Infernape (Choice Band)

approved by dodmen


[SET]
name: Choice Band
move 1: Close Combat
move 2: Flare Blitz
move 3: Mach Punch / Earthquake
move 4: U-turn
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Moves
========

Close Combat serves as Infernape's main STAB move. In tandem with Choice Band, it allows Infernape to threaten a majority of the tier and punish bulky Water-types such as Milotic or a slightly weakened Suicune trying to switch in. Flare Blitz is an excellent secondary STAB move that hits Poison-, Flying- and Fairy-types such as Crobat and Sylveon, which resist Fighting, hard. Mach Punch gives Infernape the ability to pick off weakened threats such as Mega Sceptile and Mega Aerodactyl. Only a little bit of prior chip damage is necessary for Mach Punch to KO Hydreigon, and it is likely to OHKO Mega Sharpedo. U-turn allows Infernape to bait in and chip down answers such as Chandelure, Gyarados, and Tentacruel. Earthquake can be used over Mach Punch to lure in and remove Tentacruel, Chandelure, and Arcanine.

Set Details
========

Iron Fist is the ability of choice because it boosts Mach Punch's power. Blaze is used with Earthquake, as Iron Fist would do nothing and a Blaze-boosted Flare Blitz can be helpful. Maximum Attack EVs enable Infernape to hit as hard as possible. Maximum Speed investment helps it outrun much of the unboosted metagame, including threats such as non-Choice Scarf Hydreigon and Celebi, whilst Speed tying with Cobalion and opposing Infernape. Choice Band maximizes the power of Infernape's moves, letting it threaten a large part of the tier without any boosts and deal as much damage as possible with Mach Punch and U-turn.


Usage Tips
========

U-turn is the best move to use early on, as it chips down Infernape's checks and provides momentum. Try not to lock Infernape into a move that lets dangerous Pokémon such as Gyarados set up. If you are using Earthquake, utilize it to lure in and remove Pokemon such as Chandelure, Tentacruel, and Arcanine as they try to switch in. Once the Pokemon that resist both of Infernape's STAB moves have been sufficiently worn down, start using Close Combat and Flare Blitz liberally to break down opposing teams. Mach Punch can revenge kill a lot of fast threats and potentially clean up in the end-game.


Team Options
========

Infernape appreciates Pursuit support from Pokémon such as Mega Aerodactyl and Choice Band Krookodile, as they can trap Chandelure. Electric-types such as Rotom-C and Heliolisk form a good VoltTurn core with Infernape, as they threaten a lot of its checks. Furthermore, other strong U-turn users such as Mega Beedrill work well, as they can pressure and wear down opposing teams quickly. Levitate users and Flying-types, such as Hydreigon and Crobat, mitigate Infernape's weakness to Ground-type attacks. Flying-types are not just great partners for Infernape, but they also threaten it, so Pokemon capable of switching into the likes of Mega Aerodactyl and Tornadus are heavily recommended. Bulky Water-types, such as Empoleon and Swampert, fulfill that role. Swampert and Suicune do not just help with that, but they also take care of opposing Fire-types looking to take advantage of an Infernape locked into Flare Blitz. While Forretress carries some similar checks to Infernape, its ability to lay down Spikes is useful and it can provide opportunities for Infernape to enter the field thanks to its slow Volt Switch. Finally, Fairy-types such as Sylveon appreciate Infernape's ability to break through bulky Steel-types.
 
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Slash Blaze after Iron Fist and then explain the 2 abilities in Set Details (Blaze goes with EQ). Also Dread Plate -> CB Krook honestly, in Team Options, CB Krook is better trapping Cress, Tenta, and Crobat too. Looks very good, 1/3 after that's implemented.
 

