OU Infernape

QC: Jukain, aim, Valentine
GP: The Dutch Plumberjack, Timpuktu

Infernape is cool.

Overview
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From being a lead to wallbreaking and stallbreaking, Infernape is a versatile monkey that is able to perform a good amount of roles effectively against any kind of playstyle, while pairing well with many late game cleaners. However, each set has competition that really holds it back from being a major threat. The Endeavor set has competition as a suicide lead with Azelf and Terrakion, which are able to completely grab momentum for their team in the early game. The mixed set has a lot of competition with Landorus, Keldeo, and Mega Heracross, which also wallbreak but oftentimes more efficiently, while the stallbreaking set can sometimes better be replaced with Mew, which has much better bulk and access to Defog. That being said, Infernape manages to distinctively hold a strong niche with each set. The Endeavor set can provide more pressure later on in the game and even act as an effective way to hamper almost any sweeper, while the mixed set can use its good coverage to lure a great amount of switch-ins and gain good offensive momentum. Finally, the stallbreaking set can handle Bisharp, Mega Scizor, and Heatran much better than Mew can.

Endeavor
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name: Endeavor
move 1: Endeavor
move 2: Overheat
move 3: Stealth Rock
move 4: Close Combat / Taunt
ability: Blaze
item: Focus Sash
evs: 168 Atk / 88 SpA / 252 Spe
nature: Naive

Moves
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Thanks to Focus Sash, Endeavor reliably brings an opposing Pokemon down to 1 HP. Overheat is a good STAB move that hits a lot of Pokemon neutrally. Stealth Rock is mandatory support for almost every team and makes Infernape an effective lead. Close Combat is also a good move that is boosted by STAB and provides Infernape with more coverage, while Taunt lets it stop opposing leads from using Stealth Rock.

Set Details
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252 Speed EVs with a Naive nature maximizes Infernape's Speed, which is useful for speed tying with Keldeo and Terrakion, and lets it outspeed Pokemon such as Manectric before it Mega Evolves. Focus Sash is mandatory because it allows Infernape to reliably use Endeavor at 1 HP and severely weaken any non-Ghost type Pokemon. Blaze-boosted Overheat does a plethora of damage to most offensive Pokemon. 168 Attack EVs allow Close Combat to KO notable Pokemon such as Heatran and Chansey, the former always being OHKOed after Stealth Rocks, and cleanly 2HKOing the latter. However, if Taunt is preferred over Close Combat, move the Attack EVs to Special Attack.

Usage Tips
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Oftentimes, using this set as a lead is the best way to use it, even moreso if your team lacks a reliable Defogger or Rapid Spinner to keep Infernape's Focus Sash intact. However, you can also use Infernape's STAB Overheat as a way to stop sweepers such as Mega Pinsir or to easily revenge kill sweepers such as Agility Mega Ampharos. Furthermore, Infernape can psuedo-wallbreak by using Endeavor on a wall such as Mega Venusaur to bring it down to 1 HP and effectively make it useless.

Team Options
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Offensive Defoggers and Rapid Spinners, such as Latios and Excadrill, respectively, can help preserve Infernape until mid game: Pokemon with similar checks to Infernape, such as Mega Tyranitar and Keldeo, are also nice as Infernape can lure said checks out and proceed to cripple them with Endeavor. A Pokemon that commonly runs Stealth Rock, such as Garchomp, is highly recommended to further achieve the unpredictability factor.


MixApe
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name: MixApe
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Mach Punch
move 4: Hidden Power Ice / Thunder Punch / Grass Knot
ability: Iron Fist
item: Life Orb
evs: 168 Atk / 88 SpA / 252 Spe
nature: Naive

