Infernape [GP 2/2]

dhelmise

banend doosre
is a Site Content Manageris a Battle Simulator Administratoris a Top Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Smogon Discord Contributor Alumnus
Social Media Head
amcheck

standard colors

SM979 or Winry. or GatoDelFuego or P Squared or some other GP member go over this pls

[OVERVIEW]

Infernape comes in sporting a great base 108 Speed to tie with common threats like such as Terrakion, (AC) as well as beat the entire all Pokemon in the base 100 Speed tier, (AC) such as that includes Mega Kangaskhan and Mega Charizard Y. While it is speedy it fast, (AC) 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 as fast Fighting-types but will beat things like Pokemon such as Amoonguss and Aegislash 1v1, (AC) which is incredibly useful and usually the main draw perk (Nitpicky) of Infernape. Great dual STABs in Fire- and Fighting-types moves with decent Attack and Special Attack stats allow it to run a great mixed set with decent support moves. While it has a lot of big offensive presence, its terrible defensive typing and weak lackluster ("weak" doesn't work well here.) bulk make it easy to take out. Its Fake Out is one of the fastest, out speeding most common users Infernape is one of the fastest Fake Out users, outspeeding most other common users. (Entire sentence sounded awkward.) Anything faster then it than Infernape, (AC) or anything that can take a hit and deal damage back will beat it soundly, as it is frail and won't live anything from most attackers.

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Close Combat
move 3: Fake Out
move 4: Protect/Encore Protect / Encore
ability: Blaze

item: Life Orb
ability: Blaze
nature: Naive

evs: 36 Atk / 220 SpA / 252 Spe
nature: Naive

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

Overheat will secure the KO on several Pokemon such as Amoonguss and Aegislash with Life Orb, (AC) as well as providing provide a strong Fire-type STAB move that hits non-resists non-resisting Pokemon for a lots of damage. Close Combat fulfills the Infernape's slot for a Fighting-type STAB move and has great coverage on common Pokemon, getting the OHKO on OHKOing Mega Kangaskhan as well as and Life Orb Heatran with Life Orb. Protect is used to avoid taking damage and status as well as to and give your Infernape's partner time to remove the possible threats threat(s). Fake Out stops causes the opponent from moving foe to flinch or forces a the foe to use Protect from them with a high priority bracket in order to free up a move turn for your Infernape's partner, as well as stall out unfavorable conditions such as Tailwind or and Trick Room. Encore will lock an the opponent's Pokemon into an inconvenient move, such as Protect and Fake Out protect or any other inconvenient move, with Infernape's 108 Speed complimenting this rather nicely. Fake Out is an easy move to lock things like Mega Kangaskhan into. Losing However, losing Protect can be a high cost however. (This last sentence still doesn't really make sense.)

Set Details
========

36 Attack EVs guarantees an OHKO on Mega Kangaskhan with Close Combat. 220 Special Attack EVs gets the Overheat allow Infernape to KO foes, such as on Aegislash, (AC) as well as Amoonguss, (AC) and Mega-Metagross Mega Metagross, with Overheat. 252 Speed EVs with a Naive nature allows it to tie with the base 108 Speed tier and out speed outspeed anything below. Life Orb, (AC) combined with the given Attack and Special Attack EVs, (AC) allows this spread Infernape to get the KOs it's meant to, (RC) and adds damage to anything you it hits.

Usage Tips
========

Infernape works well as a lead to support your its partner with Fake Out or and Encore. Infernape isn't a reliable switch in switch-in to any attack, so it's best to use a free switch to get it in getting it in for free is the optimal position for use. A good time to bring it in would be after a team mate teammate is KO'd KOed for the free switch. Threatens Infernape threatens both Mega Kangaskhan and Amoonguss at the same time, something rarely found that is often the its main draw perk (Again, nitpicky) of Infernape. Functions It functions well to pop with switching in, (AC) and getting a KO, (AC) then switching back out or be getting sacked when faced with it's in an undesirable position.