Kink

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Add Crobat to U-turn support. Mention fairy types as adequate balance teammates. Balance cores that utilize fairy special walls always need a solid wall breaker to handle steel type, and infernape is decent at this role. Infernape can take the the wall breaker role on these teams quite well, and provides unique opportunities to offensively pivot when catching mons on the switch in. Its unique typing also allows Infernape to team up with some of the best mons in the tier as a part of a great offensive BO core in the form of Hydreigon, Mega Swamp, Celebi, etc.

Looks great, 2/3 after these changes.
 
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Shadestep

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shouldn't you mention Bulky Water-types in Team Options? They seem to work well together as Suicune for example can pivot into Chandelure (which hard-walls Infernape)?

Also, I don't think Forretress is a particularly great partner for it, I'd just edit that section and rename it to Hazard-setters or something of the like
 
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Kink

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shouldn't you mention Bulky Water-types in Team Options? They seem to work well together as Suicune for example can pivot into Chandelure (which hard-walls Infernape)?

Also, I don't think Forretress is a particularly great partner for it, I'd just edit that section and rename it to Hazard-setters or something of the like
Forry is a perfectly reasonable partner for ape.
 
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Shadestep

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Why? Both are set-up bait for Suicune, Gyarados, and other bulky waters.. I get the appeal of a Spikes-user but doesn't Roserade for example do that for you too? It also has better Type-synergy with Infernape.

Also, both Infernape and Forretress are easy switch-ins for Specs / SubCM Chandelure, something that's super threatening whenever it gets in for free. I'd think you'd want to avoid that as much as possible, no?
 
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Kink

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Why? Both are set-up bait for Suicune, Gyarados, and other bulky waters.. I get the appeal of a Spikes-user but doesn't Roserade for example do that for you too? It also has better Type-synergy with Infernape.

Also, both Infernape and Forretress are easy switch-ins for Specs / SubCM Chandelure, something that's super threatening whenever it gets in for free. I'd think you'd want to avoid that as much as possible, no?
Forry has such unique typing that it's able to team up with a plethora of mons in the tier that can handle the majority of Bulky waters. I myself enjoy using Forry is a lure so I can volt switch and take advantage of the obviousness of bulky water sets. Forry's typing grants it opportunities against Gyara and Suicune if you use it properly, not the other way around.
 
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Shadestep

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Forry has such unique typing that it's able to team up with a plethora of mons in the tier that can handle the majority of Bulky waters. I myself enjoy using Forry is a lure so I can volt switch and take advantage of the obviousness of bulky water sets. Forry's typing grants it opportunities against Gyara and Suicune if you use it properly, not the other way around.
Fair enough, I guess. Wouldn't you want to give other Spikes-users a mention here too though? Since they pressure the obvious switch-ins to CB Infernape like Tentacruel and U-turn on them, bringing in something like Krookodile or whatever your team uses to pressure the Bulky Poison-types in the tier.
 
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Kink

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Fair enough, I guess. Wouldn't you want to give other Spikes-users a mention here too though? Since they pressure the obvious switch-ins to CB Infernape like Tentacruel and U-turn on them, bringing in something like Krookodile or whatever your team uses to pressure the Bulky Poison-types in the tier.
sure, Tentacruel, Forry, Empoleon, Mega Blastoise, Roserade, even Qwilfish. All of them make reasonable partners for Ape.

what makes Forry stand out is its ability to slow volt switch into band ape. which is good.
 
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Implemented all QC checks up to now, thanks dodmen and King UU. Also implemented Shadestep's suggestion of bulky water types; I was going to include those anyhow but they also serve as answers to the tier's flying types so I had trouble wording it. That should be resolved. I also went ahead and wrote it all up, hoope this should be good (aside from GP stuff but we have GP checks for this afterwards).

Waiting on last QC check unless any issues occured with my write-up.
 

Fireflame

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AMCHECK:
This will not count as one of the two required checks unless it is stamped by an official GP member.

