Infernape

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
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QC: dodmen, dingbat, IronBullet93
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Overview
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  • Unique Fire/Fighting typing gives it great secondary STAB + neutrality to Stealth Rock
  • Blazing (hahaha) fast base 108 Speed Tier, also allows it to be the fastest viable Choice Scarf user
  • Super versatile movepool gives it a wide variety of options for movesets
  • 104/104 offenses allow it to go mixed, complemented by Swords Dance + Nasty Plot in its movepool
  • Very frail, typing gives it notable common weaknesses
  • Usable priority in Mach Punch/Vacuum Wave
  • Often suffers from 4MSS, always leaving it walled by something regardless of its options

Nasty Plot
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name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Close Combat / Vacuum Wave
move 4: Grass Knot
ability: Blaze
item: Life Orb
evs: 136 Atk / 120 SpA / 252 Spe
nature: Naive

Moves
========

  • Nasty Plot to boost
  • Fire Blast because STAB
  • Close Combat because it allows Infernape to KO Blissey and Umbreon reliably, and is a better alternative to the incredibly shaky Focus Blast
  • If Blissey and Umbreon aren't an issue, Vacuum Wave can be used to give Infernape useful priority
  • Grass Knot allows Infernape to break through bulky waters such as Swampert, Suicune, and Vaporeon after a boost

Set Details
========

  • Life Orb is chosen for supreme damage output
  • EVs listed allow Infernape to OHKO max HP/Def Bold Blissey with Close Combat, while having a high chance to OHKO Umbreon as well
  • Speed is maximized to make Infernape fast as possible, as it outspeeds a large number of Pokemon
  • Remaining EVs placed into SpA to give its special moves power, especially after using Nasty Plot
  • Naive nature is chosen because this set is still a mixed attacker; Naive doesn't reduce its Defense, allowing it to sponge priority moves and resisted physical hits a bit better
  • If using Vacuum Wave > Close Combat, use max SpA with a Timid nature
  • An alternate spread of 76 Atk / 180 SpA / 252 Spe Naive can be used to maintain better Special Attack while having enough power to OHKO Umbreon after Stealth Rock and a high chance to still OHKO Blissey with no hazards

Usage Tips
========

  • Hard to really set up safely on an opponent that stays in given how frail Infernape is, so use Nasty Plot when forcing a switch, as this set can deal with the majority of defensive Pokemon switching in on it
  • While this set functions as a setup sweeper, it often will not be the primary sweeper for your team, often doing more work wallbreaking after a boost, since it is easily revenge killed
  • If running Close Combat, Infernape can still perform the role of a speedy mixed wallbreaker, so take advantage of its ability to threaten various offensive Pokemon as well as some defensive ones during the early-game phase, setting up once an opportunity is presented
  • If running Vacuum Wave over Close Combat, Infernape should be treated more as the team's designated setup sweeper, only attempting to set up once faster Pokemon that survive a +2 Vacuum Wave have been removed

Team Options
========

  • Special attackers such as Raikou, Hydreigon, Starmie, and Nidoking appreciate this set's ability to break through every special wall in the tier
  • Physical attackers such as Krookodile, Mienshao, Mega Beedrill, and Mega Swampert appreciate this set's ability to lure in and remove bulky Water-types
  • Pokemon such as Chesnaught, Roserade, Froslass, Forretress, Azelf, Hippowdon, and Swampert offer entry hazards that make it easier for Infernape to sweep and punch holes in teams
  • Pokemon such as Raikou, Mega Aerodactyl, Mega Ampharos, Mega Alakazam, Choice Scarf Hydreigon, and Rotom-H can check the faster Flying-type Pokemon that threaten Infernape and stop its sweep


All-Out Attacker
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name: All-Out Attacker
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Grass Knot
move 4: Earthquake / Hidden Power Ice / Mach Punch
ability: Blaze / Iron Fist
item: Life Orb
evs: 168 Atk / 88 SpA / 252 Spe
nature: Naive / Hasty

Moves
========

  • Fire Blast is listed first because STAB with less painful recoil, which seriously wears Infernape down w/Life Orb; also does drastically more to Mega Aggron, Aromatisse, and Granbull than Flare Blitz or Close Combat
  • Flare Blitz because STAB, and allows Infernape to break through Florges
  • Close Combat because STAB
  • Grass Knot allows Infernape to combat bulky Water-types such as Suicune and Swampert, who would otherwise be full stops to Infernape
  • Earthquake hits Tentacruel, Nidoqueen, and Mega Ampharos harder than any of its other options while giving it a way to hit Chandelure
  • Hidden Power Ice can be used to ensure Infernape can beat Salamence and Gligar while still doing solid damage to Nidoking and Nidoqueen, as well as being more reliable than Stone Edge for hitting faster Flying-types switching in, such as Crobat, Mega Aerodactyl, Mega Pidgeot, and Noivern
  • Mach Punch serves as priority and lets Infernape pick off weakened Pokemon that might otherwise revenge kill it, such as Choice Scarf Hydreigon
  • Stone Edge still covers Chandelure for Infernape while allowing it to hit Mega Aerodactyl, Crobat, Noivern, and Salamence trying to switch in on Close Combat; it also gives Infernape a stronger option against Entei and Rotom-H, though be wary of its shaky accuracy
  • U-turn can be used on this set to give Infernape extra momentum, but it is really only preferred if you are using a VoltTurn team, as Infernape gets badly worn down from Life Orb recoil and entry hazards

Set Details
========

  • EVs allow Infernape to 2HKO Suicune after Stealth Rock with Grass Knot while maximizing Speed and placing the remaining EVs into Attack to bolster its physical moves
  • Naive nature maximizes Infernape's Speed while letting it take priority moves more easily, but Hasty nature allows it to handle special attacks such as Hydreigon's Dark Pulse a bit better
  • Blaze is preferred ability of choice, only use Iron Fist if you opt to run Mach Punch
  • Life Orb gives Infernape the power it needs to deal as much damage as possible

Usage Tips
========

  • This set capitalizes on its wide range of coverage to hit as many defensive Pokemon as possible, so tailor the moves to cover what your team has more trouble with
  • It can function as a lure to certain Pokemon, catching bulky Water-types as Suicune and Swampert off-guard with Grass Knot, while Earthquake allows it to beat Tentacruel
  • Infernape gets worn down very badly by Life Orb and entry hazards so bring it in when it's absolutely needed to wreak havoc, and make every move count
  • Even though it's a mixed wallbreaker, Pokemon such as Arcanine, Alomomola, Cresselia, and Gligar can still stand up to this set; be wary of the former two especially, as Rocky Helmet variants are uncommon and wear Infernape down even more as they switch in on it.
  • Its great Speed and offensive presence allow Infernape to function as a cleaner late-game, and should especially be treated as such if Mach Punch is chosen
  • While it handles a large number of UU walls on its own, certain Pokemon will plague it depending on which Fire-type STAB move it chooses: If it runs Flare Blitz as opposed to Fire Blast, Granbull and Aromatisse serve as solid checks to it. If it runs Fire Blast instead of Flare Blitz, Florges gives it issues.

Team Options
========

  • This set functions as a great lure to bulky Water-types such as Suicune, Swampert, and Tentacruel, so Pokemon like them removed, such as Mienshao, Krookodile, Mega Beedrill, Mega Swampert, Mega Absol, Mega Aerodactyl, Jirachi, Lucario, and Snorlax can form offensive cores with it
  • Pokemon such as Hippowdon, Swampert, Forretress, Chesnaught, Roserade, Nidoqueen, and Empoleon can lay entry hazards for Infernape to punch holes in the opposing team more easily
  • If Infernape forgoes Earthquake and Stone Edge in order to use Mach Punch, partners to deal with Chandelure as well as Tentacruel, Noivern, Crobat, and Mega Aerodactyl are a necessity; Mega Aerodactyl with Earthquake, Choice Scarf Jirachi, Raikou, and Starmie are all examples of Pokemon that can check these threats

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

Moves
========

  • Swords Dance turns you into a boosting sweeper
  • Flare Blitz is your strongest Fire-type STAB move
  • Fire Punch can be used if Flare Blitz's recoil is unappealing but it is very weak in comparison, even with Iron Fist boosting it
  • Close Combat for Fighting STAB, deals more damage to Pokemon weak to it such as Empoleon, Krookodile, and Umbreon
  • Mach Punch can be used to make Infernape function as a cleaner, able to take out some faster threats such as Choice Scarf Hydreigon and Mega Absol
  • Earthquake hits Mega Ampharos, Tentacruel and Nidoqueen for significantly more damage while giving Infernape a way to beat Chandelure as well
  • Thunder Punch is boosted by Iron Fist and can hit Water-types that resist both of Infernape's STAB moves, such as Jellicent, Starmie, Slowking, and Tentacruel; however, a STAB Close Combat will hit just as hard on all other Water-types, so only use Thunder Punch if Mach Punch is chosen over Close Combat or if these Pokemon are an issue for your team

Set Details
========

  • Given EVs and nature make Infernape as strong and fast as possible
  • Iron Fist should only be used if running Mach Punch or Thunder Punch; otherwise Blaze is the preferred ability
  • Life Orb gives Infernape the extra power it needs to break walls and sweep after a boost, as it is otherwise too weak

Usage Tips
========

  • Set up Swords Dance only when forcing a switch or after safely bringing Infernape in on a resisted choice-locked move from U-turn, Volt Switch, or after a Pokemon has fainted
  • Infernape's versatility will keep the opponent guessing which set it's using until it uses a move, so preserve it until the best opportunity arises to use it, even bluffing a different set at first
  • Given the amount of recoil Infernape takes from Flare Blitz, Life Orb, and possible entry hazards, it won't have many chances to set up safely, so capitalize on any opportunity
  • If using Mach Punch, treat Infernape as more of a cleaner, setting up once all faster Pokemon who can take a +2 Mach Punch have been removed
  • Infernape can be used during the early-game phase as a hole puncher, possibly going for a sweep or softening up the opposing team for its partners during the mid- and late-game phases
  • This set can function as a lure for bulky Water-types but they need a bit of prior damage to be dealt with after a boost:
    +2 252 Atk Life Orb Infernape Close Combat vs. 232 HP / 252+ Def Alomomola: 363-426 (68.6 - 80.5%) -- guaranteed 2HKO after Leftovers recovery
    +2 252 Atk Life Orb Infernape Close Combat vs. 252 HP / 252+ Def Suicune: 286-337 (70.7 - 83.4%) -- guaranteed 2HKO after Leftovers recovery
    +2 252 Atk Life Orb Infernape Close Combat vs. 240 HP / 252+ Def Swampert: 337-398 (84 - 99.2%) -- guaranteed 2HKO after Leftovers recovery

Team Options
========

  • Chesnaught, Roserade, Forretress, Hippowdon, Swampert, Froslass, and Tentacruel can all stack entry hazards to help Infernape sweep
  • Pokemon that benefit from bulky Water-types being weakened, such as Krookodile, Mienshao, Haxorus, Mega Aerodactyl, and Snorlax, are examples of partners that synergize offensively with this Infernape set due to its ability to lure bulky Water-types
  • Wallbreakers such as Porygon-Z, Haxorus, Nidoking, Roserade, and Krookodile can soften up defensive Pokemon for Infernape

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 / Earthquake
ability: Blaze
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

  • Flare Blitz = STAB
  • Close Combat = STAB
  • U-turn = Momentum
  • Stone Edge = Being able to hit Chandelure and Noivernwhile having a recoil-free alternative to hit other Flying-types such as Crobat, Mega Aerodactyl, and Mega Pidgeot with. It also lets Infernape beat even opposing Scarf Salamence, though a bit of prior damage is required to ensure the OHKO
  • Earthquake = Still hitting Chandelure while giving Infernape a stronger alternative against Pokemon such as Nidoqueen, Entei, Raikou, Darmanitan, Tentacruel, and Mega Ampharos