Team Options
========

Fake Out and Encore makes for great support to help partners like such as Belly Drum Azumarill set up. A bulkier backbone for the team is appreciated, as Infernape is not taking cannot take any hits. Rock- and Electric-types help deal with the Flying-types that plaque Infernape, especially Electric-types, (AC) as they deal with Water-types as well. Thundurus and Mega Diancie are very useful for these rolls, (RC) roles; (Add Semicolon) (They aren't served for dinner, nor are they spinning on the floor) Diancie's spread Rock-type STAB move, Diamond Storm, (AC) and Thundurus's ability to slow down threats such as Mega Metagross are invaluable. Rock-types appreciate Infernape's ability to clear Clears out opposing Steel- and Grass-types to help Rock-types on your team thrive. Rotom-W and Shaymin-S are good partners, (AC) as they can to get rid of bulky Water-types. Fake Out and Encore support helps you Infernape facilitate switches with the weaker members of your team. (This last sentence seems a bit awkwardly worded)

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

Focus Sash can be used to live a hit and hit back retaliate ("hit and hit back" seems weird) when it triggers blaze after Blaze is triggered, but Life Orb is better for getting any notable KOs, (AC) this achieves while Focus Sash misses out on several chances to KO a foe. Quick Guard and Taunt are two support moves that can work, (RC) shutting down Trick Room users and stopping priority like slower Fake Out users and Talonflame's Brave Bird. Thunder Punch with Iron Fist-boosted Thunder Punch hits will hit Charizard, Gyarados, and Azumarill, all of which are common Pokemon that will stay in on Infernape.

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

**Speed**: (Add Colon) This guy will not Infernape cannot live a hit, so speedier faster threats like that can KO it, such as Talonflame, Mega Metagross, Mega Diancie, and Shaymin-S, (AC) that can KO it will hinder its ability and pressure (huh?) on field.
(Add blank line)
**Speed Control**: (Add Colon) Thunder Wave, Trick Room, and Icy Wind get rid of the Speed speed advantage it Infernape has over a decent amount of Pokemon. Thundurus-I, Cresselia, and Keldeo, all common users of these moves, aren't OHKO'd OHKOed by Infernape and thus leaves it vulnerable.
(Add blank line)
**Bulky Attackers**: (Add Colon) Anything Pokemon that lives a hit from Infernape and hits back is usually going to KO it getting rid of Infernape, especially any bulky water types Water-types such as Suicune, Milotic, and Jellicent. (I think I made this sound better?)
(Add blank line)

**Rain**: (Add Colon) Infernape's most powerful strongest attack, (AC) Overheat, (AC) is reduced in power by weakened in rain, and strong water types Water-types that it can't touch come into play. Swift Swimmers sweepers also make his normally its otherwise good speed Speed negligible.
 

GatoDelFuego

The Antimonymph of the Internet
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
qwerts

remove change comments no implemento
[OVERVIEW]

Infernape comes in sporting a great base 108 Speed to tie with common threats like such as Terrakion, (AC) as well as beat the entire all Pokemon in the base 100 Speed tier, (AC) such as that includes Mega Kangaskhan and Mega Charizard Y. While it is speedy it fast, (AC) 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 as fast Fighting-types but will beat things like Pokemon such as Amoonguss and Aegislash 1v1, (AC) which is incredibly useful and usually the main draw perk (Nitpicky) of Infernape. Great dual STAB types in Fire- and Fighting-types moves This should read 'dual STAB types in Fire and Fighting' with decent Attack and Special Attack stats that allow it to run a great mixed set with decent support moves. While it has a lot of big offensive presence, its terrible defensive typing and weak lackluster ("weak" doesn't work well here.) bulk make it easy to take out. Its Fake Out is one of the fastest, out speeding most common users Infernape is one of the fastest Fake Out users, outspeeding most other common users. (Entire sentence sounded awkward.) Anything faster then it than Infernape, (AC) or anything that can take a hit and deal damage back will beat it soundly, as it is frail and won't live anything from most attackers.

