[OVERVIEW]
Infernape sits as one of the fastest available Fire-types in the Battle Spot Doubles metagame, only being beaten in that respect by Talonflame and Mega Houndoom. Despite this, however, it still suffers from being below the base 110 Speed tier, where threats such as Latios and Gengar sit. While Infernape might commonly be thought of as primarily an offensive Pokemon, it often takes more of a supportive approach in Battle Spot Doubles, making it a great user of moves such as Quick Guard and Fake Out. These moves allow Infernape to stand out as a supportive Fire-type over alternatives such as Arcanine, which is often preferred in that role thanks to its access to Intimidate, Morning Sun, and Snarl, as well as better bulk. Overall, while Infernape suffers as a result of its frailty, its decent offensive stats in combination with its support capabilities make it an interesting addition to teams.
[SET]
name: Support
move 1: Fake Out
move 2: Overheat
move 3: Close Combat
move 4: Quick Guard / Protect
item: Focus Sash
ability: Blaze
nature: Naive
evs: 156 Atk / 100 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Fake Out provides Infernape's teammates with more leeway to safely use their moves on the first turn. Overheat grants Infernape a strong Fire-type STAB attack that is capable of OHKOing the majority of Grass-, Bug-, Ice-, and Steel-types. Close Combat acts as a secondary STAB move primarily for Infernape to handle Rock- and Normal-types. Quick Guard is one of Infernape's niches, being able to block priority moves used against your side of the field such as Fake Out and Prankster Thunder Wave for a turn. If you feel Quick Guard is unneeded, however, Protect is a viable option to avoid unnecessary damage and to prevent double targeting as a means of dealing with Infernape's Focus Sash.
Set Details
========
A Focus Sash is used because Infernape is frail, and allowing it to take at least one hit means it doesn't struggle to get off its moves before being KOed. Blaze is the chosen ability, since it powers up Overheat when at low health, and this is a likely occurrence with Focus Sash. Note that Iron Fist does not boost the power of Close Combat, despite the implication. Maximum Speed EVs and a Naive nature are used to ensure that Infernape outspeeds many foes as possible, most notably allowing it to Speed tie with other base 108 Speed Pokemon such as Terrakion and Virizion. A Naive nature is used over Hasty because most priority moves like Sucker Punch and Fake Out are physical. 100 Special Attack EVs are used to guarantee the OHKO on 4 HP Mega Metagross with Overheat. The remaining EVs are placed into Attack to boost the damage of Close Combat.
Usage Tips
========
Infernape is best used in the lead position to provide Fake Out support for its allies on the first turn. When considering which target to use Fake Out on, note that your opponent is likely to be completely aware of what the most obvious play is and will therefore try to outmaneuver you by using Protect. Therefore, using Fake Out on the target least likely to use Protect can be an effective means to prevent this. Infernape can't switch in on any attacks, since its defensive typing is poor, so wait until you're given a free opportunity to switch in. Switching Infernape out in order to preserve Fake Out for the late-game can be valuable to put pressure on your opponent at that time.
Team Options
========
Infernape has particularly great synergy with Gardevoir, as Gardevoir resists Psychic-type moves and Infernape deals with Steel-types that give Gardevoir trouble such as Aegislash and Heatran. Gardevoir also enjoys the free space that Fake Out provides. Rotom-W also has amazing synergy with Infernape, being immune to Ground-type moves and beating Ground- and Water-types. In return, Infernape is able to beat Grass-types for Rotom-W. Setup Pokemon such as Tailwind and Substitute users appreciate Infernape's Fake Out support in order to get off their moves. Users of powerful spread attacks such as Landorus-T, Mega Charizard Y, and Tyranitar also appreciate Fake Out support, as this can neutralize the Pokemon on the opposing side that would be the biggest threat to them. The damage dealt by spread moves can also help put the opposing Pokemon into KO range of Infernape's attacks. Wide Guard users such as Aegislash and Swampert are good teammates, since Infernape resists almost no spread attacks and is weak to Earthquake and Aerilate Hyper Voice. Blocking spread moves is also beneficial because they make it easier to break Infernape's Focus Sash.
