Infernape (Doubles)

[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.
 
Last edited:

Empress

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[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, (AC) 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 for a great user of moves such as Quick Guard and Fake Out. These moves are also the ones that allow Infernape to stand out as a supportive Fire-type over alternatives such as Arcanine, who 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 capability 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: 152 Atk / 100 SpA / 252 Spe

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

Fake Out provides Infernape's teammates with more free space to use their moves safely on the first turn Infernape is sent onto the field by flinching making the foe flinc. 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 secondary STAB move coverage primarily for Infernape to handle Rock- and Normal-types, but also for Ice- and Steel-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 doubling targeting as a means of dealing with Infernape's Focus Sash.

Set Details
========

A Focus Sash is used because Infernape is frail, (AC) and allowing it to take at least one hit means it doesn't struggle to get off its moves before being removed KOed. Blaze is the chosen ability, (AC) since it powers up Overheat when at low health; 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 allow Infernape to outspeed as many foes as possible;, (change to comma) most notably allowing it to at least speed Speed tie with other base 108s 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. 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, (AC) since its defensive typing is poor, so wait until you've you're given a free switch in such as at the start of the game or when a teammate has been knocked out before sending Infernape in. Switching Infernape out in order to preserve Fake Out for the late-(AH)game can be valuable to put the pressure on your opponent at that time.

Team Options
========

Infernape has particularly great synergy with Gardevoir, as Gardevoir resists Psychic and Infernape deals with Steel-types that give Gardevoir trouble such as Aegislash and Heatran with its STAB moves. Gardevoir also enjoys the free space that Fake Out provides. Rotom-W equally 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 users of Tailwind or and Substitute 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, (AC) as this can neutralize the Pokemon on the opposing side which that would be the biggest threat to them. The damage dealt by spread moves can also help put them into KO range of Infernape's attacks. Wide Guard users such as Aegislash and Swampert are good to have, (AC) since Infernape resists almost none of them spread attacks and is weak to Earthquake and Aerilate Hyper Voice. Spread moves in general are also not good, (AC) (Not good for what, exactly?) as they make it easier to break Infernape's Focus Sash.

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

Flare Blitz can be used as a 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 foe, 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, (AC) which are best complimented complemented by a Focus Sash. 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 or and Trick Room. Taunt is another means of disrupting more supportive foes by preventing them from using them altogether, barring the use of a Mental Herb. Finally, a Lum Berry can be used to block sleep and paralysis from preventing Infernape from doing this its job.

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

**Water-type Pokemon**: Water-types such as Rotom-W and Milotic resist Infernape's Fire-type attacks, (RC) and take little damage from Infernape's Close Combat as a result of their natural bulk. In return, they either OHKO or deal massive damage to Infernape with their STABs attacks. Azumarill is also notable thanks to its Fairy typing allowing it to resist Fighting, although it doesn't appreciate being blocked from using Aqua Jet by 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, and Rhyperior, (AC) while being weak to Close Combat, it only barely gets is barely 2HKOed in return.

**Psychic-type Pokemon**: Psychic-types such as Cresselia and Mega Gardevoir don't take much damage at all from Infernape's attacks through the combination of resisting Fighting and high Special Defense stats, and they can deal solid damage back with their super effective Psychic-type STAB moves.

**Flying-type Pokemon**: Flying-types resist Infernape's Fighting-type attacks, making them it easy for them to switch in, and can hit Infernape super effectively with their STABs 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.
GP 1/2
 
Last edited:

Fireflame

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Remove Add Comments (AC)= add comma (RC)= remove comma