Set Details
========

  • EVs and Nature maximize Attack and Speed to get the most out of Choice Scarf
  • Choice Scarf allows Infernape to outpace the entire unboosted metagame as well as all viable Choice Scarf users; Pokemon such as Stoutland and Kabutops under their respective weathers are also outsped
  • Blaze is chosen as the ability because none of its optimal moves are boosted by Iron Fist; may also be helpful after repeated bouts of spamming Flare Blitz

Usage Tips
========

  • As with any Pokemon holding a Choice item, prediction is key, as using the incorrect move will cost you momentum, giving free turns to the opponent
  • Use U-turn throughout the early-game phases to get momentum on the opponent
  • Use Infernape's STAB moves at the most appropriate time, as they both have drawbacks: Flare Blitz wears Infernape down, while Close Combat makes it more prone to being revenge killed
  • Being that it is the fastest viable Choice Scarf user in the tier, opposing Choice Scarf leads will often be at a disadvantage, so capitalize on this
  • Even though this set can function as a late-game cleaner, especially against offensive teams, it is a lot weaker than its other sets, so it will rely heavily on its teammates to wear down the opposing team
Team Options
========

  • Infernape's great versatility will keep the opponent guessing until it reveals its set, so take advantage of having other Pokemon commonly known to hold Choice Scarf, such as Hydreigon, Jirachi, and Mienshao on your team
  • Pokemon with access to U-turn and Volt Switch, such as Crobat, Jirachi, Forretress, Raikou, and Hydreigon, can form VoltTurn cores with this Infernape set, threatening opposing teams offensively while keeping up momentum
  • Pokemon such as Roserade, Raikou, Shaymin, and Mega Ampharos can threaten bulky Water-types that commonly switch into Infernape
  • Walls such as Arcanine, Gligar, Granbull, and Aromatisse can also stop this set easily, so partners such as Suicune, Starmie, Mega Blastoise, Nidoking, and Nidoqueen, are also vastly appreciated

Lead
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name: Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Mach Punch
move 4: Endeavor
ability: Blaze / Iron Fist
item: Focus Sash
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Jolly

Moves
========

  • Stealth Rock allows Infernape to play as an offensive lead, setting the move up early for its team
  • Taunt hinders opposing status moves, allowing Infernape to hassle slower Pokemon trying to set hazards, keeping them off your side
  • Fire Blast gives Infernape a workable offensive STAB move to deal damage with, primarily to Forretress, which can otherwise use Rapid Spin relatively easily against this set
  • Mach Punch also gives Infernape a usable STAB move with priority, the primary goal of which is to pick off a weakened Pokemon after using Endeavor, netting a quick and easy kill; this combo lets it dispatch faster leads safely
  • Endeavor allows Infernape to bring a Pokemon down to possibly 1 HP after its Focus Sash has been broken, leaving the opposing Pokemon prone to be picked off either by Mach Punch or one of Infernape's teammates
  • Overheat can be used over Fire Blast, as it is a much more powerful and accurate alternative; Infernape will often only get one move off and cannot be used as setup bait afterward thanks to Taunt
  • Flare Blitz can also be used to allow Infernape to suicide after its Focus Sash has been used, allowing it to block Rapid Spin/Defog and giving one of Infernape's teammates a free switch-in. Another attacking move should be used over Taunt in conjunction with Flare Blitz, otherwise its only attack is capable of breaking its Focus Sash prematurely

Set Details
========

  • Timid if you run Fire Blast, Jolly if you run Mach Punch, with the Special Attack EVs placed into Attack instead
  • Focus Sash allows Infernape to survive any hit with at least 1 HP, guaranteeing it to be able to set up Stealth Rock
  • Use Blaze if running Fire Blast (works well with Focus Sash) and Iron Fist if using Mach Punch, to boost the power of either move

Usage Tips
========

  • It's a lead; lead with it
  • Set up Stealth Rock ASAP, use Endeavor once Focus Sash has been activated
  • Only use Taunt against slower Pokemon that have access to their own entry hazards
  • Be wary of Ghost-types as they will shut this set down, being immune to Mach Punch and Endeavor; Chandelure in particular is dangerous as it is also immune to Fire Blast
  • Thanks to Endeavor this set doesn't fear Choice Scarf users as much
  • Beware of opposing Focus Sash leads, as nearly all of them can hinder this set: Galvantula can hinder your team with Sticky Web, and Taunt isn't as reliable since it ties with Infernape; Espeon, Azelf, and Aerodactyl all outspeed Infernape, setting up before it can, while the latter two can Taunt it
  • Surprise factor is the biggest draw to this set as it is seldom seen as a lead

Team Options
========

  • This set is to be used only for offensive teams, so pair it with offensive Pokemon
  • Attackers such as Hydreigon, Darmanitan, Mienshao, Haxorus, Roserade, Alakazam, Raikou, and Nidoking all take advantage of Stealth Rock provided by Infernape while putting pressure on Defog and Rapid Spin users
  • Mega Aerodactyl, Honchkrow, and Krookodile are capable of trapping Ghost-types with Pursuit
  • Setup sweepers such as Mega Absol, Azelf, and Suicune appreciate Stealth Rock being up to help them sweep


Other Options
########

  • Has a cubic ton of alternative choices given its huge movepool but most don't really work well as they are outclassed by its primary options or simply aren't suited for Infernape due to its frailness
  • Stealth Rock + 3 Attacks; check All-Out Attacker/Lead sets to determine which attacks best fit with Infernape for your team
  • Choice Band
  • Substitute + 3 Attacks
  • Support moves such as Will-O-Wisp, Slack Off, Encore, Roar, Torment
  • Fake Out
  • Lesser setup moves such as Power-Up Punch, Work Up, Calm Mind, Bulk Up, and Hone Claws
  • Punishment


Checks & Counters
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  • Flying-types
  • Water-types
  • Ground-types
  • Psychic-types
  • Extreme Speed users
  • Residual damage
  • Its own frailty


[OVERVIEW]

When compared to other Fire-type Pokemon in UU, Infernape has no issue standing out, being the only one in the tier to possess a secondary Fighting typing, which offers excellent coverage and a neutrality to Stealth Rock. Infernape boasts equal 104 / 104 offenses, complemented by an offensive movepool with matchless versatility, featuring even priority moves such as Mach Punch and Vacuum Wave, making it very difficult for the opponent to predict what Infernape is going to do.

However, the plethora of options at Infernape's disposal can be viewed as a weakness, as it often suffers from four-moveslot syndrome, meaning certain Pokemon will always check it based on its choices. Coupled with its poor defenses and exploitable typing, Infernape can have trouble switching in and taking strong hits, so it must be played carefully to be used to full effect.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Close Combat / Vacuum Wave
move 4: Grass Knot
item: Life Orb
ability: Blaze
nature: Naive
evs: 136 Atk / 120 SpA / 252 Spe

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

Nasty Plot allows Infernape to function as a boosting sweeper that can muscle past even some of the sturdier defensive Pokemon in the tier. Fire Blast is Infernape's strongest Fire-type STAB move that is bolstered by Nasty Plot. While it seems odd to run a physical move on a Nasty Plot sweeper, Close Combat allows Infernape to play as a wallbreaker, muscling through Blissey, Snorlax, and Umbreon, all of which would otherwise stop Infernape flat. However, if these Pokemon are not a concern, Vacuum Wave can be used to fulfill Infernape's role as a sweeper, giving it a useful priority move against faster threats. Lastly, Grass Knot allows Infernape to break through bulky Water-types such as Swampert, Suicune, and Vaporeon after a boost.

Set Details
========

Life Orb is the necessary item for this set, as it maximizes Infernape's damage output. The given EV spread allows Infernape to always OHKO 252 / 252 Bold Blissey while still having a fairly high chance of OHKOing Umbreon as well. A Naive nature with full Speed investment maximizes Infernape's Speed, capitalizing on its excellent base 108 Speed while allowing it to perform as a mixed attacker. The remaining EVs are placed into Special Attack to bolster the power of Infernape's special moves. If Vacuum Wave is used, use an EV spread of 252 SpA / 4 SpD / 252 Spe with a Timid nature to make Infernape a full special sweeper. Lastly, an alternate EV spread of 76 Atk / 180 SpA / 252 Spe with a Naive nature can be used to give Infernape more Special Attack while letting it OHKO Umbreon after Stealth Rock and still have a fairly high chance of OHKOing Blissey.

Usage Tips
========

Take advantage of Infernape's ability to threaten numerous offensive and defensive Pokemon early-game with its amazing Speed and coverage, setting up mid-game once an opportunity is presented. Given how frail Infernape is, it can be difficult to find many opportunities to set up Nasty Plot against a Pokemon that stays in, so capitalize on using the move when Infernape is able to force a switch; after a boost, Infernape can handle the majority of defensive Pokemon in the tier. While this set functions as a boosting sweeper, it primarily functions as a wallbreaker, doing more work breaking through defensive Pokemon after a boost for another sweeper to clean up afterward. If running Vacuum Wave, Infernape should be treated as the team's designated sweeper, only attempting to use Nasty Plot once faster Pokemon that can survive a +2 Vacuum Wave have been removed.

Team Options
========

Special attackers such as Mega Blastoise, Heliolisk, Hydreigon, Nidoking, and Mega Pidgeot partner well with Infernape, as they all appreciate this set's ability to plow through special walls. Physical attackers such as Mega Beedrill, Krookodile, Mienshao, and Mega Swampert also work well with this set, as Infernape can lure in and eliminate bulky Water-types for them. Pokemon such as Chesnaught, Roserade, Froslass, Forretress, Azelf, Hippowdon, and Swampert can provide entry hazards to allow Infernape and its offensive teammates to break down the opposing team more easily. Pokemon such as Mega Aerodactyl, Mega Abomasnow, Mega Ampharos, Choice Scarf Hydreigon, and Empoleon also partner well with this set, as they can check the faster Flying-type Pokemon that threaten Infernape.

[SET]
name: All-Out Attacker
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Grass Knot
move 4: Earthquake / Stone Edge / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive / Hasty
evs: 168 Atk / 88 SpA / 252 Spe

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

The choice between which of Infernape's Fire-type STAB moves to use is dependent on what you would like Infernape to deal with. Fire Blast lacks the painful recoil Flare Blitz has and deals much more damage to Mega Aggron, Aromatisse, and Granbull. Flare Blitz, however, has perfect accuracy, is bolstered by Infernape's more heavily invested Attack stat, and allows Infernape to break through Florges. Close Combat is Infernape's strongest and most reliable Fighting-type STAB move and is a must on this set to beat Pokemon such as Snorlax and Umbreon. Grass Knot allows Infernape to deal serious damage to Water-types such as Suicune and Swampert, which would otherwise stop this set flat in its tracks. Earthquake hits Tentacruel, Nidoqueen, and Mega Ampharos harder than any of Infernape's other options and also hits Chandelure. Stone Edge also covers Chandelure and is a stronger option against Entei and Rotom-H, but it also allows Infernape to hit Flying-types such as Mega Aerodactyl, Crobat, Noivern, and Salamence trying to switch in on one of Infernape's STAB moves. Mach Punch is a useful priority move, allowing Infernape to pick off some faster threats, such as Choice Scarf Hydreigon. U-turn can be used to allow Infernape to get momentum, but it should only be used if running a VoltTurn team, as Life Orb recoil and entry hazards wear Infernape down badly enough already. Lastly, Hidden Power Ice allows Infernape to beat Salamence while dealing heavy damage to Gligar and Nidoqueen.

