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#1 |
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Join Date: Aug 2007
Posts: 954
Drinking more Coca-Cola than all the polar bears combined.
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Infernape was a monstrous wallbreaker in Gen IV, when Skarm-Bliss, Suicune, Milotic, and others were common on teams everywhere. Blaziken was basically the poor man's Fire-Fighter, relegated to the tier below. Then Gen V came and the positions were absolutely swapped, even moreso because Blaziken is uber now. But Infernape still sees action in Doubles, especially because of its fast Fake Out.
Infernape owns a fine collection of moves, and it finds difficulty including much of its arsenal with the essentials. It's tempting to try to run it mixed, because of what its stats suggest and because that was traditionally its role, but Doubles is a "broad" metagame where one Pokemon does not have to attack one other Pokemon. Like most Pokemon in Doubles, it is very dependent on its allies, and shouldn't be butchering its stats to try and take care of every threat. Infernape #392 HP: 76 Atk: 104 Def: 71 SpA: 104 SpD: 71 Spe: 108
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Infernape -> Double Battles ->Physical<- Infernape @ Flying Gem / Focus Sash / King's Rock JOLLY +Blaze+ 6 HP / 252 Atk / 252 Spe -Fake Out -Close Combat -Acrobatics / Blaze Kick / Shadow Claw / Stone Edge -U-turn / Taunt / Protect / Fling Close Combat and Acrobatics provide practically perfect coverage (Only resisted by regular Rotom, I think). The unfortunate thing is that the frail Infernape must give up its Focus Sash in order to function effectively at all with Acrobatics. Fighting and Flying together cover all the types that Fire would hit supereffectively, and since the moves are already competing for a slot it isn't the main option, in spite of being a powerful STAB to have. U-turn, Taunt, and Protect are roughly equal; Protect is more an option for Focus Sash, so Infernape can Protect when at 1 HP while its partner KO's the foe's eager priority-user. Fling is of course only for King's Rock, an option if you are paranoid about Ghost-types or need two turns of flinching. As mentioned before, Acrobatics is preferred over Blaze Kick ordinarily, but even when using Focus Sash you might want to use Shadow Claw (for perfect coverage or Stone Edge, which hits harder but hits fewer Pokemon that resist Fighting. Rock Slide is another option that isn't specified because it seldom KOs what it needs to, and Infernape is a Pokemon that very much wants to KO it opponents before they get to him rather than provide flinch support, but if that's the role you need it to do then try it out. ->Special<- Infernape @ Focus Sash / Life Orb TIMID +Blaze+ 6 HP / 252 SpA / 252 Spe -Fake Out -Heat Wave -Grass Knot / SolarBeam -Vacuum Wave / Hidden Power [Ice] / U-turn / Focus Blast Infernape still wants Fake Out, but has turned Special otherwise. Heat Wave is the general mode of attack, and Grass Knot hits Water/Ground/Rock-types that would otherwise antagonize him (Though Rotom-W is basically immune to it). The last moveslot is the toughest. Vacuum Wave is nifty but doesn't do much type-wise. HP Ice takes care of Dragon- and Flying-types and Landorus if he decides to show up. U-turn is there for keeping the momentum on your side, especially if you're up against something you hit supereffectively and you want to safely find out the rest of the foe's party. This is also the preferred set for Drought teams, with some changes. Supposing you don't have a strong Grass-type to bring in when you know it will be sunny (And thus SolarBeam is a safe option), SolarBeam can replace Grass Knot as a max-powered Grass-type move. Hidden Power [Ice] also KOs many strong foes that Drought teams have trouble with; even if Ninetales carries it, it won't be enough to KO many 4x weak Pokemon off of Ninetales' relatively weak SpA. If if IF you absolutely need a Fighting-type move and Infernape seemed like the perfect solution (Fire/Fighting-type) for a Drought team, Focus Blast can help a little. Don't expect to OHKO Chople-tar with it or anything, even if it actually freakin hits it. --------------------------------- Might write up a mixed set in a minute. What do y'all think?
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Last edited by Ashenlock; Aug 22nd, 2011 at 11:21:07 PM. |
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#2 |
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b202 wifi vgc
![]() Join Date: Mar 2010
Posts: 933
wow, fantastic baby
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the most consistent (mixed) doubles set in my opinion is
hasty @ focus sash fake out close combat heat wave protect/encore it stops abomasnow, metagross, and weavile (after protecting turn 1) from doing anything annoying. but idunno im crazy |
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#3 |
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Join Date: Jun 2011
Posts: 186
Dallas, Texas
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I wouldn't ignore Encore, as it can people from spamming double Protect on Fake Out, or on other Fake Outs.
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"We must treasure these (Unown), since they are us at our very core... ALSO, DID YOU KNOW THAT YOU CAN MAKE WORDS OUT OF THEM? THAT'S PRETTY COOL!!!!!!!!" |
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#4 |
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pewpewpew
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Join Date: May 2010
Posts: 1,555
Bethesda, MD
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The set muffinhead posted is the standard and should definitely be mentioned, as it checks a large number of threats at once while providing Fake Out support. The all-physical set in particular is entirely outclassed by it, as Heat Wave hits everything Acrobatics does and harder. In addition, Close Combat hits about as hard as Grass Knot on most opponents on the special set. For these reasons, the mixed set should really be the only set up there; it completely outclasses both of the sets that were already there at the same time. It should also be mentioned that although Ape really likes Protect due to its frailty, it can run HP Ice over that as well as Encore.
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