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Tokyo Tom I have more MixApe Infernape than you (at least, I'm pretty sure, since you said you haven't had much experience with MixApe) so I would just want to give my two cents. I personally find Mach Punch to still be very useful. MixApe is often used in Bulky Offense teams, and with Pokemon such as Lati@s, Ferrothorn/Celebi, Landorus-T, Tyranitar, and Rotom-W being some of the more prevalant teammates, it's not too difficult to see why having priority could be useful, as it provides useful revenge killing against threats like Excadrill, Scarf Tar, Heatran, Mega Lopunny, and Kabutops, while also allowing Infernape to preserve itself (making sure that the bulky offensive team has their trusted wallbreaker) against threats like Weavile and Bisharp. This point is further helped when you take into the fact that Infernape doesn't need max speed, as the only thing it will allow is for it to outspeed pre-Mega Manectric, and Keldeo, two Pokemon you shouldn't really be staying in on anyways. This means you can have 208 speed EVs and put more into Attack.
That being said, I guess it can go to other options, as having Pokemon like (Mega or not) Scizor and/or CB Azumarill on your Bulky Offensive team can mitigate the usefulness of priority (albeit Bisharp and Weavile will still mean you may have to take some damage), allowing you to allocate the moveslot elsewhere. But the fact that Infernape can act as both a wallbreaker and a revenge killer on bulky offensive teams is something that should be mentioned as to why it can be used.
For the analysis itself, I just think Latios should be included with Celebi as useful checks, since he does the very same thing but it much moer offensive, as well as is able to provide nice Defog support, mitigating the amount of damage Infernape will have to take from hazards. Also, I really believe a max speed isn't a necessity for the reasons I just mentioned, and for EV options, in my opinion you should mention things like 212 Att / 88 SpA / 208 Spe, as it allows you to get strong KO opportunities against Mega Altaria, a good way to KO Clefable with Fire Blast + Gunk Shot, and a stronger Mach Punch. 168 Att / 132 SpA / 208 Spe is nice as well, allowing you to get a better stab against Mega Sableye, a very common Pokemon in Stall, and being able to punish Mega Metagross on a predicted switch, as well as better damage against Slowbro and stuff via Grass Knot. I just haven't had much experience doing the latter. I haven't had much experience with any other variation, though, so I can't really say much for anything past that.
Just my critique since I have a lot of experience with Infernape, at the end of the day, you don't have to listen to anything I say.
While it may not be a popular choice in OU (RC) due to how much competition it sufffers suffers from other Fighting-types wallbreakers likesuch as Keldeo and Terrakion (RC) as well as Fire-types like mixed Victini and bulky Mega Charizard X, Infernape still has a few tools at its disposal which makes that it a decent choice on certain teams. It sports a unique typing which that, despite not being particularly good, still enables it to check powerful threats like Bisharp, Weavile, (AC) and Scizor. It also has an outstanding movepool, with not only multiple coverage moves which gives that give it the ability to deal significant damage to the vast majority of the OU tier, especially given its mixed offensive capabilities enabling it to break past both physical and special walls, but also a great support movepool, with moves like Slack Off, Will-O-Wisp, Taunt, and Stealth Rock and more. Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are lacking, and while 104 / 104 / 108 offenses aren't bad, by ORAS standardsthey aren't very impressive either. Furthermore, Infernape's weaknesses to Water, Ground, Psychic, (AC) and Flying are all very crippling, (AC) given how common all of these types are in OU.