Set Details
========

The EV spread listed allows Infernape to 2HKO Suicune with Grass Knot after Stealth Rock damage while maximizing Speed, with the remaining EVs placed into Attack to bolster the power of Infernape's physical moves. A Naive nature allows Infernape to function as a mixed attacker while maximizing Speed, and lets Infernape take priority moves a bit better than it would if it were using a Hasty nature. However, a Hasty nature can be used to allow Infernape to take resisted special attacks, such as Hydreigon's Dark Pulse, a bit more easily. Blaze is the preferred ability, as Iron Fist is useless on this set unless Mach Punch is used. Life Orb allows Infernape to deal as much damage as possible while switching moves.

Usage Tips
========

This set takes full advantage of Infernape's broad coverage that allows it to hit as many Pokemon as possible, so tailor the moves to cover any defensive Pokemon your team has trouble with. Infernape can serve as a lure for certain Pokemon; bulky Water-types such as Suicune and Swampert can be caught off-guard by Grass Knot, while Tentacruel can be beaten by Earthquake. Damage from Life Orb recoil and entry hazards will wear Infernape down gradually, so bring Infernape in when it can wreak as much havoc as possible and make every move count. Infernape's great Speed and offensive presence allow it to also function as a cleaner against offensive teams late-game, and Mach Punch allows Infernape to excel in this role. Even though Infernape is a mixed wallbreaker, certain defensive Pokemon will stop it no matter what moves it uses; Arcanine, Alomomola, Cresselia, and Gligar are roadblocks for Infernape that should be left up to teammates. Rocky Helmet variants of the former two Pokemon are especially bothersome for Infernape, as they can wear Infernape down even more easily just by switching in on it.

Team Options
========

As Infernape can serve as a lure for bulky Water-types, Pokemon that appreciate them removed, such as Mienshao, Krookodile, Mega Beedrill, Mega Swampert, Mega Absol, Mega Aerodactyl, Lucario, and Feraligatr, can be paired with it to form an offensive core. Pokemon that have access to entry hazards, such as Hippowdon, Swampert, Forretress, Chesnaught, Roserade, Nidoqueen, and Empoleon, can support Infernape by making it easier to wear Pokemon down. If Infernape forgoes Earthquake and Stone Edge in order to use Mach Punch, partners to deal with Chandelure as well as Tentacruel, Noivern, Crobat, and Mega Aerodactyl are a necessity. Mega Aerodactyl, Doublade, Empoleon, Krookodile, and Suicune are a few examples of partners that can check most of these Pokemon for Infernape.

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

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

Swords Dance allows Infernape to function as a setup sweeper, dealing serious damage to teams after a boost. Flare Blitz is Infernape's strongest physical Fire-type STAB move. If Flare Blitz's recoil is unappealing, Fire Punch can be used, though even with Iron Fist, it is weak, reaching a mere 90 Base Power, which pales in comparison to Flare Blitz's 120. Close Combat is Infernape's best physical Fighting-type STAB move, allowing it to break through Pokemon such as Empoleon, Krookodile, and Umbreon while attaining good coverage alongside Flare Blitz. Mach Punch can be used to give Infernape some leverage against offensive teams, taking out faster threats such as Mega Absol and Choice Scarf Hydreigon. Earthquake hits Mega Ampharos, Nidoqueen, and Tentacruel much harder than any of Infernape's other moves while still giving it a means to beat Chandelure. Thunder Punch is boosted by Iron Fist and allows Infernape to hit Water-types that resist both of its STAB moves, such as Jellicent, Slowking, and Tentacruel. However, a neutral Close Combat will hit all other Water-types just as hard as a super effective Iron Fist-boosted Thunder Punch, so use Thunder Punch only if Mach Punch is used over Close Combat or if these Pokemon are an issue for your team.

Set Details
========

The given nature and EVs make Infernape as fast as possible while maximizing Attack, allowing it to hit as hard as possible. Iron Fist gives a boost to Mach Punch and Thunder Punch and thus should be used only if either of those moves is chosen; otherwise, Blaze is the preferred ability. Life Orb gives Infernape the power it needs to break walls and sweep after a boost, as it is too weak otherwise.

Usage Tips
========

Infernape's versatility will keep the opponent guessing which set it is running until Infernape uses a move, so preserve Infernape until a decent opportunity arises, even if it means bluffing a different set. Given how much damage Infernape takes from entry hazards, Life Orb recoil, and recoil from Flare Blitz, it won't have many chances to safely set up. Swords Dance is best used when forcing a switch, though it can also be used once Infernape is brought in safely, such as on a resisted hit, after a Pokemon has fainted, or from a slow U-turn or Volt Switch. Infernape can be used early-game phase as a hole puncher, possibly going for a sweep or softening up the opposing team for its partners during the mid- and late-game phases. If using Mach Punch, Infernape should be handled more carefully, only setting up once defensive Pokemon are weakened and faster Pokemon that can take a +2 Mach Punch have been removed. To some degree, Infernape can also serve as a lure to bulky Water-types, inviting them to switch in and being capable of scoring a 2HKO on Alomomola, Suicune, and defensive Swampert after a single boost with Close Combat. However, prior damage will be required to ensure they are KOed.

Team Options
========

Chesnaught, Roserade, Forretress, Hippowdon, Swampert, Froslass, and Tentacruel can stack entry hazards to weaken the opposing team, giving Infernape an easier time sweeping. Pokemon that benefit from bulky Water-types being weakened, such as Krookodile, Mienshao, Haxorus, Mega Aerodactyl, and Snorlax, are examples of partners that synergize offensively with this Infernape set due to its ability to lure in and deal with bulky Water-types. Lastly, wallbreakers such as Porygon-Z, Haxorus, Heliolisk, Heracross, Nidoking, Roserade, and Krookodile can soften up defensive Pokemon for Infernape.

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

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

Flare Blitz and Close Combat serve as Infernape's strongest physical Fire- and Fighting-type STAB moves, attaining great coverage together. U-turn allows Infernape to get momentum and bring in a teammate, which is especially useful for a Choice Scarf user. Stone Edge is preferred in the last slot, as it is Infernape's only means of covering Chandelure, Noivern, and Salamence with one move, and it also hits Flying-types such as Crobat, Mega Aerodactyl, and Mega Pidgeot harder than Flare Blitz does. Earthquake still covers Chandelure while giving Infernape a better alternative against Nidoqueen, Entei, Darmanitan, Tentacruel, and Mega Ampharos.

Set Details
========

A Choice Scarf allows Infernape to outpace the entire unboosted metagame, as well as all other viable Choice Scarf users. Even Pokemon such as Kabutops and Stoutland under rain or sand, respectively, are outsped by Choice Scarf Infernape. The EVs and nature listed make Infernape as fast as possible while maximizing its Attack, allowing it to get the most out of Choice Scarf. Blaze is the preferred ability, as none of the listed moves are boosted by Iron Fist. Blaze can be helpful for letting Infernape go out with a bang with a boosted Flare Blitz once its HP has dropped low enough.

Usage Tips
========

As with any Pokemon holding a Choice item, prediction is key to success, as using an incorrect move will cost you momentum, giving the opponent a free turn. Use U-turn early-game to get momentum on the opponent, breaking Focus Sashes of lead Pokemon such as Azelf and scoring useful chip damage against offensive Pokemon. Use Infernape's STAB moves at the most appropriate times, as they both have notable drawbacks; Flare Blitz has recoil which wears Infernape down, and Close Combat reduces its defenses, making it much easier to take out afterwards. Because Infernape is both the fastest viable user of Choice Scarf in the tier and often unpredictable, Infernape can surprise a lot of opposing Choice Scarf users, especially if they are used in the lead position. Even though this Infernape set can function as a cleaner late-game, especially against offensive teams, it is significantly weaker than any of its other sets, so team support will be heavily required to weaken bulkier Pokemon for Infernape.

Team Options
========

Infernape's great versatility will keep the opponent guessing until its set is revealed, so take advantage of having other Pokemon commonly known to hold Choice Scarf, such as Hydreigon, Mienshao, Rotom-C, and Salamence, on your team. Pokemon with access to U-turn or Volt Switch, such as Crobat, Mega Beedrill, Hydreigon, Mega Pidgeot, Heliolisk, and Forretress, can form VoltTurn cores with this Infernape set, threatening opposing teams offensively while keeping up momentum. Pokemon such as Roserade, Heliolisk, Rotom-C, Shaymin, and Mega Ampharos can threaten bulky Water- and Ground-types that commonly switch into Infernape. Walls such as Arcanine, Gligar, Granbull, Cresselia, and Aromatisse can also stop this set easily, so partners such as Heracross, Suicune, Mega Blastoise, Nidoking, and Nidoqueen are also vastly appreciated for breaking through these Pokemon.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Mach Punch
move 4: Endeavor
item: Focus Sash
ability: Blaze / Iron Fist
nature: Timid / Jolly
evs: 252 SpA / 4 SpD / 252 Spe

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

Stealth Rock allows Infernape to function as an offensive lead, offering fast entry hazard support for its teammates. Taunt allows Infernape to hassle slower Pokemon that might try to set up their own entry hazards, keeping them off your side of the field. Fire Blast gives Infernape a usable Fire-type STAB move to deal damage with, the primary target of which is Forretress, which would otherwise be able to freely come in and use Rapid Spin. Mach Punch also gives Infernape a usable offensive move with priority, allowing Infernape to safely pick off a faster threat after using Endeavor. This allows Infernape to succeed against faster leads safely. Endeavor lets Infernape bring its target down to however much HP Infernape has; this works well with Focus Sash, as Infernape will be able to always survive with at least 1 HP, leaving the opposing Pokemon to be picked off by Mach Punch or one of Infernape's teammates. Overheat can be used over Fire Blast for its superior accuracy and power, as Infernape will seldom get off more than one attack, and Taunt keeps Infernape from being used as setup bait after the Special Attack drops from Overheat. Flare Blitz allows Infernape to take itself out after its Focus Sash has been used, allowing Infernape to block Rapid Spin and Defog and giving one of Infernape's teammates a free switch. Another attacking move should be used over Taunt in conjunction with Flare Blitz, as it is undesireable to have Infernape's only attack break its Focus Sash prematurely.

Set Details
========

A Timid nature with maximum Special Attack and Speed investment gives as much power as possible to Fire Blast while maximizing Infernape's Speed, allowing it to take full advantage of its role as a lead. If using Mach Punch, use a Jolly nature with the Special Attack EVs placed into Attack instead. Focus Sash allows Infernape to survive any attack with at least 1 HP, ensuring it is at least able to set up Stealth Rock. Blaze is the preferred ability if running Fire Blast, and can also be helpful with Focus Sash, allowing Infernape to deliver a boosted Fire Blast at 1 HP. If running Mach Punch as the attacking move, Iron Fist is the preferred ability, as it gives Mach Punch a bit of extra power.

Usage Tips
========

This set should always be used as the team's designated lead, so send it out first. Surprise factor is a big draw to using this set, as Infernape is seldom ever seen as a suicide lead. Set up Stealth Rock immediately, using Endeavor once Infernape's Focus Sash has been activated. Only use Taunt against slower Pokemon that are capable of setting their own entry hazards up. Be wary of Ghost-types, as they will shut this set down due to their immunity to both Endeavor and Mach Punch. Chandelure is a particularly big issue, as it is also immune to Fire Blast, making it a hard counter. This set isn't bothered by Choice Scarf users too badly thanks to Endeavor, allowing Infernape to deal with them early-game. Beware of opposing Focus Sash leads, as nearly all of them hinder Infernape in some way: Galvantula can set up Sticky Web, and Taunt isn't a reliable way of stopping it because Infernape can only Speed tie with it; Espeon, Azelf, and Aerodactyl all outspeed Infernape and can thus set up with their respective moves before Infernape can do anything, and the latter two Pokemon can use Taunt to hinder Infernape.