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen
[SET]
name: Choice Band
move1: Close Combat
move2: Flare Blitz
move3: Mach Punch / Earthquake
move4: U-turn
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Moves
========

Close Combat serves as Infernape's main STAB move. In tandem with its Choice Band, it allows Infernape to threaten a majority of the tier and punish bulky Water-types such as Milotic or a slightly weakened Suicune trying to switch in. Flare Blitz is an excellent secondary STAB move that hits a lot Poison-, Flying-,(AC) and Fairy-types hard,(AC) like Sylveon and Crobat, which resist Fighting,(RC) hard and is an excellent secondary STAB (flows better). Mach Punch is a strong pririoty,(RC) giving priority move and gives (same tense) Infernape the ability to pick up off weakened Pokémon Pokemon such as Mega Sceptile and Mega Aerodactyl (Don't know how I feel about putting these Pokemon as examples of "weakened Pokemon". They're not weakened all the time). Only a little bit of chip damage is necessary for Mach Punch to KO Hydreigon,(AC) whereas it is a likely OHKO on healthy Mega Sharpedo. Earthquake can be used over Mach Punch to lure in and remove Tentacruel, Chandelure,(AC) and Arcanine. (Moved it to after you talked about Mach Punch. The paragraph flows better now) U-turn allows Infernape to bait in and chip down its answers,(AC) such as Chandelure, Gyarados,(AC) and Tentacruel. Earthquake can be used over Mach Punch to lure in and remove Tentacruel, Chandelure and Arcanine.


Set Details
========

Iron Fist is the ability of choice,(AC) as it boosts Mach Punch's power. Blaze is used with preferred when using (might be unclear at first) Earthquake as because Iron Fist would do nothing,(AC) and a Blaze-boosted Flare Blitz can be helpful. Maximum Attack EVs enable Infernape to hit as hard as possible. Maximum Speed investment helps it Infernape outrun much of the unboosted metagame, including threats such as unscarfed Hydreigon and Celebi, whilst speedtying while Speed tying with Cobalion and opposing Infernape. A Choice Band is used to maximize the power of Infernape's moves, letting it threaten a large part of the tier from the get-go whilst while dealing as much damage as possible with Mach Punch and U-turn.


Usage Tips
========

U-turn is the best move to use early on,(AC) as it chips down checks and provides momentum. Try not to lock yourself into a move that lets dangerous Pokémon Pokemon such as Gyarados set-up set up. If you are using Earthquake, utilize it to lure in and remove Pokémon Pokemon such as Chandelure, Tentacruel,(AC) and Arcanine as they try to switch in. Once the Pokémon resisting Pokemon that resist (there can be multiple) both of your Infernape's STAB moves have been sufficiently worn down, start using Close Combat and Flare Blitz liberally to break down opposing teams. Strong Mach Punch can revenge kill a lot of fast threats and potentially clean up late-game endgame.


Team Options
========

Infernape appreciates Pursuit support from Pokémon,(RC) Pokemon such as Mega Aerodactyl and Choice Band Krookodile, as they can trap Chandelure. Electric-(AH)types like Rotom-c Rotom-C and Heliolisk form a good VoltTurn core with Infernape,(AC) as they threaten a lot of its checks. Furthermore, other strong U-turn users like Mega Beedrill work well,(AC) as they can pressure and wear down opposing teams quickly. Levitaters and Flying-types Non-grounded Pokemon, such as Hydreigon and Crobat, mitigate Infernape's weakness to Ground-(AH)type attacks. Flying-types are not just great partners for Infernape,(RC) but (remove fluff) also threaten it Infernape,(AC) so Pokémon Pokemon capable of switching into the likes of Mega Aerodactyl and Tornadus are heavily recommended. Bulky Water-types, like Empoleon and Swampert for example (sounded awkward), fulfill that role. Swampert and Suicune do not just help with that,(RC) but they also take care of opposing Fire-types looking to take advantage of an Infernape locked into Flare Blitz. While Forretress carries some similar checks to Infernape, its ability to lay down Spikes is useful,(AC) and it can provide opportunities for Infernape to enter the field thanks to its slow Volt Switch. Finally, Fairy-types such as Sylveon appreciate Infernape's ability to break through bulky Steel-types.
Things to look out for:
Use the Oxford comma when writing lists (comma before "and")
"Pokemon" without the accent mark.
When "as" or "since" is being used to mean "because", a comma must precede it.
 
