Infernape [GP 2/2]


[OVERVIEW]

Infernape sports a great base 108 Speed to tie with common threats, such as Terrakion, as well as beat all the Pokemon in the base 100 Speed tier, such as Mega Kangaskhan and Mega Charizard Y. It is also one of the fastest Fake Out users, outspeeding most other common users. While it is fast, Infernape still loses to the entire base 110 Speed tier, especially Mega Diancie and Mega Metagross. Its main competition comes from fast Fighting-types such as Terrakion and Keldeo, but unlike them it will beat Pokemon such as Amoonguss and Aegislash 1v1, which is incredibly useful and usually the main draw of using Infernape. Great dual STAB types in Fire and Fighting with decent Attack and Special Attack stats allow it to run a great mixed set with decent support moves. However, while it has a big offensive presence, its terrible defensive typing and lackluster bulk make it easy to take out. Anything faster than Infernape or anything that can take a hit and deal damage back will beat it soundly, as it is frail and won't survive any hit from most attackers.

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Close Combat
move 3: Fake Out
move 4: Protect / Encore
item: Life Orb
ability: Blaze
nature: Naive
evs: 36 Atk / 220 SpA / 252 Spe

[SET COMMENTS]
Moves
========

With Life Orb, Overheat will secure the KO on several Pokemon, such as Amoonguss and Aegislash, as well as providing a strong Fire-type STAB move that hits nonresistant Pokemon for a lot of damage. Close Combat provides great coverage on common Pokemon, notably OHKOing Mega Kangaskhan and Heatran. Protect is used to avoid taking damage and status and to give Infernape's partner time to remove the possible threats. Fake Out causes the foe to flinch or forces the foe to use Protect in order to free up a turn for Infernape's partner; it also stalls out unfavorable conditions such as Tailwind and Trick Room. Encore will lock the opponent's Pokemon into an inconvenient move, such as Protect or Fake Out, with Infernape's base 108 Speed complementing this rather nicely. Using Encore instead of Protect can be a double-edged sword, however.

Set Details
========

36 Attack EVs guarantee an OHKO on Mega Kangaskhan with Close Combat. 220 Special Attack EVs allow Infernape to KO foes such as Aegislash, Amoonguss, and Mega Metagross with Overheat. 252 Speed EVs with a Naive nature allow it to Speed tie with Pokemon in the base 108 Speed tier. Life Orb is necessary for for Infernape to get the KOs it's meant to and increases the damage on anything else it hits.

Usage Tips
========

Infernape works well as a lead to support its partner with Fake Out and Encore. Infernape isn't a reliable switch-in to any attack, so it's best to use a free switch to get it in, generally meaning on turn one or immediately after a teammate has been KOed. Infernape threatens Mega Kangaskhan, Heatran, and Amoonguss all at the same time, something rarely found, which is often the main perk of using Infernape. It functions well switching in, getting a KO, and then switching back out or getting sacrificed when it's in an undesirable position.

Team Options
========

Fake Out and Encore make for great support to help partners such as Belly Drum Azumarill set up. Rock- and Electric-types help deal with the Flying-types that plague Infernape; Electric-types are especially good teammates, as they deal with Water-types as well. Mega Diancie and Thundurus are very useful for these roles; Mega Diancie's Rock-type STAB spread move Diamond Storm and Thundurus's ability to slow down threats such as Mega Metagross with Thunder Wave are invaluable. Rock-types appreciate Infernape's ability to clear out opposing Steel- and Grass-types. Shaymin-S and Rotom-W are also good partners because they can help get rid of bulky Water-types such as Jellicent and Suicune. Defensive synergy might be less important on a team with Infernape, as Fake Out and Encore support help facilitate switches with the weaker members of your team.

[STRATEGY COMMENTS]
Other Options
=============

Focus Sash can be used to survive a hit and retaliate after Blaze is triggered, but Life Orb is necessary for achieving Infernape's many notable KOs, while Focus Sash misses out on several. Quick Guard and Taunt can shut down Trick Room and stop priority attacks such as Talonflame's Brave Bird and Fake Out from users slower than Infernape. Iron Fist-boosted Thunder Punch will hit Charizard, Gyarados, and Azumarill for great damage, all common Pokemon that stay in on Infernape.