Team Options
========

This set is to be used only for heavily offensive teams, so pair it with offensive Pokemon. Attackers such as Hydreigon, Salamence, Mienshao, Roserade, Alakazam, Heliolisk, and Nidoking all benefit from Infernape's Stealth Rock support, while many are able to put offensive pressure on Rapid Spin and Defog users. Mega Aerodactyl, Honchkrow, and Krookodile are capable of trapping Ghost-types with Pursuit, making it easier for Infernape to do its job. Setup sweepers such as Lucario, Suicune, Salamence, and Mega Absol can sweep much more easily while Stealth Rock is on the opposing side.

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

Infernape has a plethora of alternative options in its huge movepool, though many do not work as well because they are outclassed by Infernape's primary options or unsuitable for Infernape to use due to its lack of bulk. An offensive set with Stealth Rock and three attacking moves can be used; check the lead and all-out attacker sets to determine which attacks are appropriate for your team. A set with Substitute and three attacks can be used as well, though Crobat is still capable of revenge killing Infernape due to Infiltrator, and Infernape loses both coverage and the ability to run a boosting move in order to use Substitute. An offensive set using a Choice Band can be used, though it is outclassed by Entei in this role. Fake Out can be used as a form of fast priority, though it can make Infernape predictable after using the move. Infernape boasts useful support moves, such as Encore, Will-O-Wisp, Slack Off, Torment, and Roar, though Infernape is too frail to take full advantage of them, and it might as well be used as an attacker. Lesser setup moves such as Power-Up Punch, Hone Claws, Bulk Up, Work Up, and Calm Mind are also available, though all except Work Up are truly outclassed by Swords Dance and Nasty Plot. Punishment can be used to allow Infernape to revenge kill a slower boosting sweeper, namely Reuniclus or Cresselia, in an emergency, though the move lacks STAB, does pittance to Suicune and Snorlax, and requires that the foe has acquired numerous boosts before actually being useful.


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

**Flying-types**: Flying-types such as Mega Aerodactyl, Mega Pidgeot, Crobat, and Salamence are able to easily KO Infernape with their respective STAB moves, and though Salamence is the only one listed that doesn't outspeed Infernape, Salamence resists both of Infernape's STAB types and can use it as setup bait if it lacks Stone Edge.

**Water-types**: Water-types such as Suicune, Vaporeon, and Alomomola are able to deal serious damage to Infernape with Scald, though they must be wary of being 2HKOed by a +2 Grass Knot from the Nasty Plot set and must be healthy enough to take a +2 Close Combat from the Swords Dance set in order to check Infernape. Tentacruel, Slowking, and Jellicent, however, all resist both of Infernape's STAB types, so if Infernape lacks the appropriate coverage move, they can serve as counters to it.

**Ground-types**: Bulky Ground-types such as Gligar, Nidoqueen, Swampert, and Donphan can KO Infernape with their Ground-type STAB moves. Gligar is the closest one of these to being a counter if it runs Special Defense investment, fearing neither the Nasty Plot nor the Swords Dance sets and only losing to Infernape if it hits Gligar with the rare Hidden Power Ice on the switch. Dugtrio, though somewhat rare in UU, can outspeed and trap Infernape with Arena Trap, quickly removing it with Earthquake, though Dugtrio must be wary of Choice Scarf sets, as well as sets running priority moves.

**Psychic-types**: Psychic-types can give Infernape issues, as Azelf, Espeon, and Alakazam all outrun and KO it with Psyshock or Psychic, while Cresselia and Reuniclus are bulky enough to sponge hits from any physical sets and proceed to set up. While Cresselia is also able to counter the Nasty Plot set, Reuniclus is 2HKOed by Life Orb Fire Blast, so it has to be cautious trying to switch in.

**Extreme Speed Users**: Arcanine, Entei, and Lucario all have access to Extreme Speed and can deal serious damage to Infernape, outpacing even sets carrying their own priority moves and picking Infernape off if it has taken enough prior damage.

**Residual Damage**: Infernape gets worn down badly by Life Orb, as well as recoil from Flare Blitz. Any additional damage from Stealth Rock, Spikes, or even Toxic Spikes will severely inhibit Infernape's longevity in a match.

**Offensive Pressure**: Infernape's poor 76 / 71 / 71 bulk renders it unable to deal with taking too many hits, even resisted hits from offensive Pokemon, such as Fire Blast from Chandelure. This makes Infernape very easy to revenge kill and even harder to bring in without support from U-turn or Volt Switch.
 
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CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, sorry this took so long. We QC ready now. However as this is reviewed (I know it's gonna take a while to pore through this indepth) but can I get some feedback on a Stealth Rock + 3 Attacks set, something a la Nidoking as an fast offensive SR user, and some input on HP Ice being on the all-out attacker set?

The reason I thought about HP Ice was because if you run 132 SpA, (this can be mentioned in Set Details) Infernape is able to reliably 2HKO SpD Gligar and Zygarde, both very solid checks to it, while still having a move to pop Noivern with. Also lets you off Nidoqueen and various Flying-types prone to Flare Blitz without having to inflict severe damage on yourself assuming you run Flare Blitz, if that's worth something?

132 SpA Life Orb Infernape Hidden Power Ice vs. 128 HP / 0 SpD Nidoqueen: 151-179 (42.7 - 50.7%) -- 45.3% chance to 2HKO after Stealth Rock
132 SpA Life Orb Infernape Hidden Power Ice vs. 252 HP / 252+ SpD Eviolite Gligar: 172-203 (51.4 - 60.7%) -- guaranteed 2HKO
132 SpA Life Orb Infernape Hidden Power Ice vs. 188 HP / 132 SpD Zygarde: 239-286 (59.1 - 70.7%) -- guaranteed 2HKO after Leftovers recovery


lol nvm Zygarde is dead
 
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Kink

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Not QC, but as the main abuser of the lead set, may I suggest wish pass vape as teammate as well for obvious reasons.
 
Alright I've been looking over this little by little over the last few days and here's what I've got for you:

  • For All Out Attacker, I think Fire Blast should be slashed first. Flare Blitz does hurt Florges, but Fire Blast does more to things that CC can't already do much to, like Aromatisse and Granbull, Mega Aggron, Defensive Nidoqueen, and probably more.
  • ThunderPunch (Moves under SD) hits Slowking as well
  • Remove Mega Zam and Zygarde from this. Going along with this, HP Ice is no longer an OO.
  • Hate to say this but I don't think CB deserves its own set :( it's generally outclassed by All-Out Attacker particularly for it's ability to switch attacks and hit most Water-types harder and it's not even that good at wallbreaking (SD and NP are MUCH better)
  • Overheat can be mentioned in Moves for the lead set as between SR, Taunt, and Endeavor, Infernape most likely isn't going to get more than one actual attack off. It's significantly stronger than Fire Blast and also more accurate. You don't become setup fodder afterwards because of Taunt.
  • Disagree with talking about Vaporeon in teammates for lead. Brobat said it himself in his analysis: it should basically only be used on very offensive teams. Wish Passing to a lead mono-attacking Infernape probably isn't the best use of your turns. Also, Vaporeon is a very passive Pokemon, so it's very easy to Defog or Spin Infernape's Rocks against it.
  • For your question about Lead SR 3 attacks, I think it's perfect where it is in Other Options. It's not really one of its "main" sets, but after reading All Out Attacker and Lead, the reader should be able to easily figure out what to run on it if they decide to do so. If anything, when you mention SR 3 attacks in OO, just kind of direct them to those two sets.
Otherwise I don't see any problems; this is a very thorough analysis and all of the details are accurate. Gonna edit my stamp into this when you're done implementing.

Edit: 1/3. Also I just wanted to say how funny it would be and how salty people would get if an Infernape Roared something.
 
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I'd say that on the Lead set, Flare Blitz /could/ be mentioned to be used over Fire Blast à la Final Gambit/Explosion/D-E on Lead Aero to prevent spinning when you're at 1 HP. You're generally gonna be better off Endeavoring at that point (since stuff like Tentacruel and Blaster both lack recovery and resist FB), but it can be useful on HO teams to get a free switch and force the opponent to waste a turn to spin later on. I haven't used it so take that with a grain of salt, but since the point of Lead Ape is to get SR up fast and gain a free switch, Flare helps you do just that.

Edit: I guess I should mention that Flare should prolly not be used as Ape's only attacking move, doesn't matter if it works or not, simply because having your only move breaking your Sash is a bit dumb. So you should state that if you're using Flare, it should prolly be with a second move over Taunt. Sorry for the late correction, I was being dumb last night :\
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Alright I've been looking over this little by little over the last few days and here's what I've got for you:

  • For All Out Attacker, I think Fire Blast should be slashed first. Flare Blitz does hurt Florges, but Fire Blast does more to things that CC can't already do much to, like Aromatisse and Granbull, Mega Aggron, Defensive Nidoqueen, and probably more.
  • ThunderPunch (Moves under SD) hits Slowking as well
  • Remove Mega Zam and Zygarde from this. Going along with this, HP Ice is no longer an OO.
  • Hate to say this but I don't think CB deserves its own set :( it's generally outclassed by All-Out Attacker particularly for it's ability to switch attacks and hit most Water-types harder and it's not even that good at wallbreaking (SD and NP are MUCH better)
  • Overheat can be mentioned in Moves for the lead set as between SR, Taunt, and Endeavor, Infernape most likely isn't going to get more than one actual attack off. It's significantly stronger than Fire Blast and also more accurate. You don't become setup fodder afterwards because of Taunt.
  • Disagree with talking about Vaporeon in teammates for lead. Brobat said it himself in his analysis: it should basically only be used on very offensive teams. Wish Passing to a lead mono-attacking Infernape probably isn't the best use of your turns. Also, Vaporeon is a very passive Pokemon, so it's very easy to Defog or Spin Infernape's Rocks against it.
  • For your question about Lead SR 3 attacks, I think it's perfect where it is in Other Options. It's not really one of its "main" sets, but after reading All Out Attacker and Lead, the reader should be able to easily figure out what to run on it if they decide to do so. If anything, when you mention SR 3 attacks in OO, just kind of direct them to those two sets.
Otherwise I don't see any problems; this is a very thorough analysis and all of the details are accurate. Gonna edit my stamp into this when you're done implementing.
I'd say that on the Lead set, Flare Blitz /could/ be mentioned to be used over Fire Blast à la Final Gambit/Explosion/D-E on Lead Aero to prevent spinning when you're at 1 HP. You're generally gonna be better off Endeavoring at that point (since stuff like Tentacruel and Blaster both lack recovery and resist FB), but it can be useful on HO teams to get a free switch and force the opponent to waste a turn to spin later on. I haven't used it so take that with a grain of salt, but since the point of Lead Ape is to get SR up fast and gain a free switch, Flare helps you do just that.
All changes have been implemented.
 
On the All-out Attacker set, mention Salamence as a mention of Stone Edge; otherwise, Salamence can switch in on it with its typing and Intimidate and set up on it for free. Mention that on the Choice Scarf set as well, being able to outspeed a +1 Salamence and KO it after some prior damage is handy, though Infernape needs like 20-32% prior damage to achieve the KO.
 

dingbat

snek
is a Top Tiering Contributor Alumnus
holy fucking shit lol it's been 3 months since last qc check

Edit: And halfway written lol

someone needs to do something about this
 
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CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
holy fucking shit lol it's been 3 months since last qc check

Edit: And halfway written lol

someone needs to do something about this
Someone has just done something. Analysis is done being written.