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Close Combat
move 3: Fake Out
move 4: Protect/Encore Protect / Encore
ability: Blaze

item: Life Orb
ability: Blaze
nature: Naive

evs: 36 Atk / 220 SpA / 252 Spe
nature: Naive

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

Overheat will secure the KO on several Pokemon such as Amoonguss and Aegislash with Life Orb, (AC) as well as providing provide a strong Fire-type STAB move that hits non-resists non-resisting Pokemon for a lots of damage. Close Combat fulfills the Infernape's slot for a Fighting-type STAB move and has great coverage on common Pokemon, getting the OHKO on OHKOing Mega Kangaskhan as well as and Life Orb Heatran with Life Orb. Protect is used to avoid taking damage and status as well as to and give your Infernape's partner time to remove the possible threats threat(s). Fake Out stops causes the opponent from moving foe to flinch or forces a the foe to use Protect from them with a high priority bracket in order to free up a move turn for your Infernape's partner, as well as stall out unfavorable conditions such as Tailwind or and Trick Room. Encore will lock an the opponent's Pokemon into an inconvenient move, such as Protect and Fake Out protect or any other inconvenient move, with Infernape's 108 Speed complimenting this rather nicely. Fake Out is an easy move to lock things like Mega Kangaskhan into. Losing However, losing Protect can be a high cost however. (This last sentence still doesn't really make sense.)

Set Details
========

36 Attack EVs guarantees an OHKO on Mega Kangaskhan with Close Combat. 220 Special Attack EVs gets the Overheat allow Infernape to KO foes, such as on Aegislash, (AC) as well as Amoonguss, (AC) and Mega-Metagross Mega Metagross, with Overheat. 252 Speed EVs with a Naive nature allows it to tie with the base 108 Speed tier and out speed outspeed anything below. Life Orb, (AC) combined with the given Attack and Special Attack EVs, (AC) allows this spread Infernape should be 'allows' to get the KOs it's meant to, (RC) not entirely needed and adds damage to anything you it hits.

Usage Tips
========

Infernape works well as a lead to support your its partner with Fake Out or and Encore. Infernape isn't a reliable switch in switch-in to any attack, so it's best to use a free switch to get it in getting it in for free is the optimal position for use. A good time to bring it in would be after a team mate teammate is KO'd KOed for the free switch. Threatens Infernape threatens both Mega Kangaskhan and Amoonguss at the same time, something rarely found that is often the its main draw perk (Again, nitpicky) of Infernape. Functions It functions well to pop with switching in, (AC) and getting a KO, (AC) then switching back out or be getting sacked when faced with it's in an undesirable position.

Team Options
========

Fake Out and Encore makes for great support to help partners like such as Belly Drum Azumarill set up. A bulkier backbone for the team is appreciated, as Infernape is not taking cannot take any hits. Rock- and Electric-types help deal with the Flying-types that plaque plague Infernape, especially Electric-types, (AC) as they deal with Water-types as well. Thundurus and Mega Diancie are very useful for these rolls, (RC) roles; (Add Semicolon) (They aren't served for dinner, nor are they spinning on the floor) Diancie's spread Rock-type STAB move, Diamond Storm, (AC) and Thundurus's ability to slow down threats such as Mega Metagross are invaluable. Rock-types appreciate Infernape's ability to clear Clears out opposing Steel- and Grass-types to help Rock-types on your team thrive. Rotom-W and Shaymin-S are good partners, (AC) as they can to I prefer the original version get rid of bulky Water-types. Fake Out and Encore support helps you Infernape facilitate switches with the weaker members of your team. (This last sentence seems a bit awkwardly worded)

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

Focus Sash can be used to live a hit and hit back retaliate ("hit and hit back" seems weird) It's perfectly alright; up to you to implement qwertz when it triggers blaze after Blaze is triggered, but Life Orb is better for getting any notable KOs, (AC) this achieves while Focus Sash misses out on several chances to KO a foe. Quick Guard and Taunt are two support moves that can work, (RC) shutting down Trick Room users and stopping priority like slower Fake Out users and Talonflame's Brave Bird. Thunder Punch with Iron Fist-boosted Thunder Punch hits will hit Charizard, Gyarados, and Azumarill, all of which are this isn't entirely needed common Pokemon that will stay in on Infernape.