[SET]
name: All-Out-Attacker
move 1: Close Combat
move 2: Fire Blast / Flare Blitz
move 3: Gunk Shot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive
evs: 100 Atk / 156 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Close Combat is yourInfernape's primary STAB move, as it hits hard and has good neutral coverage. (AP) Fire Blast hits many Fighting resists Fighting-resistant Pokemon, (AC) such as Sableye, Gengar, and Celebi and more. The fact that it hits on the special side rather than on the physical side inflicts special rather than physical damage also enables it to hit certain physically bulky Pokemon like such as Landorus-T and Mega Manectric (remove hyphen) harder. Flare Blitz can also be used for its higher accuracy and its ability to hit AV Assault Vest Tornadus-T, Volcarona, (AC) and SpD specially defensive Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothron Ferrothorn and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Mega Gardevoir, the former two hard checking it Infernape and the latter two beating it 1v1 one-on-one otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard Y, (remove hyphen) Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon which that otherwise walls it, as well as hit SpD specially defensive Hippowdon, Starmie, (AC) and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, HP Hidden Power Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T and Dragonite for a huge amount of damage. If HP Hidden Power Ice is ran run, Flare Blitz is more appropriate than preferred over Fire Blast since because most Pokemon which that are hit harder by Fire Blast than Flare Blitz are hit even harder by HPHidden Power Ice. Mach Punch can be used as a way to revenge kill the likes of Mega Lopunny and Choice Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Mega Charizard Y (remove hyphen) and also hits certain Water-types (add hyphen) like Gyarados, Tenatcruel Tentacruel, (AC) and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying-types (add hyphen) in general, particulalry particularly Talonflame, Mega Charizard Y, (remove hyphen, AC) and Gyarados. (AP)
Set Details
========
Life Orb is a necessity on this set, since it gives Infernape extra firepower to both on the physical side and the special side Infernape's physical and its special attacks. Blaze is the preffered preferred ability on Infernape, since as it gives its Fire-type STAB moves extra power when it's weakened. If Thunder Punch or Mach Punch are is being used, Iron Fist is the better ability, (AC) as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile, (AC) and Scizor while being as fast as possible and keeping both its offensive stats intact. The given spread enables Infernape to 2HKO standard Slowbro with Grass Knot while Speed tying with Keldeo and Terrakion. If this 2HKOing Slowbro isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rocks Rock with Gunk Shot. If running HP Hidden Power Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO scarfed Choice Scarf variants of Landorus-T.
Usage Tips
========
This set should be used to clean through weakened teams after Pokemon which that can either revenge kill or counter Infernape are gone. Hence, it should usually be kept for the late-game. (add hyphen) However, Infernape can also be used early on in the battle to lure and KO certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send it Infernape in mid-game (add hyphen) and proceed to hit Slowbro with Grass Knot as it swicthes switches in. Be careful, (AC) though, since as once you reveal a certain move, you will not be able to use it to hit catch your opponent off guard. Try to predict around ceratin certain checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape trhough through Aqua Jet. However, the opponent may well have multiple checks to Infernape, (AC) in which case(space)he is not guaranteed to send in the one you expect. He also may not send in any Pokemonb at all, instead opting to sacrifice the Pokemon he has currently sent in if he feels like it isn't needed anymore. So Therefore, (AC) be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team, (AC) like Bisharp, Weavile, (AC)or and Scizor. However, avoid switching it directly on these Pokemon since since because all of these can severely weaken Infernape; (SC) Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in the late-game, (add hyphen) it's usually better to handle these threats differently if you can.
Team Options
========
A good answer to Talonflame and the Lati twins Latios and Latias, 2 two of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, not only acting as a great Talonflame check but also as a reliable way to Pursuit trap Latios and Latias. Tyranitar can also Pursuit trap several bulky Psychic-types (add hyphen) like Reuniclus, Cresselia, (AC) and Slowking, (AC) which can cause a lot of trouble for Infernape. Other Pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, with Weavile's high Speed and access to priority helping a lot against the likes of Torndaus-T Tornadus-T and Scarfed Choice Scarf Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via entry hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon, (AC) and Slowbro, and Icy Wind Gengar can lure opposing remove Gliscor, all of which can handle certain variants of this set. Certain Pokemon benefit from Infernape's ability to lure and KO certain threats and therefore make for good partners for it. For instance, Mega Charizard X (remove hyphen)is a good Infernape partner since, despite the type overlap, Infernape has the appreciates Infernape's ability to lure eliminate Slowbro, Quagsire, Hippowdon, Azumarill, (AC) and Mega Altaria, all of which can check or counter Mega Charizard X. It can have a hard time finding opportunities to switch in, so it pairs well with (or w/e) a slow Volt Switch user like such as Rotom-W, U-Turner like U-turn user such as defensive Landorus-T, or Baton Pass user like such Celebi, which can evenpass Substitutes, Nasty Plots or Sword Dances to it. Celebi is a particularly good partner since because it easily takes care of the Ground- and Water-types (add hyphens) which that can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to paralysis and poison. Thus, a Healing Wish user can provide good support for it. Latias is a particulalry good partner since option, (AC) as it check certain Water-, (AC)and Ground-, (AC) and Dragon- types that threaten Infernape, who which, in return, takes care of Steel- and Dark-types, (AC) which pose a huge threat to Latias. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, since as it is 2HKOed by both of these Pokemon.