Sorry for taking 3 months to pump this whole thing, I really got no excuse as to why I've taken so long and don't feel like trying to fabricate one either. Please just get this 3rd QC check so we can move this along, I feel bad enough already.
 

P Squared

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let's get this done! GP 1/2 :)
Overview
########

When compared to other Fire-type Pokemon in UU, Infernape has no issue standing out, being the only one in the tier to possess a secondary Fighting(remove dash, add space)type STAB, which offers excellent coverage with its Fire-type STAB moves and a neutrality to Stealth Rock. Infernape boasts equal 104 / 104 offenses, complemented by an offensive movepool with matchless versatility, featuring even priority moves such as Mach Punch and Vacuum Wave, making it very difficult for the opponent to predict what Infernape is going to do.

However, the plethora of options at Infernape's disposal can be viewed as a weakness, as it often suffers from four-moveslot syndrome 4MSS, meaning certain Pokemon will always check it based on its choices. Coupled with its poor defenses and exploitable typing, Infernape can have trouble switching in and taking strong hits, so it must be played carefully to be used to full effect.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Close Combat / Vacuum Wave
move 4: Grass Knot
ability: Blaze
item: Life Orb
evs: 136 Atk / 120 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot allows Infernape to function as a boosting sweeper, allowing it to that can muscle past even some of the sturdier defensive Pokemon in the tier. Fire Blast is Infernape's strongest Fire-type STAB move that is bolstered by Nasty Plot. While it seems odd to run a physical move on a Nasty Plot sweeper, Close Combat allows Infernape to play as a wallbreaker, muscling through Blissey, Snorlax, and Umbreon, all of which would otherwise stop Infernape flat. However, if these Pokemon are not a concern, Vacuum Wave can be used to fulfill Infernape's role as a sweeper, giving it a useful priority move against faster threats. Lastly, Grass Knot allows Infernape to break through bulky Water-types such as Swampert, Suicune, and Vaporeon after a boost.

Set Details
========

Life Orb is the necessary hold item for this set, as it maximizes Infernape's damage output. The given EV spread allows Infernape to always OHKO 252 / 252 Bold Blissey, (remove comma) while still having a fairly high chance of OHKOing Umbreon as well. A Naive nature with full Speed investment maximizes Infernape's Speed, capitalizing on its excellent base 108 Speed while allowing it to perform as a mixed attacker. The remaining EVs are placed into Special Attack to bolster the power of Infernape's special moves. If Vacuum Wave is used, use an EV spread of 252 SpA / 4 SpD / 252 Spe with a Timid nature to make Infernape a full specially-based sweeper. Lastly, an alternate EV spread of 76 Atk / 180 SpA / 252 Spe with a Naive nature can be used to give Infernape more Special Attack while letting it being able to OHKO Umbreon after Stealth Rock, (remove comma) and still having have a fairly high chance of OHKOing Blissey.

Usage Tips
========

Take advantage of Infernape's ability to threaten numerous offensive and defensive Pokemon early-game with its amazing Speed and coverage, setting up mid-game once an opportunity is presented. Given how frail Infernape is, it can be difficult to find many opportunities to set up Nasty Plot against a Pokemon that stays in, so capitalize on using the move when Infernape is able to force a switch; after a boost, Infernape can handle the majority of defensive Pokemon in the tier. While this set functions as a boosting sweeper, it primarily functions as a wallbreaker, doing more work breaking through defensive Pokemon after a boost for another sweeper to clean up afterward. If running Vacuum Wave, Infernape should be treated as the team's designated sweeper, only attempting to use Nasty Plot once faster Pokemon that can survive a +2 Vacuum Wave have been removed.

Team Options
========

Special attackers such as Mega Blastoise, Heliolisk, Hydreigon, Nidoking, and Mega Pidgeot partner well with Infernape, as they all appreciate this set's ability to plow through special walls. Physical attackers such as Mega Beedrill, Krookodile, Mienshao, and Mega Swampert also work well with this set(comma) as Infernape can lure in and eliminate bulky Water-types for them. Pokemon such as Chesnaught, Roserade, Froslass, Forretress, Azelf, Hippowdon, and Swampert can provide entry hazards to allow Infernape and its offensive teammates to break down the opposing team more easily. Pokemon such as Mega Aerodactyl, Mega Abomasnow, Mega Ampharos, Choice Scarf Hydreigon, and Empoleon also partner well with this set, as they can check the faster Flying-type Pokemon that threaten Infernape.

All-Out Attacker
########
name: All-Out Attacker
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Grass Knot
move 4: Earthquake / Stone Edge / Mach Punch
ability: Blaze / Iron Fist
item: Life Orb
evs: 168 Atk / 88 SpA / 252 Spe
nature: Naive / Hasty

Moves
========

The choice between which of Infernape's Fire-type STAB moves to use is dependent on what you would like Infernape to deal with; Fire Blast lacks the painful recoil Flare Blitz has, while dealing and deals much more damage to Mega Aggron, Aromatisse, and Granbull. Flare Blitz, however, has perfect accuracy, is bolstered by Infernape's more heavily invested Attack stat, and allows Infernape to break through Florges. Close Combat is Infernape's strongest and most reliable Fighting-type STAB move, (remove comma) and is a must on this set to beat Pokemon such as Snorlax and Umbreon. Grass Knot allows Infernape to deal serious damage to Water-types such as Suicune and Swampert, which would otherwise stop this set flat in its tracks. Earthquake hits Tentacruel, Nidoqueen, and Mega Ampharos harder than any of Infernape's other options while also giving it a way to hit Chandelure. Stone Edge also covers Chandelure, while being and is a stronger option against Entei and Rotom-H, but it also allows Infernape to hit Flying-types such as Mega Aerodactyl, Crobat, Noivern, and Salamence trying to switch in on one of Infernape's STAB moves. Mach Punch is a useful priority move, allowing Infernape to pick off some faster threats, such as Choice Scarf Hydreigon. U-turn can be used to allow Infernape to get momentum, but it should only be used if running a VoltTurn team, as Life Orb recoil and entry hazards wear Infernape down badly enough already. Lastly, Hidden Power Ice allows Infernape to beat Salamence while dealing heavy damage to Gligar and Nidoqueen.

Set Details
========

The EV spread listed allows Infernape to 2HKO Suicune with Grass Knot after Stealth Rock damage while maximizing Speed, with the remaining EVs placed into Attack to bolster its the power of Infernape's physical moves. A Naive nature allows Infernape to function as a mixed attacker while maximizing Speed, and it lets Infernape take taking priority moves a bit better than it would if it were using a Hasty nature. However, a Hasty nature can be used to allow Infernape to take resisted special attacks, such as Hydreigon's Dark Pulse, a bit more easily. Blaze is the preferred ability, as Iron Fist is otherwise useless on this set unless Mach Punch is used. Life Orb is the chosen item, as it allows Infernape to deal as much damage as possible while switching moves.

Usage Tips
========

This set takes full advantage of Infernape's broad coverage that allows it to hit as many Pokemon as possible, so tailor the moves to cover any defensive Pokemon your team has trouble with. Infernape can serve as a lure for certain Pokemon; bulky Water-types such as Suicune and Swampert can be caught off-guard by Grass Knot, while Tentacruel can be beaten by Earthquake. Damage from Life Orb recoil and entry hazards will wear Infernape down gradually, so bring Infernape in when it can wreak as much havoc as possible, and make every move count. Infernape's great Speed and offensive presence allow it to also function as a cleaner against offensive teams late-game, and Mach Punch allows Infernape to excel in this role. Even though Infernape is a mixed wallbreaker, certain defensive Pokemon will stop it no matter what moves it uses; Arcanine, Alomomola, Cresselia, and Gligar are roadblocks for Infernape that should be left up to teammates. Rocky Helmet variants of the former two Pokemon are especially bothersome for Infernape, as they are uncommon and can wear Infernape down even more easily just by switching in on it.

Team Options
========

As Infernape can serve as a lure for bulky Water-types, Pokemon that appreciate them removed, such as Mienshao, Krookodile, Mega Beedrill, Mega Swampert, Mega Absol, Mega Aerodactyl, Lucario, and Feraligatr(comma) can be paired with it to form an offensive core. Pokemon that have access to entry hazards, such as Hippowdon, Swampert, Forretress, Chesnaught, Roserade, Nidoqueen, and Empoleon, can support Infernape by making it easier to wear Pokemon down. If Infernape forgoes Earthquake and Stone Edge in order to use Mach Punch, partners to deal with Chandelure as well as Tentacruel, Noivern, Crobat, and Mega Aerodactyl are a necessity. Mega Aerodactyl, Doublade, Empoleon, Krookodile, and Suicune are a few examples of partners who that can check most of these Pokemon for Infernape.

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

Moves
========

Swords Dance allows Infernape to function as a setup sweeper, dealing serious damage to teams after a boost. Flare Blitz is Infernape's strongest physical Fire-type STAB move. If Flare Blitz's recoil is unappealing, Fire Punch can be used, though even with Iron Fist, it is weak, reaching a mere 90 Base Power, which pales in comparison to Flare Blitz's 120 BP. Close Combat is Infernape's best physical Fighting-type STAB move, allowing it to break through Pokemon such as Empoleon, Krookodile, and Umbreon, (remove comma) while attaining good coverage alongside Flare Blitz. Mach Punch can be used to give Infernape some leverage against offensive teams, taking out faster threats such as Mega Absol and Choice Scarf Hydreigon. Earthquake hits Mega Ampharos, Nidoqueen, and Tentacruel much harder than any of Infernape's other moves, (remove comma) while still giving it a means to beat Chandelure. Thunder Punch is boosted by Iron Fist and allows Infernape to hit Water-types that resist both of its STAB moves, such as Jellicent, Slowking, and Tentacruel. However, a neutral Close Combat will hit all other Water-types just as hard as a super effective Iron Fist-boosted Thunder Punch, so use Thunder Punch only if Mach Punch is used over Close Combat, or if these Pokemon are an issue for your team.

Set Details
========

The given nature and EVs make Infernape as fast as possible while maximizing Attack, allowing it to hit as hard as possible. Iron Fist gives a boost to Mach Punch and Thunder Punch, (remove comma) and thus should be used only if either of those moves are is chosen; otherwise, Blaze is the preferred ability, as Iron Fist will be useless on Infernape. Life Orb gives Infernape the power it needs to break walls and sweep after a boost, as it is too weak otherwise.

Usage Tips
========

Infernape's versatility will keep the opponent guessing which set it is running until Infernape uses a move, so preserve Infernape until a decent opportunity arises, even if it means bluffing a different set. Given how much damage Infernape takes from entry hazards, Life Orb recoil, and recoil from Flare Blitz, it won't have many chances to safely set up. Swords Dance is best used when forcing a switch, after bringing Infernape in on a resisted Choice-locked move or after a Pokemon has fainted, or from a slow U-turn or Volt Switch. (is the underlined still part of the "after bringing Infernape in on" bit, or does it go back to "Swords Dance is best used..."? aka, is the list supposed to be: Swords Dance is best used: (1) when forcing a switch, (2) after bringing it in on blah blah, or (3) from a slow U-turn or Volt Switch? If so then cool, sentence is fine. If the list is supposed to be: Swords Dance is best used: (1) when forcing a switch or (2) after bringing it in on a Choice-locked move, after a teammate has fainted, or through a slow U-turn or Volt Switch - then this needs some rewording) Infernape can be used during the early-game phase as a hole puncher, possibly going for a sweep or softening up the opposing team for its partners during the mid- and late-game phases. If using Mach Punch, Infernape should be handled more carefully, only setting up once defensive Pokemon are weakened and faster Pokemon that can take a +2 Mach Punch have been removed. To some degree(comma) Infernape can also serve as a lure to bulky Water-types, inviting them to switch in and being capable of scoring a 2HKO on Alomomola, Suicune, and defensive Swampert after a single boost with Close Combat. However, prior damage will be required to ensure they are KOed.