Checks & and Counters
===================

**Speed**: Infernape survives few hits, so most faster threats such as Talonflame, Mega Metagross, Mega Diancie, Choice Scarf Landorus-T, Latios, and Shaymin-S entirely negate its offensive pressure on field.

**Speed Control**: Thunder Wave, Trick Room, and Icy Wind get rid of the speed advantage Infernape has over a decent amount of Pokemon. Thundurus, Cresselia, and Gyarados, all common users of these moves, aren't OHKOed by Infernape and thus leave it vulnerable.

**Typing Advantage**: Infernape struggles against bulky Water-types such as Suicune, Milotic, and Gyarados. Azumarill resists both of Infernape's STAB attacks and threatens to set up with Belly Drum. Jellicent and Chandelure fear neither Close Combat nor Overheat and threaten to set up Trick Room. Cresselia can do the same, despite not resisting Overheat, thanks to its immense bulk.

**Opposing Weather**: Infernape's strongest attack, Overheat, is weakened by rain, and strong, Swift Swim-boosted Water-types that it can't outspeed come into play. Ironically, Infernape may also struggle against sun teams, as Venusaur can easily outspeed Infernape and put it to sleep, and Infernape fails to even 2HKO Mega Charizard Y with Overheat and Close Combat.
 
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BLOOD TOTEM

braine damaged
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Overview
  • Speedy Fake Out user, sees competition from Weavile but ability to beat Kangaskhan sets it apart.
Set
  • No Heat Wave <- 152 SpA Infernape Heat Wave vs. 0 HP / 4 SpD Shaymin-S: 230-272 (67.4 - 79.7%) -- guaranteed 2HKO lol
Moves
  • For Overheat, mention the Blaze boost when you are brought down to Focus Sash.
  • Talk about how 108 Speed compliments Encore but the opportunity cost of losing Protect
Set Details
  • Add the point about OHKOing Aegi + Amoong w/ Blaze to the bit where you talk about SpAtk investment
Usage Tips
  • Good to bring in after a mon has just dies since it is a #freeswitch
  • dont talk about blaze here
Team Options
  • Something to beat bulky waters
  • Frailer mons like the Fake Out support

oLo
___
 

finally

how can you swallow so much sleep?
is a Tiering Contributor Alumnus
it is a good trick room setter partner
beats: aegislash, tyranitar, bisharp, heatran, jilachi, and thundurus (if you carry edgy stones)
not qc, do with this tip as you will
 

SpaceBass

☆ALOLA VERA420: FUKK AMOONGUS AND UR MOM
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Am check, not so sure on Infernape so only a little one

Overview:
  • Mention it faces competition from Blaziken for a mixed attacker with the same typing, its advantage being its faster on turn 1, has Fake Out and can abuse Blaze thanks to Sash
Team options:
  • Cube is a pretty sweet partner as Infernape kills Rock and Steel types
Checks and counters:
  • Hail and Sand will break Infernapes Sash and although it KOs Abomasnow and Tyranitar, the weather will still remove the safety of the sash
 

Bughouse

Like ships in the night, you're passing me by
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General comments about Infernape:

Infernape's most natural competition comes in two categories

  1. Fake Out users above 100 speed
  2. Fighting type attackers above 100 speed
These traits sell Infernape as a great check to Kanga in a way that's slightly better than how Terrakion can, since you don't need to waste a turn first protecting against its fake out, during which turn Kanga might just hit Terrakion's partner instead. And it's definitely better than Meowstic-M or Weavile when it comes to actually hitting Kanga.

In some ways it's like a lite version of Mega Lopunny, but doesn't take up the mega slot.

Beyond that it's also super nifty to threaten both Kanga and Amoonguss, which few mons can do.

Still 108 speed isn't what it used to be. Really sucks how prevalent Diancie and Metagross are, though if you keep its Sash intact, you're at least able to retaliate.
 