Will-O-Wisp is a great move on Infernape which serves to disable physical attackers Infernape is supposed to check like such as Scizor, cripples common switch-ins (add hyphen) like Gyarados, Azumarill, Hippowdon, (AC) and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off is reliable recovery which gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt enables Infernape to disable defensive Pokemon like Clefable, Celebi, Mew, (AC) and Amoonguss by shutting down their recovery and utility moves (RC) and allows it to stall-break stallbreak when combined with burn damage from Will-O-Wisp. turns it into a decent stallbreaker. Low Kick is the preffered offensive move on this set, since as it hits Heatran, a very common WoW Will-O-Wisp absorber, very hard. However, Close Combat can also be used for the more consistent power and much more damage against the likes of Rotom-W, Manaphy, (AC) and Diancie. However, the defense and SpD drops are detrimental to the defensive nature of this set. Flare Blitz can be used over (what?) in order to OHKO Ferrothorn, Excadrill, Serperior, (AC) and Mega Scizor, 2HKO Skarmory, (AC) and deal far more damage to Clefable, Torndadus-T Tornadus-T, (AC) and Mega Gardevoir as they switch in. However, this leaves Infernape completely helpless againts Heatran, and the recoil damage it causes can be detrimental to a defensive set like this. Fire Punch is an alternative to Flare Blitz which that doesn't cause any recoil; (SC) however, (AC) it is significantly weaker, (AC) to the point where it is detrimental to run it. (then why mention it?) Finally, Stealth Rock can be used over Taunt on this ser set if your team doesn't have another setter; (SC) however, this leaves Infernape very vulnerable to defensive Pokemon which that it would much rather be able to handle, and it would enable SD Swords Dance Mega Scizor, a Pokemon Infernape is supposed to counter, to beat it instead.
Set Details
========
Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flare Blitz is used, while Iron Fist should be used if Fire Punch is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed everything up to neutral-natured base 95 Speed Pokemon and positive-natured base 80 Speed Pokemon, all the while having enough physical bulk to avoid the OHKO from a +1 Waterfall from a burnt burned Mega Gyarados and prevent the 2HKO from Hippowdon's Earthquakefrom 2HKOing Infernape, (wording consistency etc. but double check content please) as well as enough special bulk to avoid the OHKO from Kyurem-B's Earth Power and Rotom-W's Hydro Pump. However, a faster spread of 252 HP / 48 Def / 208 Spe enables Infernape to outspeed and burn Garchomp (RC) and helps it to check Mega Charizard Y (remove hyphen) by stalling out sun turns with a faster Slack Off.
Usage Tips
========
Infernape should be sent in against the Steel-, Dark-, (AC) and Grass-types it counters, like such as Bisharp, Scizor, (AC) and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but it must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use since because it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burnt burned, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, epseically especially when it is weakened, so that it can consistantly switch into threats to your team. Try to get Stealth Rocks Rock up before sending Infernape out, since as its best checks are weak to Stealth Rocks it. This makes Will-O-Wisp even more of a risk-free move, since as the main risk is that a Fire-type (add hyphen) like Talonflame will absorb it, and in order to do so, it will have to take hefty damage from Stealth Rocks Rock. Taunt should be used against defensive Pokemon like Clefable and Celebi (RC) and entry hazard setters which that can't threaten it Infernape, (AC)like such as Ferrothorn, Heatran, or burnt ones like and burned Garchomp or Hippowdon. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, and is making it almost always a better move to use in that scenario.
