. It does have to watch out for Earthquake and Stone Edge, though.

**Victini**: Similarly to Chandelure, Victini takes minimal damage from Infernape's Fire- and Fighting-type STAB moves, and it offensively threatens Infernape in return. It also needs to be wary of Earthquake and Stone Edge, but to a lesser extent due to its higher bulk.

**Priority**: Infernape's frailty makes it susceptible to priority, such as Lucario's Extreme Speed. This weakness is compounded by the fact that its two main physical STAB moves either reduce its HP or its defensive stats.

**Choice Scarf Users**: Choice Scarf users such as Hydreigon, Mienshao, and Flygon as well as naturally fast Pokemon such as Alakazam and Mega Aerodactyl can force Infernape out unless it's carrying holds a Choice Scarf of its own.

**Dugtrio**: Although it is somewhat susceptible to priority from the Swords Dance and Nasty Plot sets, Dugtrio can easily trap and beat any Infernape set.

gp 2/2
ExtremeSpeed --> Extreme Speed
 
Last edited:

KM

slayification
is a Community Contributoris a Tiering Contributor
changes implemented

two small changes i made along the way - changed "the use of Rapid Spin" to "the successful use of Rapid Spin" when discussing synergy with Ghost-types to more accurately reflect what they do
also changed "Suicune can come in and KO it" to "potentially KO it" because scald isn't a guaranteed kill.

should be all good though :)
 
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