Am check, not so sure on Infernape so only a little one

Overview:
  • Mention it faces competition from Blaziken for a mixed attacker with the same typing, its advantage being its faster on turn 1, has Fake Out and can abuse Blaze thanks to Sash
Team options:
  • Cube is a pretty sweet partner as Infernape kills Rock and Steel types
Infernape is more of a supporter for set up sweepers and the like, with encore + fake out so I didn't mention Blaziken which is used for different purposes.
Kyurem dies to mega diancie and mega metagross, two things that already pressure ape a shit ton :x

General comments about Infernape:

Beyond that it's also super nifty to threaten both Kanga and Amoonguss, which few mons can do.

Still 108 speed isn't what it used to be. Really sucks how prevalent Diancie and Metagross are, though if you keep its Sash intact, you're at least able to retaliate.
Wasn't exactly sure where to put the threatening tip so just put it in usage, and is the mention of missing out on the 110 speed tier in overview enough or should i be more in depth.
 

antemortem

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Socialization Head
so speedier threats like talon that can hit twice before it
Infernape is OHKOed by Talonflame:

252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0 Def Infernape: 541-640 (184.6 - 218.4%) -- guaranteed OHKO

quick guard
It wouldn't hurt to specify that this also prevents Infernape (and any partner mon) from having its Sash broken.

Gunk Shot
Could specify what it hits. Some might say Diancie but it hardly skirts it compared to Close Combat:

104 Atk Infernape Gunk Shot vs. 0 HP / 0 Def Mega Diancie: 91-108 (37.7 - 44.8%) -- guaranteed 3HKO
104 Atk Infernape Close Combat vs. 0 HP / 0 Def Mega Diancie: 136-162 (56.4 - 67.2%) -- guaranteed 2HKO

but it does hit Azumarill and Aromatisse for considerable damage:

104 Atk Infernape Gunk Shot vs. 164 HP / 0 Def Azumarill: 238-280 (62.3 - 73.2%) -- guaranteed 2HKO
104 Atk Infernape Gunk Shot vs. 252 HP / 200+ Def Aromatisse: 184-218 (45.3 - 53.6%) -- 40.2% chance to 2HKO

I'm not sure if those are too situational (Azumarill is definitely less situational than Aromatisse, at least) for mention, but you might as well bolster the claim with some credible examples.
 

Darkmalice

Level 3
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Infernape is OHKOed by Talonflame:

252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0 Def Infernape: 541-640 (184.6 - 218.4%) -- guaranteed OHKO
I agree with your whole post. This part, qwerts is referring to Focus Sash by taking two hits. It should be made more clear by saying that Talonflame brings Infernape down to its Sash instead of just merely taking two hits. (In case someone uses another item and misinterprets it; I've seen LO Infernape).

On that note, add Life Orb to OO.

qwerts I'm going to refer you to my Doubles writing guide here so you can make some improvements before I check this, in paritcular for your Overview and Checks & Counters sections
 

Stratos

Banned deucer.
infernape should use life orb, theres no reason to use it if youre not going to be ohkoing kang aegis and amoonguss

use however much spa is needed to ohko aegis and guss and put the rest in attack

usage tips:
dont use this set on tr lol why would u ~_~
bring it in as much as possible and nuke shit, then switch or sac when unfavorable conditions arise

team options:
dd gyara is not very good

oo:
mention sash here

c&c:
change 'weather' to 'rain', remove cube mention from 'strong attackers', change 'speedier threats'->'Speed' (standard tag)
 

Haruno

Skadi :)
is a Tiering Contributor Alumnus
Overview
########

  • Solid 108 speed ties with musketeers (if you want to risk tie can outspeed quick guard) and outspeeds most of the meta, but misses out on 110 tier.
  • Great dual stabs in fire/fighting with 104 in both atk and spA to allow it to run mixed, full physical or special, both complimented with strong moves and priority.
  • Speedy fake outer that can beat kangaskhan after fake out goes off.
  • Infernape gets competition for team slots from other fake out users over 100 base speed, and from speedy fighting types.
  • Beaten by Mega Diancie and Mega Metagross, two prominent doubles threats.
  • Beats common threats like Kangaskhan, Amoonguss, and Aegislash.
- I don't get the whole risk tie with quick guard line. Prolly drop it entirely. Also solid 108 speed ties? wut just say 108 is a relatively decent speed tier but there's much to be desired since 110's are rampant.
- split bullet points. Mention how it has subpar 104 atk/spa but has relatively high bp moves to compensate.
- I don't even get your speed fake outer bullet point. Drop entirely since I wouldn't even mention beats a specific mon in an overview. Specific playstyle? sure, but def not a specific mon.
- ??????????????? suffers competition from fake out users over 100 speed? Which is what? Raichu? Weavile? They're not competing with nape for a team slot if that's what you're implying. Nape suffers from competition for a teamslot due to garbage bulk and not hitting hard enough when needed to. Not to mention has a mediocre speed tier
- I wouldn't mention specific things that are beating nape and just sum that back up as your first bullet point as nape is beaten by anything that's faster than it....................
- Again don't mention beating specific mons in an overview