Team Options
========
This Infernape set fits well on defensive teams which that require a bulky Fire-type with stallbreaking capabilities, but which that can also act as a check to certain Dark-types and Steel-types such as Bisharp, Weavile, Scizor, (AC) and Heatran, as well as a Knock Off and burn absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good, (AC)since as it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the Lati twins as well as Gardevoir and Diancie, two big threats to Infernape, makes it a good partner to it as well. Most Fire-types easily switch in on Infernape, since because they can absorb Will-O-Wisp, therefore so Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire (RC) or a Dragon-type (add hyphen) like Latias or Mega Altaria. Grass-types like such as Ferrothorn, Celebi, (AC) and Serperior can also make for good Infernape partners, since as they check Water-types that pose a huge threat to Infernape.
This set acts both as a fast revenge killer with the ability to keep up momentum (RC) and as a way to bait Psychic-types (RC) like Latios and Latias (RC) and hit them very hard with U-turn, gaining momentum in the process. It works very well with a Pursuit trapper, since as Infernape can get it in safely against a Psychic- or Ghost-type, which its teammate can then Pursuit trap (RC) so that Infernape can much more easily clean with Close Combat later on in the battle.
Infernape is a very versatile Pokemon with many options at its disposal. It can be used as a Stealth Rock lead, with the distinction of being able to check Weavile, a Pokemon most suicide leads are very weak to. It can also opt for a specially defensive set as opposed to a physically defensive one in order to check Mega Charizard Y and Serperior better, however but it loses out onphysical bulk on the physical side. (well, yeah, that's what usually happens if you move EVs somewhere else :p ... better to change this to "loses out on the ability to check physical attackers such as X and Y") Infernape can also run a boosting set with either Swords Dance or Nasty Plot, both of which enable it to set up on Sableye (RC) as opposed to being walled by it. However, Infernape's poor bulk makes it very difficult for it to find opportunities to set up, and its lack of good priority options combined with its low Speed compared to most offensive threats makes it very easy to revenge kill. A Choice Band set can abuse take advantage of a powerful U-turn, but its unremarkable speed makes it hard for it to threaten offensive teams, and its inability to switch moves comined with its lack of raw power makes it difficult for it to pressure defensive teams, especially with its heavy reliance of Flare blitz cutting its longevity. Encore can be used to provide setup opportunities for setup sweepers and lock defensive Pokemon like Slowbro and Hippowdon into their recovery move, while Fake Out can be used to break Focus Sashes and get chip damage on faster Pokemon; (SC) however, (AC) both are very hard to fit on Infernape's set.
Checks and Counters
===================
**Psychic-types**: Psychic-types that either resist Infernape's Fire STAB moves or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-turn("on the switch", maybe? Your call imo). Starmie can also take Infernape on very well unless it switches into a super effective (remove hyphen) coverage move, Slowbro can counter any Infernape set that does not run Grass Knot, while and Slowking can even take a Grass Knot well (RC) but fears Thunder Punch and U-turn. Mew can easily deal with any set, provided it runs Psychic coverage, since as it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infenrape Infernape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't cerry carry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychic-types such as Mega Gallade, Alakazam, (AC) and Mega Metagross can easily switch in on its Infernape's Fighting STAB moves and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.