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

**Speed**: (Add Colon) This guy will not Infernape cannot live a hit, so speedier faster threats like that can KO it, such as Talonflame, Mega Metagross, Mega Diancie, and Shaymin-S, (AC) that can KO it will hinder its ability and offensive presence pressure (huh?) on field.
(Add blank line)
**Speed Control**: (Add Colon) Thunder Wave, Trick Room, and Icy Wind get rid of the Speed speed advantage it Infernape has over a decent amount of Pokemon. Thundurus-I, Cresselia, and Keldeo, all common users of these moves, aren't OHKO'd OHKOed by Infernape and thus leaves it vulnerable.
(Add blank line)
**Bulky Attackers**: (Add Colon) Anything Pokemon that lives a hit from Infernape and hits back is usually going to KO it getting rid of Infernape, especially any bulky water types Water-types such as Suicune, Milotic, and Jellicent. (I think I made this sound better?)
(Add blank line)

**Rain**: (Add Colon) Infernape's most powerful strongest attack, (AC) Overheat, (AC) is reduced in power by weakened in rain, and strong water types Water-types that it can't touch come into play. Swift Swimmers sweepers also make his normally its otherwise good speed Speed negligible.


1/2

Great work here rhythms! You can see just a few of my extra changes.
 
Last edited:

dhelmise

banend doosre
is a Site Content Manageris a Battle Simulator Administratoris a Top Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Smogon Discord Contributor Alumnus
Social Media Head
Why did you remove the , (AC) next to the as well as? I removed the as well as because it was a list
 

GatoDelFuego

The Antimonymph of the Internet
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
That was a formatting error. I believe I had typed something different but got mixed up in the colors I used and backed out of it once I realized that what I was putting in was wrong and you had done it right. I think it must have been leftover when I tried to undo it :( but it should be fixed now

You had it right
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
antemortem hi I implemented that first check for qwerts as best as I could along with a few content-ish changes of my own here and there. Should be good to go for your second check finally.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
sorry ante i wanted to do this :]
GP 2/2
[OVERVIEW]

Infernape comes in sporting 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, (AC) 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. Infernape is one of the fastest Fake Out users, outspeeding most other common users. 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 live survive any move 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, (AC) such as Amoonguss and Aegislash with Life Orb, as well as providing a strong Fire-type STAB move that hits nonresistant non-resisting Pokemon for a lot of damage. Close Combat fulfills Infernape's slot for a Fighting-type STAB move and has 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 opponent to flinch or forces the foe to use Protect in order to free up a turn for Infernape's partner; it also stalls, as well as stall 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 to 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 1 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 sacked 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, especially; (ASC) Electric-types are especially good teammates, as they deal with Water-types as well. Thundurus and Mega Diancie and Thundurus are very useful for these roles; Mega Diancie's spread 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 like Jellicent and Suicune. Defensive synergy might may 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 live 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 like Fake Out from users slower than Infernape and Talonflame's Brave Bird. Iron Fist-boosted Thunder Punch will hit Charizard, Gyarados, and Azumarill ("for great damage" or something), all common Pokemon that stay in on Infernape.

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

**Speed**: Infernape lives 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 Infernape to sleep, and Infernape fails to even 2HKO Mega Charizard Y with Overheat and Close Combat.
 
Ive been out of the country for the past month and will be for another week, Ill be able to do this then. Sorry for lack of communication.
 

shaian

you love to see it
is a Tutor Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
same shit as lopunny, here's the c/p qwerts and whoever can c/p it into the op
[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.
you're welcome
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top