Moves
========

  • Overheat secures KO's on several mons as well as provides extra damage and a strong fire STAB. After blaze it will also get the OHKO on aegislash and amoonguss.
  • Close Combat gives a strong fighting STAB that has great coverage on many common mons.
  • Protect is used to avoid taking damage/status and give your partner time to remove the threat.
  • Encore can lock an opponent into protect or any other inconvenient move, and 108 speed lets it outspeed a lot of common things that are protecting. Losing protect is a high cost though.
  • Fake out stops and opponent from moving/forces protects with a high priority bracket to free up a move for your partner.
keep your move order consistent.
- Fake out is third on the set given so it should also be third when you're discussing moves.

Set Details
========
  • 104 Attack guarantees OHKO on terrakion
  • 152 SpA gets the overheat OHKO on mega metagross and has a chance (6.3%) to OHKO mega kang with blaze active, with leftover EV's put into spA
- don't mention specific benchmarks unless they're something relevant. So yeah fix this entirely and find a spread that works. I'd prolly go for ohko'ing 0/4 mega kanga as a benchmark IF even that and then tossing rest in SpA whatever that is.

Usage Tips
========
  • Helps TR setters set up and beats many tr counters like amoonguss, but is hindered by its speed once under TR.
  • Can threaten kangaskhan and amoonguss at the same time, something rarely found.
- TR as a partner to nape??????????? What. Drop mention entirely since that's nonsensible.
- If it's so rarely found then don't bother mentioning it in usage

Team Options
========

  • Fake Out + Encore support can help things like dragon dance gyarados and belly drum azumarill set up.
  • Rock/Electric types will help deal with the flying types that plaque infernape, as well as water types for electric.
  • Clears out opposing steel and grass types to help rock types on your team thrive.
  • Fake out + encore helps you move frailer mons in and out without taking as much damage as you might normally.
- drop gyara mention
- flying types don't bother infernape (well talon god does but w/e) and it's more generally summed as, anything that is an offensive attacker threatens infernape................ not solely mons that hit it for SE damage which is pretty unnecessary since anything reasonably powerful ko's it.
- Rock types on your team thrive??????????? Rock types in general aren't that great (bar diancie) but that gives terrible synergy since yknow ground weak. I wouldn't mention anything that relies on rocks............... not to mention weak to water or whatnot. This juist makes no sense whatsoever
- Stop with all the encore mentions, the fact that you mention encore so many times makes it seem like encore > protect on your set analysis which judging from the slashes it's not. Not to mention fake out + encore don't need two bullet points in team options.

ALSOOOOOOOOOOOOOOOOOOOOOOO you completely missed how infernape absolutely must have some way to either have speed control on your side or prevent opponen'ts speed control since inferanpe's main asset is its speed and a slower infernape is a dead infernape. THis needs a mention. It'd also have to be the first bullet point since this is vital.

Other Options
########
  • Two support moves to think about for the last slot are quick guard and taunt if they benefit your team. Quick guard prevent ape from losing sash as well as letting his partner deal with the problem without fear of a priority attack.
  • Gunk Shot and grass knot are also two obsolete moves that can be used to success in certain situations. Gunk shot will hit azumarill, something it's normally not damaging at all.
What last slot? Encore/protect are far better than taunt/qg in general since at this point you might as well just run terrakion.....................
- gunk shot and grass knot are both awful..............................................