**Water-types**: Water-types can usually check Infernape decently, althugh most of them have a hard time switching in; (SC) particulary Azumarill works particularly well thanks to its access to super effective (remove hyphen) priority, although it hates Gunk Shot and Will-O-Wisp. Suicune handles non-Grass Knot sets with ease thannks thanks to its great bulk, as does Alomomola. Gyarados takes little damage Infernape's most common moves thanks to Intimidate and its natural special bulk, but it dislikes Stone Edge (and Thunder Punch?). Tentacruel resists most of Infernape's coverage moves, but it lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape 1v1, one-on-one and can even take a Close Combat relatively well thanks to its natural bulk, but it needs to win the Speed tie to actually switch into it properly, (AC) unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well (RC) and easily walls it with a Calm Mind set. Weather sweepers such as Kingdra and Kabutops make quick work of it Infernape under rain, provided that they don't switch into a Close Combat. While uncommon, Jellicent acts as a decent answer to Infernape, although physically defensive variants fear Grass Knot while specially defenisve variants take a lot of damage from Gunk Shot.
**Ground-types**: While they do not necessarily resist either of Infernape's STAB types, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to a super effective (remove hyphen) STAB moves. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, and Gliscor in particular is immune to burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted HP Hidden Power Ice. Other grounds Ground-types(RC) such as Hippowdon, Mega Swampert, Quagsire, (AC) and Gastrodon can handle any set not running Grass Knot provided that they run a physically defensive set spread. (optional)
**Dragon-types**: (add hyphen + colon) Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOes Infernape with Earthquake and deals massive recoil damage back with Rough Skin and Rocky Helmet when hit by Close Combat; (SC) however, (AC) it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake, however it but does not have the physicalDefense or the recovery to take repeated hits. Dragonite takes itInfernape on rather easily, only fearing the uncommon Hidden Power Ice, (AC) which is mitigated by Multiscale and can even be taken advantage of with a potential Weakness Policy, and it can even heal a burn if it runs a Lum Berry.
**Flying-types**: Flying-types serve as soid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its priority Flying STAB moves. Tornadus-T can take both Close Combat and Fire Blast for Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infenrape's fire STAB Infernape's Fire-type STAB moves and KO back with Aerial Ace provided it does not get burnt burned.
**Ghost-types**: While they can rarely switch into its Fire STAB moves, Ghost-types serve as good checks to Infernape thanks to their FIghtying Fighting immunity. Mega Sableye's abilitity ability to bounce back Taunts and Will-O-Wisps enables it to completely shut down defensive Infernape sets, amthough although it struggles a lot more against offensive sets, especially ones running boosting moves. Gengar completely shutsdown defensive Infernape via Taunt, and it can outspeed and OHKO offensive sets with Sludge Wave. Hoopa-C Hoopa can handle Infernapes Infernape that do not carry Flare Blitz, although Fire Blast and Gunk Shot both deal a good chunk of damage to it.
use the Reply button to implement checks, thanks GP 2/2
[OVERVIEW]
While it may not be a popular choice in OU due to how much competition it suffers from other Fighting-type wallbreakers such as Keldeo and Terrakion as well as Fire-types like mixed Victini and bulky Mega Charizard X, Infernape still has a few tools at its disposal that make it a decent choice on certain teams. It sports a unique typing that, despite not being particularly good, enables it to check powerful threats like Bisharp, Weavile, and Scizor. It also has an outstanding movepool, with not only multiple coverage moves that give it the ability to deal significant damage to the vast majority of the OU tier, especially given its mixed offensive capabilities enabling it to break past both physical and special walls, but also a great support movepool, with moves like Slack Off, Will-O-Wisp, Taunt, and Stealth Rock. Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are lacking, and while 104 / 104 / 108 offenses aren't bad, by ORAS standards they aren't very impressive either. Furthermore, Infernape's weaknesses to Water, Ground, Psychic, and Flying are all very crippling, given how common all of these types are in OU.