[STRATEGY COMMENTS]
Other Options
=============
Flare Blitz can be used as an alternative to Overheat, but many of the foes weak to Fire, such as Ferrothorn and Scizor, have higher Defense than Special Defense. Heat Wave can also be used over Overheat, but although it hits both foes, it deals less damage to an individual Pokemon and is susceptible to being blocked by Wide Guard. A more offensive set with Life Orb can be attempted, utilizing moves such as Mach Punch, Gunk Shot, Rock Slide, and Thunder Punch, but Infernape's strengths generally lie in its support moves. Feint can be used to break a target's Protect for an ally. Infernape is just fast enough to make use of Encore, which can be especially useful to lock foes into support moves such as Fake Out and Trick Room. Taunt is another means of disrupting more supportive foes by preventing them from using these moves altogether. Finally, a Lum Berry can be used to block sleep and paralysis from preventing Infernape from doing its job.
Checks and Counters
===================
**Water-type Pokemon**: Water-types such as Rotom-W and Milotic resist Infernape's Fire-type attacks and take little damage from Close Combat as a result of their natural bulk. In return, they either OHKO or deal massive damage to Infernape with their STAB attacks. Azumarill is also notable thanks to its Fairy typing allowing it to resist Fighting, although it doesn't appreciate Quick Guard blocking its Aqua Jet.
**Ground-type Pokemon**: Ground-types such as Landorus-T and Rhyperior can OHKO Infernape or bring it down to its Focus Sash easily with their strong STAB attacks. Furthermore, although Rhyperior is weak to Close Combat, it is barely 2HKOed by it.
**Psychic-type Pokemon**: Psychic-types such as Cresselia and Mega Gardevoir don't take much damage at all from Infernape's attacks due to the combination of resisting Fighting and high Special Defense stats, and they can deal solid damage back with their super effective STAB moves.
**Flying-type Pokemon**: Flying-types resist Infernape's Fighting-type attacks, making it easy for them to switch in, and can hit Infernape super effectively with their STAB moves. Talonflame can OHKO Infernape with Brave Bird, but it should be wary of Quick Guard. Mega Salamence also resists Fire-type attacks thanks to its Dragon typing and can easily dispatch Infernape with Aerilate-boosted attacks.
Infernape sits as one of the fastest available Fire-types in the Battle Spot Doubles metagame, only being beaten in that respect by Talonflame and Mega Houndoom. Despite this, however, it still suffers from being below the base 110 Speed tier, where threats such as Latios and Gengar sit. While Infernape might commonly be thought of as primarily an offensive Pokemon, it often takes more of a supportive approach in Battle Spot Doubles, making it a great user of moves such as Quick Guard and Fake Out. These moves allow Infernape to stand out as a supportive Fire-type over alternatives such as Arcanine, which is often preferred in that role thanks to its access to Intimidate, Morning Sun, and Snarl, as well as better bulk. Overall, while Infernape suffers as a result of its frailty, its decent offensive stats in combination with its support capabilities make it an interesting addition to teams.
[SET]
name: Support
move 1: Fake Out
move 2: Overheat
move 3: Close Combat
move 4: Quick Guard / Protect
item: Focus Sash
ability: Blaze
nature: Naive
evs: 156 Atk / 100 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Fake Out provides Infernape's teammates with more leeway to safely use their moves on the first turn. Overheat grants Infernape a strong Fire-type STAB attack that is capable of OHKOing the majority of Grass-, Bug-, Ice-, and Steel-types. Close Combat acts as a secondary STAB move primarily for Infernape to handle Rock- and Normal-types. Quick Guard is one of Infernape's niches, being able to block priority moves used against your side of the field such as Fake Out and Prankster Thunder Wave for a turn. If you feel Quick Guard is unneeded, however, Protect is a viable option to avoid unnecessary damage and to prevent double targeting as a means of dealing with Infernape's Focus Sash.
Set Details
========
A Focus Sash is used because Infernape is frail, and allowing it to take at least one hit means it doesn't struggle to get off its moves before being KOed. Blaze is the chosen ability, since it powers up Overheat when at low health, and this is a likely occurrence with Focus Sash. Note that Iron Fist does not boost the power of Close Combat, despite the implication. Maximum Speed EVs and a Naive nature are used to ensure that Infernape outspeeds many foes as possible, most notably allowing it to Speed tie with other base 108 Speed Pokemon such as Terrakion and Virizion. A Naive nature is used over Hasty because most priority moves like Sucker Punch and Fake Out are physical. 100 Special Attack EVs are used to guarantee the OHKO on 4 HP Mega Metagross with Overheat. The remaining EVs are placed into Attack to boost the damage of Close Combat.
