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Infernape @ Leftovers
Ability: Iron Fist / Blaze
EVs: 248 HP / 216 Def / 44 Spe
Impish / Bold Nature
- Fire Punch / Flamethrower / Close Combat
- Taunt
- Slack Off
- Will-O-Wisp
Basically its cool because its a stallbreaker that doesn't insta-lose to Sableye (Fire Punch does 54 min). No Slowbro means its a really nice way to wear down Suicune as well. Speed beats max Jolly Metagross.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 228 Atk / 48 SpA / 232 Spe
Hasty Nature (+Spe, -Def)
- Close Combat
- Fire Blast
- Work Up
- Thunder Punch
Life Orb Infernape, Work Up style. This set functions differently from standard mixed or boosting sets, by first softening its checks as they switch in (usually with Iron Fist Thunder Punches) and retreating after, then setting up a Work Up +1/+1 offensive boost later in the match to become a nightmarish mixed cleaner to pick off weakened teams.
48 SpA EVs guarantee the OHKO on Assault Vest Metagross with a +1 Fire Blast, 232+ Speed EVs allow Infernape to outspeed max base 105's (LO Mienshao), and the rest is poured into Atk to make sure Close Combat and Thunder Punch pack as much of a punch as possible, no pun intended. Max Speed could be ran if losing the speed tie with Galvantula really bothers you, but the extra power is really needed, and Infernape still beats Galvantula 1-on-1 anyway. Hasty is preferred over Naive to preserve just enough special bulk for Infernape to survive weaker Scalds from Slowbro, Tentacruel, Suicune, etc., even after 1 round of Life Orb recoil.
Stealth Rock and U-Turn/Volt Switch chip damage are this set's best friends. A powerful Dark type, especially Hydreigon, to more reliably handle Slowbro and Chandelure and Rapid Spin support to prevent extra residual damage are nice too.
228 Atk Life Orb Infernape Close Combat vs. 248 HP / 0 Def Goodra: 286-339 (74.6 - 88.5%) -- 6.3% chance to OHKO after Stealth Rock
+1 228 Atk Life Orb Infernape Close Combat vs. 248 HP / 0 Def Goodra: 430-507 (112.2 - 132.3%) -- guaranteed OHKO
+1 228 Atk Life Orb Infernape Close Combat vs. 248 HP / 252+ Def Mega Ampharos: 224-265 (58.4 - 69.1%) -- guaranteed 2HKO
228 Atk Life Orb Infernape Close Combat vs. 248 HP / 252+ Def Arcanine: 177-211 (46.2 - 55%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
8 Atk Arcanine Extreme Speed vs. 0 HP / 0- Def Infernape: 93-110 (31.7 - 37.5%) -- 89.3% chance to 3HKO
+1 48 SpA Life Orb Infernape Fire Blast vs. 252 HP / 252+ SpD Jirachi: 361-429 (89.3 - 106.1%) -- 68.8% chance to OHKO after Stealth Rock
+1 48 SpA Life Orb Infernape Fire Blast vs. 252 HP / 120 SpD Filter Mega Aggron: 392-462 (113.9 - 134.3%) -- guaranteed OHKO
+1 48 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Assault Vest Metagross: 367-432 (100.8 - 118.6%) -- guaranteed OHKO
+1 48 SpA Life Orb Infernape Fire Blast vs. 252 HP / 252+ SpD Sableye: 235-278 (77.3 - 91.4%) -- 31.3% chance to OHKO after Stealth Rock
228 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 4 HP / 0 Def Starmie: 247-291 (94.2 - 111%) -- guaranteed OHKO after Stealth Rock
228 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 240 HP / 244+ Def Tentacruel: 205-242 (56.7 - 67%) -- guaranteed 2HKO after Black Sludge recovery
+1 228 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 240 HP / 244+ Def Tentacruel: 304-359 (84.2 - 99.4%) -- 75% chance to OHKO after Stealth Rock
+1 228 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 0 HP / 4 Def Chandelure: 175-207 (67 - 79.3%) -- 37.5% chance to OHKO after Stealth Rock
+1 228 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 252 HP / 252+ Def Slowbro: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery *best answer to this set*
0 SpA Tentacruel Scald vs. 0 HP / 0 SpD Infernape: 188-224 (64.1 - 76.4%) -- guaranteed 2HKO
And for those bulky Grounds that think they can switch in safely...
48 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Hippowdon: 218-257 (51.9 - 61.1%) -- 94.9% chance to 2HKO after Leftovers recovery (SR guarantees the 2HKO)
228 Atk Life Orb Infernape Close Combat vs. 172 HP / 0 Def (Assault Vest) Donphan: 183-216 (50.2 - 59.3%) -- guaranteed 2HKO
Pretty much an anti-lead ape that gets a blaze boost once sash activates. The difference between u-turn and grass knot has to do with your team/necessity for more momentum. I personally find the SR/Taunt/U-turn combo very effective. The EVs can be played around with if you're interested in a mix spread, though I find that max spec attack is usually the favourable option.
Pretty much an anti-lead ape that gets a blaze boost once sash activates. The difference between u-turn and grass knot has to do with your team/necessity for more momentum. I personally find the SR/Taunt/U-turn combo very effective. The EVs can be played around with if you're interested in a mix spread, though I find that max spec attack is usually the favourable option.
Infernape @ Leftovers
Ability: Iron Fist / Blaze
EVs: 248 HP / 216 Def / 44 Spe
Impish / Bold Nature
- Fire Punch / Flamethrower / Close Combat
- Taunt
- Slack Off
- Will-O-Wisp
Basically its cool because its a stallbreaker that doesn't insta-lose to Sableye (Fire Punch does 54 min). No Slowbro means its a really nice way to wear down Suicune as well. Speed beats max Jolly Metagross.
First of all, I really like this set and I've tried it before. It's a shame that Sableye is also in UU, since Infernape is similarly frail and can't consistently hit Fire-types without Rock Slide/Earthquake, which are weak without investment, or Close Combat, which lowers its defenses, which isn't ideal for a stallbreaker. Still pretty cool though.
yh as the person who wrote the infernape analysis, np is the first set listed (with close combat!) this might have been allowed three months ago when np ape actually was the next best thing, but not anymore =3
EDIT: this goes for in general when you're nomming sets - check the analysis before hand. If it's the same or very similar to one of the listed sets, you can't do it. OO is absolutely free rein, though.