Close Combat is Infernape's primary STAB move, as it hits hard and has good neutral coverage. Fire Blast hits many Fighting-resistant Pokemonimmune or resistant to Fighting, such as Sableye, Gengar, and Celebi. The fact that it inflicts special rather than physical damage also enables it to hit certain physically bulky Pokemon such as Landorus-T and Mega Manectric harder. Flare Blitz can also be used for its higher accuracy and its ability to hit Assault Vest Tornadus-T, Volcarona, and specially defensive Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothorn and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Mega Gardevoir, the former two hard checking Infernape and the latter two beating it one-on-one otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard Y, Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon that otherwise walls it, as well as hit specially defensive Hippowdon, Starmie, and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, Hidden Power Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T, (AC) and Dragonite for a huge amount of damage. If Hidden Power Ice is run, Flare Blitz is preferred over Fire Blast because most Pokemon that are hit harder by Fire Blast than Flare Blitz are hit even harder by Hidden Power Ice. Mach Punch can be used as a way to revenge kill the likes of Mega Lopunny and Choice Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Mega Charizard Y and also hits certain Water-types like Gyarados, Tentacruel, and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying-types in general, particularly Talonflame, Mega Charizard Y, and Gyarados.
Set Details
========
Life Orb gives extra firepower to both Infernape's physical and its special attacks. Blaze is the preferred ability on Infernape, as it gives its Fire-type STAB moves extra power when it's weakened. If Thunder Punch or Mach Punch is being used, Iron Fist is the better ability, as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile, and Scizor while being as fast as possible and keeping both its offensive stats intact. The given spread enables Infernape to 2HKO standard Slowbro with Grass Knot while Speed tying with Keldeo and Terrakion. If 2HKOing Slowbro isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rock with Gunk Shot. If you running Hidden Power Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO Choice Scarf variants of Landorus-T.
Usage Tips
========
This set should be used to clean through weakened teams after Pokemon that can revenge kill or counter Infernape are gone. Hence, it should usually be kept for the late-game. However, Infernape can also be used early on in the battle to lure and KO certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send Infernape in mid-game and proceed to hit Slowbro with Grass Knot as it switches in. Be careful, though, as once you reveal a certain move, you will not be able to catch your opponent off guard again. Try to predict around certain checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape through Aqua Jet. However, the opponent may well have multiple checks to Infernape, in which case he (idk how i feel about picking a gendered pronoun here but it's prob not a big deal + changing to "they" complicates things...)is not guaranteed to send in the one you expect. He also may not send in any Pokemon at all, instead opting to sacrifice the Pokemon he has currently sent in if he feels like it isn't needed anymore. Therefore, be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team, like Bisharp, Weavile, and Scizor. However, avoid switching it directly on these Pokemon because all of these can severely weaken Infernape; Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in the late-game, it's usually better to handle these threats differently if you can.
Team Options
========
A good answer to Talonflame and Latios and Latias, two of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, actingnot only acting as a great Talonflame check but also as a reliable way to Pursuit trap Latios and Latias. Tyranitar can also Pursuit trap several bulky Psychic-types like Reuniclus, Cresselia, and Slowking, which can cause a lot of trouble for Infernape. Other Pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, with Weavile's high Speed and access to priority helping a lot against the likes of Tornadus-T and Choice Scarf Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via entry hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon, and Slowbro, and Icy Wind Gengar can remove Gliscor, all of which can handle certain variants of this set. Certain Pokemon benefit from Infernape's ability to lure and KO certain threats and therefore make for good partners for it. For instance, Mega Charizard X appreciates Infernape's ability to eliminate Slowbro, Quagsire, Hippowdon, Azumarill, and Mega Altaria, all of which can check or counter Mega Charizard X. It Infernape can have a hard time finding opportunities to switch in, so it pairs well with a slow Volt Switch user such as Rotom-W, U-turn user such as defensive Landorus-T, or Baton Pass user such asCelebi, which can even pass Substitutes, Nasty Plots, (AC) or Swords Dances to it. Celebi is a particularly good partner because it alsoeasily takes care of the Ground- and Water-types that can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to paralysis and poison. Thus, a Healing Wish user can provide good support for it. Latias is a particularly good option, as it check certain Water-, Ground-, and Dragon-types that threaten Infernape, which, in return, takes care of Steel- and Dark-types, which pose a huge threat to Latias. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, as it is 2HKOed by both of these Pokemon.