Usage Tips
========
Infernape is best used in the lead position to provide Fake Out support for its allies on the first turn. When considering which target to use Fake Out on, note that your opponent is likely to be completely aware of what the most obvious play is and will therefore try to outmaneuver you by using Protect. Therefore, using Fake Out on the target least likely to use Protect can be an effective means to prevent this. Infernape can't switch in on any attacks, since its defensive typing is poor, so wait until you're given a free opportunity to switch in. Switching Infernape out in order to preserve Fake Out for the late-game can be valuable to put pressure on your opponent at that time.
Team Options
========
Infernape has particularly great synergy with Gardevoir, as Gardevoir resists Psychic-type moves and Infernape deals with Steel-types that give Gardevoir trouble such as Aegislash and Heatran. Gardevoir also enjoys the free space that Fake Out provides. Rotom-W also has amazing synergy with Infernape, being immune to Ground-type moves and beating Ground- and Water-types. In return, Infernape is able to beat Grass-types for Rotom-W. Setup Pokemon such as Tailwind and Substitute users appreciate Infernape's Fake Out support in order to get off their moves. Users of powerful spread attacks such as Landorus-T, Mega Charizard Y, and Tyranitar also appreciate Fake Out support, as this can neutralize the Pokemon on the opposing side that would be the biggest threat to them. The damage dealt by spread moves can also help put the opposing Pokemon into KO range of Infernape's attacks. Wide Guard users such as Aegislash and Swampert are good teammates, since Infernape resists almost no spread attacks and is weak to Earthquake and Aerilate Hyper Voice. Blocking spread moves is also beneficial because they make it easier to break Infernape's Focus Sash.
[STRATEGY COMMENTS]
Other Options
=============
Flare Blitz can be used as an alternative to Overheat, but many of the foes weak to Fire, such as Ferrothorn and Scizor, have higher Defense than Special Defense. Heat Wave can also be used over Overheat, but although it hits both foes, it deals less damage to an individual Pokemon and is susceptible to being blocked by Wide Guard. A more offensive set with Life Orb can be attempted, utilizing moves such as Mach Punch, Gunk Shot, Rock Slide, and Thunder Punch, but Infernape's strengths generally lie in its support moves. Feint can be used to break a target's Protect for an ally. Infernape is just fast enough to make use of Encore, which can be especially useful to lock foes into support moves such as Fake Out and Trick Room. Taunt is another means of disrupting more supportive foes by preventing them from using these moves altogether. Finally, a Lum Berry can be used to block sleep and paralysis from preventing Infernape from doing its job.
Checks and Counters
===================
**Water-type Pokemon**: Water-types such as Rotom-W and Milotic resist Infernape's Fire-type attacks and take little damage from Close Combat as a result of their natural bulk. In return, they either OHKO or deal massive damage to Infernape with their STAB attacks. Azumarill is also notable thanks to its Fairy typing allowing it to resist Fighting, although it doesn't appreciate Quick Guard blocking its Aqua Jet.
**Ground-type Pokemon**: Ground-types such as Landorus-T and Rhyperior can OHKO Infernape or bring it down to its Focus Sash easily with their strong STAB attacks. Furthermore, although Rhyperior is weak to Close Combat, it is barely 2HKOed by it.
**Psychic-type Pokemon**: Psychic-types such as Cresselia and Mega Gardevoir don't take much damage at all from Infernape's attacks due to the combination of resisting Fighting and high Special Defense stats, and they can deal solid damage back with their super effective STAB moves.
**Flying-type Pokemon**: Flying-types resist Infernape's Fighting-type attacks, making it easy for them to switch in, and can hit Infernape super effectively with their STAB moves. Talonflame can OHKO Infernape with Brave Bird, but it should be wary of Quick Guard. Mega Salamence also resists Fire-type attacks thanks to its Dragon typing and can easily dispatch Infernape with Aerilate-boosted attacks.
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