[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 a primarily an offensive Pokemon, it often takes more of a supportive approach in Battle Spot Doubles, making for it a great user of moves such as Quick Guard and Fake Out. These moves are also the ones that (fluff) 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 and better bulk. Despite this, however, it still suffers from being below the base 110 Speed tier, where threats such as Latios and Gengar sit. (Otherwise, the paragraph starts out very negative and would make Infernape seem inferior right off the bat) Overall, while Infernape suffers as a result of its frailty, its decent offensive stats in combination with its support capability 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 free space leeway to safely use their moves safely on the first turn.(end sentence) Infernape is sent onto the field by making the foe flinch. (The reader already knows what Fake Out does since they can click the move) Overheat grants Infernape a strong Fire-type STAB attack that is capable of OHKOing the majority of most Grass-, Bug-, Ice-, and Steel-types. Close Combat acts as a secondary STAB move primarily for Infernape to handle Rock- and Normal-types.(end sentence),(RC) but also for Ice- and Steel-types (fire attacks can do this as well, and you're mentioning the primary reason for using Close Combat. However, you can mention in a new sentence that Close Combat allows Infernape to deal with Ice- and Steel-types without the offensive drops). Quick Guard is one of Infernape's niches, as it is being able to block priority moves used against your side of the field such as Fake Out and Prankster Thunder Wave (don't know if it's "Prankster" or "Prankster-boosted") for a turn. However,(AC) If if you feel Quick Guard is unneeded not needed, however,(RC) Protect is a viable option to avoid unnecessary damage and to prevent doubling 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,(AC) and;(remove semicolon) 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 allow Infernape to outspeed outspeeds ("allowing" was used later this sentence, so I changed it to "ensure" to make it less repetitive) 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 outsmart ("outmaneuver" seems like the opponent will try to dodge or run away from you. Outsmart is what you wanted) you by using Protect. Therefore,(AC) Using 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,(RC) since its defensive typing is poor, so wait until you're given a free opportunity to switch in.(end sentence) such as at the start of the game or when a teammate has been knocked out before sending Infernape in. (This didn't flow very well with what was previously mentioned, and it's not needed anyway) Switching Infernape out in order to preserve Fake Out for the late-game can be valuable because it would to put the pressure on your opponent at that time. (sounds better)

Team Options
========

Infernape has particularly great synergy with Gardevoir, as Gardevoir resists Psychic-(add hyphen)type moves and Infernape deals with Steel-types that give Gardevoir trouble such as Aegislash and Heatran. Gardevoir also enjoys the free space (I would recommend changing this word to something else) that Fake Out provides. Rotom-W equally also (we don't need to compare Gardevoir's and Rotom-W's synergies with Infernape) has amazing synergy with Infernape,(RC) because it is being immune to Ground-type moves and beating beats Ground- and Water-types. In return, Infernape is able to beat Grass-types for Rotom-W. Setup Pokemon such as users of Tailwind and Substitute users appreciate Infernape's Fake Out support in order to get off their moves (might want to reword this). Users of powerful spread (what are "spread attacks"? I assume you mean moves that hit multiple targets) 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 them the opposing Pokemon into KO range of Infernape's attacks. Wide Guard users such as Aegislash and Swampert are good to have teammates,(RC) since Infernape resists almost no spread attacks,(AC) such as and is weak to Earthquake and Aerilate (I don't know if it's just "Aerilate" or "Aerilate-boosted") Hyper Voice. Blocking spread moves is also beneficial because they make it easier to break Infernape's Focus Sash (so.....).

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

Flare Blitz can be used as a 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 foe 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.(end sentence),(RC) which are best complemented by a Focus Sash. (not needed) 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 when locking 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 them these moves (you're using "them" to describe the foes and the supportive moves, so I changed one of them) altogether.(end sentence),(RC) barring the use of a Mental Herb. (fluff) Finally, a Lum Berry can be used to block sleep and paralysis from preventing that prevents 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 (not all water-types have good natural bulk. You should mention that these Pokemon are BULKY water-types). 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.(end sentence),(RC) and Furthermore,(AC) although Rhyperior,(RC) while being is weak to Close Combat, it is barely 2HKOed in return by it.