Team Options
========

Chesnaught, Roserade, Forretress, Hippowdon, Swampert, Froslass, and Tentacruel can stack entry hazards to weaken the opposing team, giving Infernape an easier time sweeping. Pokemon that benefit from bulky Water-types being weakened, such as Krookodile, Mienshao, Haxorus, Mega Aerodactyl, and Snorlax, are examples of partners that synergize offensively with this Infernape set due to its ability to lure in and deal with bulky Water-types. Lastly, wallbreakers such as Porygon-Z, Haxorus, Heliolisk, Heracross, Nidoking, Roserade, and Krookodile can soften up defensive Pokemon for Infernape.

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

Moves
========

Flare Blitz and Close Combat serve as Infernape's strongest physical Fire- and Fighting-type physical STAB moves, attaining decent coverage together. U-turn allows Infernape to get momentum and bring in a teammate, which is especially useful as for a Choice Scarf user. Stone Edge is preferred in the last slot, listed first as it is Infernape's only means of covering Chandelure, Noivern, and Salamence with one move, while also hitting and it also hits Flying-types such as Crobat, Mega Aerodactyl, and Mega Pidgeot harder than Flare Blitz does. Earthquake still covers Chandelure while giving Infernape a better alternative against Nidoqueen, Entei, Darmanitan, Tentacruel, and Mega Ampharos.

Set Details
========

A Choice Scarf allows Infernape to outpace the entire unboosted metagame, as well as all other viable Choice Scarf users. Even Pokemon such as Kabutops and Stoutland under rain or sand, respectively(comma) are outsped by Choice Scarf Infernape. The EVs and nature listed make Infernape as fast as possible while maximizing its Attack, allowing it to get the most out of Choice Scarf. Blaze is the preferred ability, as none of the listed moves are boosted by Iron Fist. Blaze can be helpful for letting Infernape go out with a bang with a boosted Flare Blitz once its HP has dropped low enough.

Usage Tips
========

As with any Pokemon holding a Choice item, prediction is key to success, as using an incorrect move will cost you momentum, giving the opponent a free turn. Use U-turn throughout the early-game phases to get momentum on the opponent, breaking Focus Sashes of lead Pokemon such as Azelf and scoring useful chip damage against offensive Pokemon. Use Infernape's STAB moves at the most appropriate times, as they both have notable drawbacks; Flare Blitz has recoil which wears Infernape down, while Close Combat reduces its defenses, making it much easier to take out afterwards. Being that Infernape is both the fastest viable user of Choice Scarf in the tier and often unpredictable, Infernape can surprise a lot of opposing Choice Scarf users, especially if they are used in the lead position. Even though this Infernape set can function as a cleaner late-game, especially against offensive teams, it is significantly weaker than any of its other sets, so team support will be heavily required to weaken bulkier Pokemon for Infernape.

Team Options
========

Infernape's great versatility will keep the opponent guessing until its set is revealed, so take advantage of having other Pokemon commonly known to hold Choice Scarf, such as Hydreigon, Mienshao, Rotom-C, and Salamence, on your team. Pokemon with access to U-turn or Volt Switch, such as Crobat, Mega Beedrill, Hydreigon, Mega Pidgeot, Heliolisk, Mega Pidgeot, and Forretress, and Hydreigon, can form VoltTurn cores with this Infernape set, threatening opposing teams offensively while keeping up momentum. Pokemon such as Roserade, Heliolisk, Rotom-C, Shaymin, and Mega Ampharos can threaten bulky Water- and Ground-types that commonly switch into Infernape. Walls such as Arcanine, Gligar, Granbull, Cresselia, and Aromatisse can also stop this set easily, so partners such as Heracross, Suicune, Mega Blastoise, Nidoking, and Nidoqueen, (remove comma) are also vastly appreciated for breaking through these Pokemon.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Mach Punch
move 4: Endeavor
ability: Blaze / Iron Fist
item: Focus Sash
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Jolly

Moves
========

Stealth Rock allows Infernape to function as an offensive lead, offering fast entry hazard support for its teammates. Taunt allows Infernape to hassle slower Pokemon that may try to set up their own entry hazards, keeping them off your side. Fire Blast gives Infernape a usable Fire-type STAB move to deal damage with, the primary target of which is Forretress, which would otherwise be able to freely come in and use Rapid Spin. Mach Punch also gives Infernape a usable offensive move with priority, allowing Infernape to safely pick off a faster threat after using Endeavor. This allows Infernape to succeed against faster leads safely. Endeavor lets Infernape bring its target down to however much HP Infernape has; this works well with Focus Sash(comma) as Infernape will be able to always survive with at least 1 HP, leaving the opposing Pokemon to be picked off by Mach Punch or one of Infernape's teammates. Overheat can be used over Fire Blast for its superior accuracy and power, as Infernape will seldom get off more than one attack, and Taunt keeps Infernape from being used as setup bait after the Special Attack drops from Overheat. Flare Blitz allows Infernape to take itself out after its Focus Sash has been used, allowing Infernape to block Rapid Spin/ and Defog and giving one of Infernape's teammates a free switch(remove dash, add space)in. Another attacking move should be used over Taunt (did you mean Endeavor? idk) in conjunction with Flare Blitz, as otherwise its only attack is capable of breaking its Focus Sash prematurely.

Set Details
========

A Timid nature with maximum Special Attack and Speed investment gives as much power as possible to Fire Blast while maximizing Infernape's Speed, allowing it to take full advantage of its role as a lead. If using Mach Punch, use a Jolly nature with the Special Attack EVs placed instead into Attack. Focus Sash allows Infernape to survive any attack with at least 1 HP, ensuring it is at least able to set up Stealth Rock. Blaze is the preferred ability if running Fire Blast, which and can also be helpful with Focus Sash, allowing Infernape to deliver a boosted Fire Blast at 1 HP. If running Mach Punch as your the attacking move, Iron Fist is the preferred ability, as it gives Mach Punch a bit of extra power.

Usage Tips
========

This set should always be used as the team's designated lead, so send it out first. Surprise factor is a big draw to using this set, as Infernape is seldom ever seen as a suicide lead. Set up Stealth Rock immediately, using Endeavor once Infernape's Focus Sash has been activated. Only use Taunt against slower Pokemon that are capable of setting their own entry hazards up. Be wary of Ghost-types(comma) as they will shut this set down, (remove comma) due to their immunity to both Endeavor and Mach Punch. Chandelure is a particularly big issue(comma) as it is also immune to Fire Blast, making it a hard counter. This set isn't bothered by Choice Scarf users too badly thanks to Endeavor, allowing Infernape to deal with them them to be dealt with early-game. Beware of opposing Focus Sash leads, as nearly all of them hinder Infernape in some way: Galvantula can set up Sticky Web, and Taunt isn't a reliable way of stopping it since because Infernape can only Speed tie with it; Espeon, Azelf, and Aerodactyl all outspeed Infernape, (remove comma) and can thus set up with their respective moves before Infernape can do anything, while and the latter two Pokemon can use Taunt to hinder Infernape.

Team Options
========

This set is to be used only for heavily offensive teams, so pair it with offensive Pokemon. Attackers such as Hydreigon, Salamence, Mienshao, Roserade, Alakazam, Heliolisk, and Nidoking all benefit from Infernape's Stealth Rock support(comma) while many are able to put offensive pressure on Rapid Spin and Defog users. Mega Aerodactyl, Honchkrow, and Krookodile are capable of trapping Ghost-types with Pursuit, making it easier for Infernape to do its job. Setup sweepers such as Lucario, Suicune, Salamence, and Mega Absol can sweep much more easily while Stealth Rock is on the opposing side.

Other Options
########

Infernape has a plethora of alternative options in its huge movepool, though many do not work as well due to being because they are either outclassed by Infernape's primary options, (remove comma) or are unsuitable for Infernape to use due to its lack of bulk. An offensive set with Stealth Rock and 3 three attacking moves can be used; check the Lead and All-Out Attacker sets to determine which attacks are appropriate for your team. A set with Substitute and 3 three attacks can be used as well, though Crobat is still capable of revenge killing Infernape due to Infiltrator, and Infernape loses both coverage and the ability to run a boosting move in order to use Substitute. An offensive set using a Choice Band can be used, though it is outclassed by Entei in this role. Fake Out can be used as a form of fast priority, though it can make Infernape predictable after using the move. Infernape boasts useful support moves, such as Encore, Will-O-Wisp, Slack Off, Torment, and Roar, though Infernape is too frail to take full advantage of them, and it may might as well be used as an attacker. Lesser setup moves such as Power-Up Punch, Hone Claws, Bulk Up, Work Up, and Calm Mind are also available, though all except Work Up are truly outclassed by Swords Dance and Nasty Plot. Punishment can be used to allow Infernape to revenge kill a slower boosting sweeper, namely Reuniclus or Cresselia, in an emergency, though the move lacks STAB(comma) and does pittance to Suicune and Snorlax, and requires that a Pokemon have the foe has acquired numerous boosts before actually being useful.


Checks & Counters
########

**Flying-types**: Flying-types such as Mega Aerodactyl, Mega Pidgeot, Crobat, and Salamence are able to easily KO Infernape with their respective STAB moves, and though Salamence is the only one listed that doesn't outspeed Infernape, Salamence resists both of Infernape's STABs STAB types and can use it, meaning Infernape can be used as setup bait for Salamence if it lacks Stone Edge.

**Water-types**: Water-types such as Suicune, Vaporeon, and Alomomola are able to deal serious damage to Infernape with Scald, though they must be wary of being 2HKOed by a +2 Grass Knot from the Nasty Plot set, (remove comma) and must be healthy enough to take a +2 Close Combat from the Swords Dance set in order to check Infernape. Tentacruel, Slowking, and Jellicent, however, all resist both of Infernape's STAB types STABs, so if Infernape lacks the appropriate coverage move, they can serve as counters to it.

**Ground-types**: Bulky Ground-types such as Gligar, Nidoqueen, Swampert, and Donphan can KO Infernape with their Ground-type STAB moves, though. (period) Gligar is the closest one of these to being a counter if it runs Special Defense investment, fearing neither the Nasty Plot or nor the Swords Dance sets, and only losing to Infernape if it hits Gligar with the rare Hidden Power Ice on the switch as it switches in. Dugtrio, though somewhat rare in UU, can outspeed and trap Infernape with Arena Trap, quickly removing it with Earthquake, though Dugtrio must be wary of Choice Scarf sets, as well as sets running priority moves.

**Psychic-types**: Psychic-types can give Infernape issues, as Azelf, Espeon, and Alakazam all outrun and KO it with Psyshock or Psychic, meanwhile Cresselia and Reuniclus are bulky enough to sponge hits from any physically-based sets and proceed to set up. While Cresselia is also able to counter the Nasty Plot set, Reuniclus is 2HKOed by Life Orb Fire Blast, so it has to be cautious trying to switch in.

**Extreme Speed Users**: Arcanine, Entei, and Lucario all have access to Extreme Speed in UU, and can deal serious damage to Infernape, outpacing even sets carrying their own priority moves and picking Infernape off if it has taken enough prior damage.

**Residual Damage**: Infernape gets worn down badly by Life Orb, on top of recoil from Flare Blitz. Any additional damage from Stealth Rock, Spikes, or even Toxic Spikes will severely inhibit Infernape's longevity in a match.