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[SET]
name: Choice Band
move1: Close Combat
move2: Flare Blitz
move3: Mach Punch / Earthquake
move4: U-turn
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Moves
========

Close Combat serves as Infernape's main STAB move. In tandem with its Choice Band, it allows Infernape to threaten a majority of the tier and punish bulky Water-types such as Milotic or a slightly weakened Suicune trying to switch in. Flare Blitz is an excellent secondary STAB move that hits a lot Poison-, Flying- and Fairy-types like such as Crobat and Sylveon and Crobat, which resist Fighting, hard and is an excellent secondary STAB. Mach Punch is strong pririoty, giving gives Infernape the ability to pick up off weakened Pokémon threats such as Mega Sceptile and Mega Aerodactyl. Only a little bit of prior chip damage is necessary for Mach Punch to KO Hydreigon,(AC) and whereas it is a likely to OHKO on healthy Mega Sharpedo. U-turn allows Infernape to bait in and chip down answers such as Chandelure, Gyarados,(AC) and Tentacruel. Earthquake can be used over Mach Punch to lure in and remove Tentacruel, Chandelure,(AC) and Arcanine.


Set Details
========

Iron Fist is the ability of choice as because it boosts Mach Punch's power. Blaze is used with Earthquake,(AC) as Iron Fist would do nothing and a Blaze-boosted Flare Blitz can be helpful. Maximum Attack EVs enable Infernape to hit as hard as possible. Maximum Speed investment helps it outrun much of the unboosted metagame, including threats such as unscarfed non-Choice Scarf Hydreigon and Celebi, whilst speed(space) tying with Cobalion and opposing Infernape. A Choice Band is used to maximizes the power of Infernape's moves, letting it threaten a large part of the tier from the get-go whilst without any boosts and deal dealing as much damage as possible with Mach Punch and U-turn.


Usage Tips
========

U-turn is the best move to use early on,(AC) as it chips down Infernape's checks and provides momentum. Try not to lock yourself into a move that lets dangerous Pokémon such as Gyarados set-(remove hyphen, add space) up. If you are using Earthquake, utilize it to lure in and remove Pokémon such as Chandelure, Tentacruel,(AC) and Arcanine as they try to switch in. Once the Pokémon resisting that resist both of your Infernape's STAB moves have been sufficiently worn down, start using Close Combat and Flare Blitz liberally to break down opposing teams. Strong Mach Punch can revenge kill a lot of fast threats and potentially clean up in the end-(hyphen)game.


Team Options
========

Infernape appreciates Pursuit support from Pokémon,(RC) such as Mega Aerodactyl and Choice Band Krookodile, as they can trap Chandelure. Electric-(hyphen)types like such as Rotom-C and Heliolisk form a good VoltTurn core with Infernape,(AC) as they threaten a lot of its checks. Furthermore, other strong U-turn users like such as Mega Beedrill work well,(AC) as they can pressure and wear down opposing teams quickly. Levitaters and Flying-types, such as Hydreigon and Crobat, mitigate Infernape's weakness to Ground-(hyphen)type attacks. Flying-types are not just great partners for Infernape, but also threaten it so Pokémon capable of switching into the likes of Mega Aerodactyl and Tornadus are heavily recommended. Bulky Water-types, such as Empoleon and Swampert for example, fulfill that role. Swampert and Suicune do not just help with that, but they also take care of opposing Fire-types looking to take advantage of an Infernape locked into Flare Blitz. While Forretress carries some similar checks to Infernape, its ability to lay down Spikes is useful and it can provide opportunities for Infernape to enter the field thanks to its slow Volt Switch. Finally, Fairy-types such as Sylveon appreciate Infernape's ability to break through bulky Steel-types.