Checks & Counters
########
**Strong Attackers** Infernape doesn't hit the hardest, so a lot of mons can live a hit and hit back harder. Kyurem-B, Cresselia, and Rotom-W all live and KO Infernape.
- drop the specific mentions since strong and bulky attackers are completely seperate. Also did you seriously just label cresselia of all things as a strong attacker?
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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152 SpA gets the overheat OHKO on mega metagross and has a chance (6.3%) to OHKO mega kang with blaze active, with leftover EV's put into spA.
Why is that relevant; why would you Overheat Mega Kang instead of Close Combatting it? The Mega Kanga calc isn't even correct; pretty sure you calced regular Kanga instead.

152 SpA Blaze Infernape Overheat vs. 0 HP / 0 SpD Mega Kangaskhan: 250-295 (71.2 - 84%) -- guaranteed 2HKO
104 Atk Infernape Close Combat vs. 0 HP / 4 Def Mega Kangaskhan: 294-348 (83.7 - 99.1%) -- guaranteed 2HKO

What's more, you don't need so much SpA to OHKO Mega Metagross, while still getting the OHKO on Aegislash and Amoonguss with Blaze Overheat:
124 SpA Infernape Overheat vs. 4 HP / 0 SpD Mega Metagross: 302-356 (100 - 117.8%) -- guaranteed OHKO
124 SpA Blaze Infernape Overheat vs. 252 HP / 72+ SpD Amoonguss: 492-578 (113.8 - 133.7%) -- guaranteed OHKO
124 SpA Blaze Infernape Overheat vs. 252 HP / 0 SpD Aegislash-Shield: 342-404 (105.5 - 124.6%) -- guaranteed OHKO

252 Speed naive lets it speed tie with other base 108's and outspeed base 107s and below.
Dafuq even has 107 Speed? Not getting outsped by opposing base 108s is good enough reason to go max, no need to mention anything slower.
 
infernape should use life orb, theres no reason to use it if youre not going to be ohkoing kang aegis and amoonguss

use however much spa is needed to ohko aegis and guss and put the rest in attack

usage tips:
dont use this set on tr lol why would u ~_~
bring it in as much as possible and nuke shit, then switch or sac when unfavorable conditions arise

team options:
dd gyara is not very good

oo:
mention sash here

c&c:
change 'weather' to 'rain', remove cube mention from 'strong attackers', change 'speedier threats'->'Speed' (standard tag)
Implemented, punchshroom thanks for pointing those out, they were pretty big oversights on my part.
 

Stratos

Banned deucer.
overview
  • dont mention full physical or full special in overview just say 'a great mixed set'
  • mention keld and rak by name as its main competition in the overview; also point out that the reason to use ape over either of them is that it can beat aegis and amoonguss (this ofc means u dont need the last bullet)
  • idk if overview needs to mention weav, but if it does say the main draw of ape over weav is beating kang
  • rather than say 'beaten by mdiancie and mgross' its really just 'beaten by anything faster than it and almost everything which can take a hit'
moves
  • fix this section u didnt update it when u changed the set
usage tips
  • u also didnt update this
OO
  • mention that sash misses out on basically every KO u want ape to get
  • actually im p sure thunderpunch + iron fist is 100% the only other attack you'll ever want: hits gyara, zard, and azu, so add that and remove the other ones
C&C:
  • the **typing advantage** and **strong attackers** tags could really just be merged into **bulky pokemon** or something.
fix all these and 2/3
 

SpaceBass

☆ALOLA VERA420: FUKK AMOONGUS AND UR MOM
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
  • Mention that LO Overheat will hit any non resist quite hard in moves
  • Also mention Protect is also used for stalling out things like TR and Tailwind which greatly hurt Infernape, and that Encore can lock Mega Kang into Fake Out which is important
  • In team options, mention some of the Rock and Electric types, such as Diancie or Thundurus, which can slow down faster threats like Megagross
  • In checks and counters, give a few more examples, it seems quite bare at the moment. In speed you only have Talonflame down, whereas M Diancie and Megagross should be listed here.
 

Stratos

Banned deucer.
i think u need to stress that the main reason to use ape is his great 1v1 matchups with Kang, Aegislash, and Amoonguss in the overview; i also dont think mentioning LO in the overview is necessary at all. other than that (and space's stuff) this looks good enough to me

edit: oh also u should mention the ohko on tran in moves

once you implement all this, 3/3
 
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