**Its Own Frailty**: Infernape's poor 76/71/71 defenses render 76 / 71 / 71 bulk renders it unable to deal with taking too many hits, even resisted hits from offensive Pokemon, such as Fire Blast from Chandelure. This sadly makes Infernape very easy to revenge kill, (remove comma) and even harder to bring in without support from U-turn or Volt Switch.
 
Last edited:

GatoDelFuego

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christ why long analyses

CoolStoryBrobat

REMOVE CHANGE COMMENTS

Make sure you update this to the new analysis format
Overview
########

When compared to other Fire-type Pokemon in UU, Infernape has no issue standing out, being the only one in the tier to possess a secondary Fighting typing, which offers excellent coverage with its Fire-type STAB moves and a neutrality to Stealth Rock. Infernape boasts equal 104 / 104 offenses, complemented by an offensive movepool with matchless versatility, featuring even priority moves such as Mach Punch and Vacuum Wave, making it very difficult for the opponent to predict what Infernape is going to do.

However, the plethora of options at Infernape's disposal can be viewed as a weakness, as it often suffers from four-moveslot syndrome, meaning certain Pokemon will always check it based on its choices. Coupled with its poor defenses and exploitable typing, Infernape can have trouble switching in and taking strong hits, so it must be played carefully to be used to full effect.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Close Combat / Vacuum Wave
move 4: Grass Knot
ability: Blaze
item: Life Orb
evs: 136 Atk / 120 SpA / 252 Spe
nature: Naive

Moves
========

Nasty Plot allows Infernape to function as a boosting sweeper that can muscle past even some of the sturdier defensive Pokemon in the tier. Fire Blast is Infernape's strongest Fire-type STAB move that is bolstered by Nasty Plot. While it seems odd to run a physical move on a Nasty Plot sweeper, Close Combat allows Infernape to play as a wallbreaker, muscling through Blissey, Snorlax, and Umbreon, all of which would otherwise stop Infernape flat. However, if these Pokemon are not a concern, Vacuum Wave can be used to fulfill Infernape's role as a sweeper, giving it a useful priority move against faster threats. Lastly, Grass Knot allows Infernape to break through bulky Water-types such as Swampert, Suicune, and Vaporeon after a boost.

Set Details
========

Life Orb is the necessary item for this set, as it maximizes Infernape's damage output. The given EV spread allows Infernape to always OHKO 252 / 252 Bold Blissey while still having a fairly high chance of OHKOing Umbreon as well. A Naive nature with full Speed investment maximizes Infernape's Speed, capitalizing on its excellent base 108 Speed while allowing it to perform as a mixed attacker. The remaining EVs are placed into Special Attack to bolster the power of Infernape's special moves. If Vacuum Wave is used, use an EV spread of 252 SpA / 4 SpD / 252 Spe with a Timid nature to make Infernape a full special sweeper. Lastly, an alternate EV spread of 76 Atk / 180 SpA / 252 Spe with a Naive nature can be used to give Infernape more Special Attack while letting it OHKO Umbreon after Stealth Rock and still have a fairly high chance of OHKOing Blissey.

Usage Tips
========

Take advantage of Infernape's ability to threaten numerous offensive and defensive Pokemon early-game with its amazing Speed and coverage, setting up mid-game once an opportunity is presented. Given how frail Infernape is, it can be difficult to find many opportunities to set up Nasty Plot against a Pokemon that stays in, so capitalize on using the move when Infernape is able to force a switch; after a boost, Infernape can handle the majority of defensive Pokemon in the tier. While this set functions as a boosting sweeper, it primarily functions as a wallbreaker, doing more work breaking through defensive Pokemon after a boost for another sweeper to clean up afterward. If running Vacuum Wave, Infernape should be treated as the team's designated sweeper, only attempting to use Nasty Plot once faster Pokemon that can survive a +2 Vacuum Wave have been removed.

Team Options
========

Special attackers such as Mega Blastoise, Heliolisk, Hydreigon, Nidoking, and Mega Pidgeot partner well with Infernape, as they all appreciate this set's ability to plow through special walls. Physical attackers such as Mega Beedrill, Krookodile, Mienshao, and Mega Swampert also work well with this set, as Infernape can lure in and eliminate bulky Water-types for them. Pokemon such as Chesnaught, Roserade, Froslass, Forretress, Azelf, Hippowdon, and Swampert can provide entry hazards to allow Infernape and its offensive teammates to break down the opposing team more easily. Pokemon such as Mega Aerodactyl, Mega Abomasnow, Mega Ampharos, Choice Scarf Hydreigon, and Empoleon also partner well with this set, as they can check the faster Flying-type Pokemon that threaten Infernape.

All-Out Attacker
########
name: All-Out Attacker
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Grass Knot
move 4: Earthquake / Stone Edge / Mach Punch
ability: Blaze / Iron Fist
item: Life Orb
evs: 168 Atk / 88 SpA / 252 Spe
nature: Naive / Hasty

Moves
========

The choice between which of Infernape's Fire-type STAB moves to use is dependent on what you would like Infernape to deal with. (period) Fire Blast lacks the painful recoil Flare Blitz has and deals much more damage to Mega Aggron, Aromatisse, and Granbull. Flare Blitz, however, has perfect accuracy, is bolstered by Infernape's more heavily invested Attack stat, and allows Infernape to break through Florges. Close Combat is Infernape's strongest and most reliable Fighting-type STAB move and is a must on this set to beat Pokemon such as Snorlax and Umbreon. Grass Knot allows Infernape to deal serious damage to Water-types such as Suicune and Swampert, which would otherwise stop this set flat in its tracks. Earthquake hits Tentacruel, Nidoqueen, and Mega Ampharos harder than any of Infernape's other options while and also giving it a way to hits Chandelure. Stone Edge also covers Chandelure and is a stronger option against Entei and Rotom-H, but it also allows Infernape to hit Flying-types such as Mega Aerodactyl, Crobat, Noivern, and Salamence trying to switch in on one of Infernape's STAB moves. Mach Punch is a useful priority move, allowing Infernape to pick off some faster threats, such as Choice Scarf Hydreigon. U-turn can be used to allow Infernape to get momentum, but it should only be used if running a VoltTurn team, as Life Orb recoil and entry hazards wear Infernape down badly enough already. Lastly, Hidden Power Ice allows Infernape to beat Salamence while dealing heavy damage to Gligar and Nidoqueen.

Set Details
========

The EV spread listed allows Infernape to 2HKO Suicune with Grass Knot after Stealth Rock damage while maximizing Speed, with the remaining EVs placed into Attack to bolster the power of Infernape's physical moves. A Naive nature allows Infernape to function as a mixed attacker while maximizing Speed, and lets Infernape take priority moves a bit better than it would if it were using a Hasty nature. However, a Hasty nature can be used to allow Infernape to take resisted special attacks, such as Hydreigon's Dark Pulse, a bit more easily. Blaze is the preferred ability, as Iron Fist is useless on this set unless Mach Punch is used. Life Orb allows Infernape to deal as much damage as possible while switching moves.

Usage Tips
========

This set takes full advantage of Infernape's broad coverage that allows it to hit as many Pokemon as possible, so tailor the moves to cover any defensive Pokemon your team has trouble with. Infernape can serve as a lure for certain Pokemon; bulky Water-types such as Suicune and Swampert can be caught off-guard by Grass Knot, while Tentacruel can be beaten by Earthquake. Damage from Life Orb recoil and entry hazards will wear Infernape down gradually, so bring Infernape in when it can wreak as much havoc as possible, (RC) and make every move count. Infernape's great Speed and offensive presence allow it to also function as a cleaner against offensive teams late-game, and Mach Punch allows Infernape to excel in this role. Even though Infernape is a mixed wallbreaker, certain defensive Pokemon will stop it no matter what moves it uses; Arcanine, Alomomola, Cresselia, and Gligar are roadblocks for Infernape that should be left up to teammates. Rocky Helmet variants of the former two Pokemon are especially bothersome for Infernape, as they are uncommon and them being uncommon doesn't make them more bothersome can wear Infernape down even more easily just by switching in on it.

Team Options
========

As Infernape can serve as a lure for bulky Water-types, Pokemon that appreciate them removed, such as Mienshao, Krookodile, Mega Beedrill, Mega Swampert, Mega Absol, Mega Aerodactyl, Lucario, and Feraligatr, can be paired with it to form an offensive core. Pokemon that have access to entry hazards, such as Hippowdon, Swampert, Forretress, Chesnaught, Roserade, Nidoqueen, and Empoleon, can support Infernape by making it easier to wear Pokemon down. If Infernape forgoes Earthquake and Stone Edge in order to use Mach Punch, partners to deal with Chandelure as well as Tentacruel, Noivern, Crobat, and Mega Aerodactyl are a necessity. Mega Aerodactyl, Doublade, Empoleon, Krookodile, and Suicune are a few examples of partners that can check most of these Pokemon for Infernape.

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

Moves
========

Swords Dance allows Infernape to function as a setup sweeper, dealing serious damage to teams after a boost. Flare Blitz is Infernape's strongest physical Fire-type STAB move. If Flare Blitz's recoil is unappealing, Fire Punch can be used, though even with Iron Fist, it is weak, reaching a mere 90 Base Power, which pales in comparison to Flare Blitz's 120. Close Combat is Infernape's best physical Fighting-type STAB move, allowing it to break through Pokemon such as Empoleon, Krookodile, and Umbreon while attaining good coverage alongside Flare Blitz. Mach Punch can be used to give Infernape some leverage against offensive teams, taking out faster threats such as Mega Absol and Choice Scarf Hydreigon. Earthquake hits Mega Ampharos, Nidoqueen, and Tentacruel much harder than any of Infernape's other moves while still giving it a means to beat Chandelure. Thunder Punch is boosted by Iron Fist and allows Infernape to hit Water-types that resist both of its STAB moves, such as Jellicent, Slowking, and Tentacruel. However, a neutral Close Combat will hit all other Water-types just as hard as a super effective Iron Fist-boosted Thunder Punch, so use Thunder Punch only if Mach Punch is used over Close Combat, (RC) or if these Pokemon are an issue for your team.

Set Details
========

The given nature and EVs make Infernape as fast as possible while maximizing Attack, allowing it to hit as hard as possible. Iron Fist gives a boost to Mach Punch and Thunder Punch and thus should be used only if either of those moves is chosen; otherwise, Blaze is the preferred ability, as Iron Fist will be useless on Infernape. Life Orb gives Infernape the power it needs to break walls and sweep after a boost, as it is too weak otherwise.

Usage Tips
========

Infernape's versatility will keep the opponent guessing which set it is running until Infernape uses a move, so preserve Infernape until a decent opportunity arises, even if it means bluffing a different set. Given how much damage Infernape takes from entry hazards, Life Orb recoil, and recoil from Flare Blitz, it won't have many chances to safely set up. Swords Dance is best used when forcing a switch, though it can also be used once Infernape is brought in safely, such as on a resisted hit, after a Pokemon has fainted, or from a slow U-turn or Volt Switch. Infernape can be used during the early-game phase as a hole puncher, possibly going for a sweep or softening up the opposing team for its partners during the mid- and late-game phases. If using Mach Punch, Infernape should be handled more carefully, only setting up once defensive Pokemon are weakened and faster Pokemon that can take a +2 Mach Punch have been removed. To some degree, Infernape can also serve as a lure to bulky Water-types, inviting them to switch in and being capable of scoring a 2HKO on Alomomola, Suicune, and defensive Swampert after a single boost with Close Combat. However, prior damage will be required to ensure they are KOed.