Will-O-Wisp serves todisables physical attackers Infernape is supposed to check such as Scizor, cripples common switch-ins like Gyarados, Azumarill, Hippowdon, and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt enables Infernape todisablesdefensive Pokemon like Clefable, Celebi, Mew, and Amoonguss by shutting down their recovery and utility moves and allows itInfernapeto stallbreak when combined with burn damage from Will-O-Wisp. Low Kick is the preferred offensive move on this set, as it hits Heatran, a very common Will-O-Wisp absorber, very hard. However, Close Combat can also be used insteadfor more consistent power and much more damage against the likes of Rotom-W, Manaphy, and Diancie. However, the defense drops are detrimental to the defensive nature of this set. Flare Blitz can be used in order to OHKO Ferrothorn, Excadrill, Serperior, and Mega Scizor, 2HKO Skarmory, and deal far more damage to Clefable, Tornadus-T, and Mega Gardevoir as they switch in. However, this leaves Infernape completely helpless against Heatran, and the recoil damage it causes can be detrimental to a defensive set like this. Finally, Stealth Rock can be used over Taunt on this set if your team doesn't have another setter; however, this leaves Infernape very vulnerable to defensive Pokemon that it would much rather be able to handle, and it would enable Swords Dance Mega Scizor, a Pokemon Infernape is supposed to counter, to beat it instead.
Set Details
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Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flare Blitz is used, while Iron Fist should be used if Fire Punch is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed everything up to neutral-natured base 95 Speed Pokemon and positive-natured base 80 Speed Pokemon, all the while having enough physical bulk to avoid the OHKO from a +1 Waterfall from a burned Mega Gyarados's +1 Waterfall and the 2HKO from Hippowdon's Earthquake as well as enough special bulk to avoid the OHKO from Kyurem-B's Earth Power and Rotom-W's Hydro Pump. However, a faster spread of 252 HP / 48 Def / 208 Spe enables Infernape to outspeed and burn Garchomp and helps it check Mega Charizard Y by stalling out sun turns with a faster Slack Off.
Usage Tips
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Infernape should be sent in against the Steel-, Dark-, and Grass-types it counters, such as Bisharp, Scizor, and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but it must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use because it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burned, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, especially when it is weakened, so that it can consistently switch into threats to your team. Try to get Stealth Rock up before sending Infernape out, as its best checks are weak to it. This makes Will-O-Wisp even more of a risk-free move, as the main risk is that a Fire-type like Talonflame will absorb it, and in order to do so, it will have to take hefty damage from Stealth Rock. Taunt should be used against defensive Pokemon like Clefable and Celebi and entry hazard setters that can't threaten Infernape, such as Ferrothorn, Heatran, and burned Garchomp or Hippowdon. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, making it almost always a better move to use in that scenario.
Team Options
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This Infernape set fits well on defensive teams that require a bulky Fire-type with stallbreaking capabilities that can also act as a check to certain Dark-types and Steel-types such as Bisharp, Weavile, Scizor, and Heatran, as well as a Knock Off and burn absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good, as it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the twoLati twins as well as Gardevoir and Diancie, two big threats to Infernape, makes it anothergood partner to it as well. Most Fire-types easily switch in on Infernape because they can absorb Will-O-Wisp, so Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire or a Dragon-type like Latias or Mega Altaria. Grass-types such as Ferrothorn, Celebi, and Serperior can also make for good Infernape partners, as they check Water-types that pose a huge threat to Infernape.
This set acts both as a fast revenge killer with the ability to keep up momentum and as a way to bait Psychic-types like Latios and Latias and hit them very hard with U-turn, gaining momentum in the process. It works very well with a Pursuit trapper, as Infernape can get it in safely against a Psychic- or Ghost-type, which its teammate can then Pursuit trap so that Infernape can much more easily clean with Close Combat later on in the battle.