**Psychic-type Pokemon**: Psychic-types such as Cresselia and Mega Gardevoir don't take much damage at all from Infernape's attacks through due to the combination of resisting Fighting-(add hyphen)type moves and high Special Defense stats, and they can deal solid damage back with their super effective Psychic-type STAB moves. (This is redundant. STAB implies that the moves are already Psychic-type)

**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 (same issue about "Aerilate" vs. "Aerilate boosted". You used "Aerilate" the other time, so I would switch one of them in order for the terms to match) attacks.


Hopefully I helped. This was well-written and was a great read.
 
Last edited:

P Squared

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GP 2/2 lightblue pink darkgreen
[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 for it a great user of moves such as Quick Guard and Fake Out. These moves are also the ones that (fluff) 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 and better bulk. However, it still suffers from being below the base 110 Speed tier, where threats such as Latios and Gengar sit. (Otherwise, the paragraph starts out very negative and would make Infernape seem inferior right off the bat) (idk, sometimes people want that. i don't play vgc so i can't say though. but it also does make more sense to have this sentence where it originally was since they were both talking about Speed. i guess i'll just leave this up to the writer) Overall, while Infernape suffers as a result of its frailty, its decent offensive stats in combination with its support capability 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 free space leeway to safely use their moves safely on the first turn.(end sentence) Infernape is sent onto the field by making the foe flinch. (The reader already knows what Fake Out does since they can click the move) 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.(end sentence),(RC) but also for Ice- and Steel-types (fire attacks can do this as well, and you're mentioning the primary reason for using Close Combat. However, you can mention in a new sentence that Close Combat allows Infernape to deal with Ice- and Steel-types without the offensive drops). 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 (don't know if it's "Prankster" or "Prankster-boosted") (Prankster Thunder Wave is gucci) for a turn. If you feel Quick Guard is unneeded, however, Protect is a viable option to avoid unnecessary damage and to prevent doubling 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,(AC) and;(remove semicolon) 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 allow Infernape to outspeed outspeeds ("allowing" was used later this sentence, so I changed it to "ensure" to make it less repetitive) 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 outsmart ("outmaneuver" seems like the opponent will try to dodge or run away from you. Outsmart is what you wanted) (shrug) you by using Protect. Therefore,(AC) Using 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.(end sentence) such as at the start of the game or when a teammate has been knocked out before sending Infernape in. (This didn't flow very well with what was previously mentioned, and it's not needed anyway) (if you really want to keep it it's not that much of a problem. just end the sentence at "knocked out") Switching Infernape out in order to preserve Fake Out for the late-game can be valuable to put the pressure on your opponent at that time. (sounds better)

Team Options
========

Infernape has particularly great synergy with Gardevoir, as Gardevoir resists Psychic-(add hyphen)type moves and Infernape deals with Steel-types that give Gardevoir trouble such as Aegislash and Heatran. Gardevoir also enjoys the free space (I would recommend changing this word to something else) that Fake Out provides. Rotom-W equally also (we don't need to compare Gardevoir's and Rotom-W's synergies with Infernape) 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 users of Tailwind and Substitute users appreciate Infernape's Fake Out support in order to get off their moves. Users of powerful spread (what are "spread attacks"? I assume you mean moves that hit multiple targets) (yes, this is a common doubles term) 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 them the opposing Pokemon into KO range of Infernape's attacks. Wide Guard users such as Aegislash and Swampert are good to have 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 a 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 foe 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.(end sentence),(RC) which are best complemented by a Focus Sash. (not needed) (idk infernape so if you think this is needed go ahead and keep it) 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 them these moves (you're using "them" to describe the foes and the supportive moves, so I changed one of them) altogether.(end sentence),(RC) barring the use of a Mental Herb. (fluff) 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.(end sentence),(RC) and Furthermore,(AC) although Rhyperior,(RC) while being is weak to Close Combat, it is barely 2HKOed in return by it.

**Psychic-type Pokemon**: Psychic-types such as Cresselia and Mega Gardevoir don't take much damage at all from Infernape's attacks through due to the combination of resisting Fighting and high Special Defense stats, and they can deal solid damage back with their super effective Psychic-type STAB moves. (This is redundant. STAB implies that the moves are already Psychic-type)

**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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