
[OVERVIEW]
Infernape sports a great base 108 Speed to tie with common threats, such as Terrakion, as well as beat all the Pokemon in the base 100 Speed tier, such as Mega Kangaskhan and Mega Charizard Y. It is also one of the fastest Fake Out users, outspeeding most other common users. While it is fast, Infernape still loses to the entire base 110 Speed tier, especially Mega Diancie and Mega Metagross. Its main competition comes from fast Fighting-types such as Terrakion and Keldeo, but unlike them it will beat Pokemon such as Amoonguss and Aegislash 1v1, which is incredibly useful and usually the main draw of using Infernape. Great dual STAB types in Fire and Fighting with decent Attack and Special Attack stats allow it to run a great mixed set with decent support moves. However, while it has a big offensive presence, its terrible defensive typing and lackluster bulk make it easy to take out. Anything faster than Infernape or anything that can take a hit and deal damage back will beat it soundly, as it is frail and won't survive any hit from most attackers.
[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Close Combat
move 3: Fake Out
move 4: Protect / Encore
item: Life Orb
ability: Blaze
nature: Naive
evs: 36 Atk / 220 SpA / 252 Spe
[SET COMMENTS]
Moves
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With Life Orb, Overheat will secure the KO on several Pokemon, such as Amoonguss and Aegislash, as well as providing a strong Fire-type STAB move that hits nonresistant Pokemon for a lot of damage. Close Combat provides great coverage on common Pokemon, notably OHKOing Mega Kangaskhan and Heatran. Protect is used to avoid taking damage and status and to give Infernape's partner time to remove the possible threats. Fake Out causes the foe to flinch or forces the foe to use Protect in order to free up a turn for Infernape's partner; it also stalls out unfavorable conditions such as Tailwind and Trick Room. Encore will lock the opponent's Pokemon into an inconvenient move, such as Protect or Fake Out, with Infernape's base 108 Speed complementing this rather nicely. Using Encore instead of Protect can be a double-edged sword, however.
Set Details
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36 Attack EVs guarantee an OHKO on Mega Kangaskhan with Close Combat. 220 Special Attack EVs allow Infernape to KO foes such as Aegislash, Amoonguss, and Mega Metagross with Overheat. 252 Speed EVs with a Naive nature allow it to Speed tie with Pokemon in the base 108 Speed tier. Life Orb is necessary for for Infernape to get the KOs it's meant to and increases the damage on anything else it hits.
Usage Tips
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Infernape works well as a lead to support its partner with Fake Out and Encore. Infernape isn't a reliable switch-in to any attack, so it's best to use a free switch to get it in, generally meaning on turn one or immediately after a teammate has been KOed. Infernape threatens Mega Kangaskhan, Heatran, and Amoonguss all at the same time, something rarely found, which is often the main perk of using Infernape. It functions well switching in, getting a KO, and then switching back out or getting sacrificed when it's in an undesirable position.
Team Options
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Fake Out and Encore make for great support to help partners such as Belly Drum Azumarill set up. Rock- and Electric-types help deal with the Flying-types that plague Infernape; Electric-types are especially good teammates, as they deal with Water-types as well. Mega Diancie and Thundurus are very useful for these roles; Mega Diancie's Rock-type STAB spread move Diamond Storm and Thundurus's ability to slow down threats such as Mega Metagross with Thunder Wave are invaluable. Rock-types appreciate Infernape's ability to clear out opposing Steel- and Grass-types. Shaymin-S and Rotom-W are also good partners because they can help get rid of bulky Water-types such as Jellicent and Suicune. Defensive synergy might be less important on a team with Infernape, as Fake Out and Encore support help facilitate switches with the weaker members of your team.
[STRATEGY COMMENTS]
Other Options
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Focus Sash can be used to survive a hit and retaliate after Blaze is triggered, but Life Orb is necessary for achieving Infernape's many notable KOs, while Focus Sash misses out on several. Quick Guard and Taunt can shut down Trick Room and stop priority attacks such as Talonflame's Brave Bird and Fake Out from users slower than Infernape. Iron Fist-boosted Thunder Punch will hit Charizard, Gyarados, and Azumarill for great damage, all common Pokemon that stay in on Infernape.
Checks & and Counters
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**Speed**: Infernape survives few hits, so most faster threats such as Talonflame, Mega Metagross, Mega Diancie, Choice Scarf Landorus-T, Latios, and Shaymin-S entirely negate its offensive pressure on field.
**Speed Control**: Thunder Wave, Trick Room, and Icy Wind get rid of the speed advantage Infernape has over a decent amount of Pokemon. Thundurus, Cresselia, and Gyarados, all common users of these moves, aren't OHKOed by Infernape and thus leave it vulnerable.
**Typing Advantage**: Infernape struggles against bulky Water-types such as Suicune, Milotic, and Gyarados. Azumarill resists both of Infernape's STAB attacks and threatens to set up with Belly Drum. Jellicent and Chandelure fear neither Close Combat nor Overheat and threaten to set up Trick Room. Cresselia can do the same, despite not resisting Overheat, thanks to its immense bulk.
**Opposing Weather**: Infernape's strongest attack, Overheat, is weakened by rain, and strong, Swift Swim-boosted Water-types that it can't outspeed come into play. Ironically, Infernape may also struggle against sun teams, as Venusaur can easily outspeed Infernape and put it to sleep, and Infernape fails to even 2HKO Mega Charizard Y with Overheat and Close Combat.
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