Infernape is a very versatile Pokemon with many options at its disposal. It can be used as a Stealth Rock lead, with the distinction of being able to check Weavile, a Pokemon most suicide leads are very weak to. Infernape can also run a boosting set with either Swords Dance or Nasty Plot, both of which enable it to set up on Sableye as opposed to being walled by it. However, Infernape's poor bulk makes it very difficult for it to find opportunities to set up, and its lack of good priority options combined with its low Speed compared to that of most offensive threats makes it very easy to revenge kill. A Choice Band set can take advantage of a powerful U-turn, but its unremarkable speed makes it hard for it to threaten offensive teams, and its inability to switch moves combined with its lack of raw power makes it difficult for it to pressure defensive teams, especially with its heavy reliance ofonFlare Blitz cutting its longevity. Encore can be used to provide setup opportunities for sweepers and lock defensive Pokemon like Slowbro and Hippowdon into their recovery move, while Fake Out can be used to break Focus Sashes and get chip damage on faster Pokemon; however, both are very hard to fit on Infernape's set.
Checks and Counters
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**Psychic-types**: Psychic-types that either resist Infernape's Fire-typeSTAB moves or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-turn on the switch. Starmie can also take Infernape on very well unless it switches into a super effective coverage move, Slowbro can counter any Infernape set that does not run Grass Knot, and Slowking can even take a Grass Knot well but fears Thunder Punch and U-turn. Mew can easily deal with any set, (RC) provided it runs Psychic-typecoverage, as it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infernape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't carry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychic-types such as Mega Gallade, Alakazam, and Mega Metagross can easily switch in on Infernape's Fighting-typeSTAB moves and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.
**Water-types**: Water-types can usually check Infernape decently, although most of them have a hard time switching in; Azumarill works particularly well thanks to its access to super effective priority, although it hates Gunk Shot and Will-O-Wisp. Suicune handles non-Grass Knot sets with ease thanks to its great bulk, as does Alomomola. Gyarados takes little damagefrom Infernape's most common moves thanks to Intimidate and its natural special bulk, but it dislikes Stone Edge and Thunder Punch. Tentacruel resists most of Infernape's coverage moves, but it lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape one-on-one and can even take a Close Combat relatively well thanks to its natural bulk, but it needs to win the Speed tie to actually switch into it Infernape properly, unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well and easily walls it with a Calm Mind set. Weather sweepers such as Kingdra and Kabutops make quick work of Infernape under rain, provided that they don't switch into a Close Combat. While uncommon, Jellicent acts as a decent answer to Infernape, although physically defensive variants fear Grass Knot and while specially defensive variants take a lot of damage from Gunk Shot.
**Ground-types**: While they do not necessarily resist either of Infernape's STAB types, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to super effective STAB moves. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, and Gliscor in particular is immune to burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted Hidden Power Ice. Other Ground-types such as Hippowdon, Mega Swampert, Quagsire, and physically defensive Gastrodon can handle any set not running Grass Knot.
**Dragon-types**: Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOes Infernape with Earthquake and deals massive recoil damage back with Rough Skin and Rocky Helmet when hit by Close Combat; however, it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake but does not have the Defense or the recovery to take repeated hits. Dragonite takes Infernape on rather easily, only fearing the uncommon Hidden Power Ice, which is mitigated by Multiscale and can even be taken advantage of with a potential Weakness Policy, and it can even heal a burn if it runs a Lum Berry.
**Flying-types**: Flying-types serve as solid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its priority Flying-typeSTAB moves. Tornadus-T can take both Close Combat and Fire Blast for (do you mean "from"?) Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infernape's Fire-type STAB moves and KO back with Aerial Ace provided it does not get burned.
**Ghost-types**: While they can rarely switch into its Fire-type STAB moves, Ghost-types serve as good checks to Infernape thanks to their Fighting immunity. Mega Sableye's ability to bounce back Taunts and Will-O-Wisps enables it to completely shut down defensive Infernape sets, although it struggles a lot more against offensive sets, especially ones running boosting moves. Gengar completely shuts down defensive Infernape via Taunt, and it can outspeed and OHKO offensive sets with Sludge Wave. Hoopa can handle Infernape setsthat do not carry Flare Blitz, although Fire Blast and Gunk Shot both deal a good chunk of damage to it.