Team Options
========

Chesnaught, Roserade, Forretress, Hippowdon, Swampert, Froslass, and Tentacruel can stack entry hazards to weaken the opposing team, giving Infernape an easier time sweeping. Pokemon that benefit from bulky Water-types being weakened, such as Krookodile, Mienshao, Haxorus, Mega Aerodactyl, and Snorlax, are examples of partners that synergize offensively with this Infernape set due to its ability to lure in and deal with bulky Water-types. Lastly, wallbreakers such as Porygon-Z, Haxorus, Heliolisk, Heracross, Nidoking, Roserade, and Krookodile can soften up defensive Pokemon for Infernape.

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

Moves
========

Flare Blitz and Close Combat serve as Infernape's strongest physical Fire- and Fighting-type STAB moves, attaining decent great coverage together. U-turn allows Infernape to get momentum and bring in a teammate, which is especially useful for a Choice Scarf user. Stone Edge is preferred in the last slot, as it is Infernape's only means of covering Chandelure, Noivern, and Salamence with one move, and it also hits Flying-types such as Crobat, Mega Aerodactyl, and Mega Pidgeot harder than Flare Blitz does. Earthquake still covers Chandelure while giving Infernape a better alternative against Nidoqueen, Entei, Darmanitan, Tentacruel, and Mega Ampharos.

Set Details
========

A Choice Scarf allows Infernape to outpace the entire unboosted metagame, as well as all other viable Choice Scarf users. Even Pokemon such as Kabutops and Stoutland under rain or sand, respectively, are outsped by Choice Scarf Infernape. The EVs and nature listed make Infernape as fast as possible while maximizing its Attack, allowing it to get the most out of Choice Scarf. Blaze is the preferred ability, as none of the listed moves are boosted by Iron Fist. Blaze can be helpful for letting Infernape go out with a bang with a boosted Flare Blitz once its HP has dropped low enough.

Usage Tips
========

As with any Pokemon holding a Choice item, prediction is key to success, as using an incorrect move will cost you momentum, giving the opponent a free turn. Use U-turn throughout the early-game phases the reason I do this is because this structure works better with 'the lategame' and 'the midgame'. However on smogon we use the hyphen, which in my opinion has a different connotation (early-game being 'early on in the game') to 'the earlygame' as it would in chess. Hopefully this makes sense. to get momentum on the opponent, breaking Focus Sashes of lead Pokemon such as Azelf and scoring useful chip damage against offensive Pokemon. Use Infernape's STAB moves at the most appropriate times, as they both have notable drawbacks; Flare Blitz has recoil which wears Infernape down, while and Close Combat reduces its defenses, making it much easier to take out afterwards. Being that Because Infernape is both the fastest viable user of Choice Scarf in the tier and often unpredictable, Infernape can surprise a lot of opposing Choice Scarf users, especially if they are used in the lead position. Even though this Infernape set can function as a cleaner late-game, especially against offensive teams, it is significantly weaker than any of its other sets, so team support will be heavily required to weaken bulkier Pokemon for Infernape.

Team Options
========

Infernape's great versatility will keep the opponent guessing until its set is revealed, so take advantage of having other Pokemon commonly known to hold Choice Scarf, such as Hydreigon, Mienshao, Rotom-C, and Salamence, on your team. Pokemon with access to U-turn or Volt Switch, such as Crobat, Mega Beedrill, Hydreigon, Mega Pidgeot, Heliolisk, and spacing Forretress, can form VoltTurn cores with this Infernape set, threatening opposing teams offensively while keeping up momentum. Pokemon such as Roserade, Heliolisk, Rotom-C, Shaymin, and Mega Ampharos can threaten bulky Water- and Ground-types that commonly switch into Infernape. Walls such as Arcanine, Gligar, Granbull, Cresselia, and Aromatisse can also stop this set easily, so partners such as Heracross, Suicune, Mega Blastoise, Nidoking, and Nidoqueen are also vastly appreciated for breaking through these Pokemon.

Lead
########
name: Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Fire Blast / Mach Punch
move 4: Endeavor
ability: Blaze / Iron Fist
item: Focus Sash
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Jolly

Moves
========

Stealth Rock allows Infernape to function as an offensive lead, offering fast entry hazard support for its teammates. Taunt allows Infernape to hassle slower Pokemon that may might try to set up their own entry hazards, keeping them off your side of the field. Fire Blast gives Infernape a usable Fire-type STAB move to deal damage with, the primary target of which is Forretress, which would otherwise be able to freely come in and use Rapid Spin. Mach Punch also gives Infernape a usable offensive move with priority, allowing Infernape to safely pick off a faster threat after using Endeavor. This allows Infernape to succeed against faster leads safely. Endeavor lets Infernape bring its target down to however much HP Infernape has; this works well with Focus Sash, as Infernape will be able to always survive with at least 1 HP, leaving the opposing Pokemon to be picked off by Mach Punch or one of Infernape's teammates. Overheat can be used over Fire Blast for its superior accuracy and power, as Infernape will seldom get off more than one attack, and Taunt keeps Infernape from being used as setup bait after the Special Attack drops from Overheat. Flare Blitz allows Infernape to take itself out after its Focus Sash has been used, allowing Infernape to block Rapid Spin and Defog and giving one of Infernape's teammates a free switch in. Another attacking move should be used over Taunt in conjunction with Flare Blitz, as it is undesirable to have Infernape's otherwise its only attack is capable of breaking its Focus Sash prematurely.

Set Details
========

A Timid nature with maximum Special Attack and Speed investment gives as much power as possible to Fire Blast while maximizing Infernape's Speed, allowing it to take full advantage of its role as a lead. If using Mach Punch, use a Jolly nature with the Special Attack EVs placed instead into Attack instead. Focus Sash allows Infernape to survive any attack with at least 1 HP, ensuring it is at least able to set up Stealth Rock. Blaze is the preferred ability if running Fire Blast, and can also be helpful with Focus Sash, allowing Infernape to deliver a boosted Fire Blast at 1 HP. If running Mach Punch as the attacking move, Iron Fist is the preferred ability, as it gives Mach Punch a bit of extra power.

Usage Tips
========

This set should always be used as the team's designated lead, so send it out first. Surprise factor is a big draw to using this set, as Infernape is seldom ever seen as a suicide lead. Set up Stealth Rock immediately, using Endeavor once Infernape's Focus Sash has been activated. Only use Taunt against slower Pokemon that are capable of setting their own entry hazards up. Be wary of Ghost-types, as they will shut this set down due to their immunity to both Endeavor and Mach Punch. Chandelure is a particularly big issue, as it is also immune to Fire Blast, making it a hard counter. This set isn't bothered by Choice Scarf users too badly thanks to Endeavor, allowing Infernape to deal with them early-game. Beware of opposing Focus Sash leads, as nearly all of them hinder Infernape in some way: Galvantula can set up Sticky Web, and Taunt isn't a reliable way of stopping it because Infernape can only Speed tie with it; Espeon, Azelf, and Aerodactyl all outspeed Infernape and can thus set up with their respective moves before Infernape can do anything, and the latter two Pokemon can use Taunt to hinder Infernape.

Team Options
========

This set is to be used only for heavily offensive teams, so pair it with offensive Pokemon. Attackers such as Hydreigon, Salamence, Mienshao, Roserade, Alakazam, Heliolisk, and Nidoking all benefit from Infernape's Stealth Rock support, while many are able to put offensive pressure on Rapid Spin and Defog users. Mega Aerodactyl, Honchkrow, and Krookodile are capable of trapping Ghost-types with Pursuit, making it easier for Infernape to do its job. Setup sweepers such as Lucario, Suicune, Salamence, and Mega Absol can sweep much more easily while Stealth Rock is on the opposing side.

Other Options
########

Infernape has a plethora of alternative options in its huge movepool, though many do not work as well because they are outclassed by Infernape's primary options or unsuitable for Infernape to use due to its lack of bulk. An offensive set with Stealth Rock and three attacking moves can be used; check the lead and all-out attacker sets to determine which attacks are appropriate for your team. A set with Substitute and three attacks can be used as well, though Crobat is still capable of revenge killing Infernape due to Infiltrator, and Infernape loses both coverage and the ability to run a boosting move in order to use Substitute. An offensive set using a Choice Band can be used, though it is outclassed by Entei in this role. Fake Out can be used as a form of fast priority, though it can make Infernape predictable after using the move. Infernape boasts useful support moves, such as Encore, Will-O-Wisp, Slack Off, Torment, and Roar, though Infernape is too frail to take full advantage of them, and it might as well be used as an attacker. Lesser setup moves such as Power-Up Punch, Hone Claws, Bulk Up, Work Up, and Calm Mind are also available, though all except Work Up are truly outclassed by Swords Dance and Nasty Plot. Punishment can be used to allow Infernape to revenge kill a slower boosting sweeper, namely Reuniclus or Cresselia, in an emergency, though the move lacks STAB, does pittance to Suicune and Snorlax, and requires that the foe has acquired numerous boosts before actually being useful.


Checks & Counters
########

**Flying-types**: Flying-types such as Mega Aerodactyl, Mega Pidgeot, Crobat, and Salamence are able to easily KO Infernape with their respective STAB moves, and though Salamence is the only one listed that doesn't outspeed Infernape, Salamence resists both of Infernape's STAB types and can use it as setup bait if it lacks Stone Edge.

**Water-types**: Water-types such as Suicune, Vaporeon, and Alomomola are able to deal serious damage to Infernape with Scald, though they must be wary of being 2HKOed by a +2 Grass Knot from the Nasty Plot set and must be healthy enough to take a +2 Close Combat from the Swords Dance set in order to check Infernape. Tentacruel, Slowking, and Jellicent, however, all resist both of Infernape's STAB types, so if Infernape lacks the appropriate coverage move, they can serve as counters to it.

**Ground-types**: Bulky Ground-types such as Gligar, Nidoqueen, Swampert, and Donphan can KO Infernape with their Ground-type STAB moves. Gligar is the closest one of these to being a counter if it runs Special Defense investment, fearing neither the Nasty Plot nor the Swords Dance sets and only losing to Infernape if it hits Gligar with the rare Hidden Power Ice on the switch. Dugtrio, though somewhat rare in UU, can outspeed and trap Infernape with Arena Trap, quickly removing it with Earthquake, though Dugtrio must be wary of Choice Scarf sets, as well as sets running priority moves.

**Psychic-types**: Psychic-types can give Infernape issues, as Azelf, Espeon, and Alakazam all outrun and KO it with Psyshock or Psychic, while Cresselia and Reuniclus are bulky enough to sponge hits from any physical sets and proceed to set up. While Cresselia is also able to counter the Nasty Plot set, Reuniclus is 2HKOed by Life Orb Fire Blast, so it has to be cautious trying to switch in.

**Extreme Speed Users**: Arcanine, Entei, and Lucario all have access to Extreme Speed and can deal serious damage to Infernape, outpacing even sets carrying their own priority moves and picking Infernape off if it has taken enough prior damage.

**Residual Damage**: Infernape gets worn down badly by Life Orb, on top of as well as recoil from Flare Blitz. Any additional damage from Stealth Rock, Spikes, or even Toxic Spikes will severely inhibit Infernape's longevity in a match.

**Its Own Frailty Offensive Pressure**: I believe this to work betterInfernape's poor 76 / 71 / 71 bulk renders it unable to deal with taking too many hits, even resisted hits from offensive Pokemon, such as Fire Blast from Chandelure. This sadly makes Infernape very easy to revenge kill and even harder to bring in without support from U-turn or Volt Switch.

2/2

Great work on this guys!
 
Last edited:
uploaded this!

(as a note, CoolStoryBrobat, it makes it easier for me to know when you're done when with an analysis when you post in it after you implement your second gp check; it's not required, but i get an alert whenever someone posts in the subforum so i can get the analysis uploaded faster that way. good work though brother)
 

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