GP 1/2
 
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Lumari

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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[SET]
name: Choice Band
move(space, throughout)1: Close Combat
move 2: Flare Blitz
move 3: Mach Punch / Earthquake
move 4: U-turn
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Moves
========

Close Combat serves as Infernape's main STAB move. In tandem with Choice Band, it allows Infernape to threaten a majority of the tier and punish bulky Water-types such as Milotic or a slightly weakened Suicune trying to switch in. Flare Blitz is an excellent secondary STAB move that hits Poison-, Flying- and Fairy-types such as Crobat and Sylveon, which resist Fighting, hard. Mach Punch gives Infernape the ability to pick off weakened threats such as Mega Sceptile and Mega Aerodactyl. Only a little bit of prior chip damage is necessary for Mach Punch to KO Hydreigon, and it is likely to OHKO Mega Sharpedo. U-turn allows Infernape to bait in and chip down answers such as Chandelure, Gyarados, and Tentacruel. Earthquake can be used over Mach Punch to lure in and remove Tentacruel, Chandelure, and Arcanine.

Set Details
========

Iron Fist is the ability of choice because it boosts Mach Punch's power. Blaze is used with Earthquake,(AC) (keep comma, remove comment) as Iron Fist would do nothing and a Blaze-boosted Flare Blitz can be helpful. Maximum Attack EVs enable Infernape to hit as hard as possible. Maximum Speed investment helps it outrun much of the unboosted metagame, including threats such as non-Choice Scarf Hydreigon and Celebi, whilst Speed tying with Cobalion and opposing Infernape. Choice Band maximizes the power of Infernape's moves, letting it threaten a large part of the tier without any boosts and deal as much damage as possible with Mach Punch and U-turn.


Usage Tips
========

U-turn is the best move to use early on, as it chips down Infernape's checks and provides momentum. Try not to lock yourself Infernape into a move that lets dangerous Pokémon such as Gyarados set up. If you are using Earthquake, utilize it to lure in and remove Pokémon Pokemon such as Chandelure, Tentacruel, and Arcanine as they try to switch in. Once the Pokémon Pokemon that resist both of Infernape's STAB moves have been sufficiently worn down, start using Close Combat and Flare Blitz liberally to break down opposing teams. Mach Punch can revenge kill a lot of fast threats and potentially clean up in the end-game.


Team Options
========

Infernape appreciates Pursuit support from Pokémon such as Mega Aerodactyl and Choice Band Krookodile, as they can trap Chandelure. Electric-types such as Rotom-C and Heliolisk form a good VoltTurn core with Infernape, as they threaten a lot of its checks. Furthermore, other strong U-turn users such as Mega Beedrill work well, as they can pressure and wear down opposing teams quickly. Levitate users and Flying-types, such as Hydreigon and Crobat, mitigate Infernape's weakness to Ground-type attacks. Flying-types are not just great partners for Infernape, but they also threaten it, (AC) so Pokémon Pokemon capable of switching into the likes of Mega Aerodactyl and Tornadus are heavily recommended. Bulky Water-types, such as Empoleon and Swampert, fulfill that role. Swampert and Suicune do not just help with that, but they also take care of opposing Fire-types looking to take advantage of an Infernape locked into Flare Blitz. While Forretress carries some similar checks to Infernape, its ability to lay down Spikes is useful and it can provide opportunities for Infernape to enter the field thanks to its slow Volt Switch. Finally, Fairy-types such as Sylveon appreciate Infernape's ability to break through bulky Steel-types.
 
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Thanks for the second GP check, I have implemented it. This set analysis is now done. Thanks to all QC and GP members involved, Shadestep, Mazz who gave it a rudimentary check before I put up the skeleton, Bouff who helped me flesh it out a bit and Shake who helped me rephrase a part I had trouble with. Sorry if I forgot anyone. This should be ready for upload now.
 

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