Moves
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Close Combat is mandatory, as it is Infernape's strongest Fighting STAB move and allows it to hit Pokemon that are hit neutrally for some solid damage. Fire Blast is preferred as the Fire-type STAB move to hit physically defensive Pokemon such as Landorus-T and Gliscor for solid damage. Flare Blitz hits harder in general and lets Infernape 2HKO Stealth Rock Clefable, a common pivot on many teams, but it really makes Infernape vulnerable to passive damage; it also leaves Infernape walled by the aforementioned threats, making Infernape need Hidden Power Ice to compensate. Mach Punch is extremely useful for revenge killing threats such as +1 Mega Gyarados, +1 Mega Tyranitar, Greninja, and Bisharp, as well as letting Infernape avoid a potential Speed tie with Terrakion and other base 108 Speed Pokemon. Hidden Power Ice can be used as the final move for hitting Landorus-T, Garchomp, Dragonite, and specially defensive Gliscor. Thunder Punch lets Infernape handle many otherwise hard checks on the switch-in, such as Talonflame, Azumarill, Gyarados, and Mega Charizard Y. However, Stone Edge is a nice replacement because it allows Infernape to also hit Mega Charizard X hard while also being able to 2HKO Latios and Latias. Finally, Grass Knot is a solid option, as it allows Infernape to hit three usually solid checks, OHKOing Quagsire as well as 2HKOing Slowbro and specially defensive Hippowdon.

Set Details
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168 Attack EVs ensure Close Combat is a guaranteed OHKO on Heatran and 2HKOes Rotom-W after Stealth Rock. Hidden Power Ice OHKOes physically defensive Gliscor, Landorus, and Dragonite after Stealth Rock. Even if you decide not to go with Hidden Power Ice, 88 Special Attack EVs also allow Infernape to 2HKO physically defensive Gliscor and Landorus with Fire Blast. This allows Infernape to run Grass Knot or Thunder Punch, making it harder to wall and giving it more utility. Maximum Speed investment is extremely useful in order to tie with other base 108 Speed Pokemon such as Keldeo and to outspeed Pokemon such as Manectric before it Mega Evolves. An alternative option is to run 208 Speed EVs; while missing out on Speed ties with Keldeo and Terrakion, as well as being slower than Manectric, Infernape still outspeeds Garchomp. This allows Infernape to run 132 Special Attack EVs, which allows it to 2HKO physically defensive Clefable and do considerably more damage to Slowbro and Alomomola. Iron Fist is used because it is far more consistent than Blaze, as it always boosts the power of Mach Punch as well as Thunder Punch, if you decide to run it.

Usage Tips
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Infernape is a mixed wallbreaker rather than a sweeper, so you shouldn't despair when Infernape faints, as it has probably paved the road for your team's sweepers. Infernape's strong STAB moves allow it to break through many walls that are common on stall, such as Chansey, Heatran, Duoblade, and Skarmory. This, combined with Infernape's nice coverage and Speed, allows it to threaten and KO the majority of Pokemon on the switch-in. However, when using Infernape, you need to make sure that you aren't too reckless, as it is easily worn down by Life Orb recoil as well as entry hazards and occasionally sand, especially if you choose to use Flare Blitz. Having a Pokemon with U-turn or Volt Switch greatly complements Infernape's ability to wallbreak by allowing you to safely switch it in.

Team Options
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Latios and Latias are some of the best partners for Infernape because they greatly appreciate Infernape's ability to beat Chansey, Heatran, Skarmory, Mega Scizor, Tyranitar, and Bisharp, while making it incredibly hard for many of Infernape's common switch-ins to not take a heavy beating from a Draco Meteor or Psyshock. Offensive Fairy-types such as Mega Gardevoir and Azumarill are great options because they check many Pokemon Infernape doesn't like such as Latios, Latias, Clefable, and Keldeo. They also appreciate Infernape's ability to switch in on Steel-types such as Mega Scizor and Ferrothorn; Mega Gardevoir especially appreciates Infernape dealing with Heatran and Jirachi, which pose huge threats otherwise. Rotom-W and Mega Manectric are also good options, dealing with bulky Water-types and Flying-types that Infernape might struggle with, such as Slowbro and Talonflame, while providing nice momentum and safely switching Infernape in via Volt Switch. Mega Scizor is also really nice to have because it can abuse switch-ins to Infernape, such as Azumarill or Latios by setting up and posing a huge threat. Finally, Mega Charizard Y appreciates Infernape's ability to beat Bisharp, while Infernape Charizard's sun boosting its Fire STAB.


Physically Defensive
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name: Physically Defensive
move 1: Close Combat
move 2: Will-O-Wisp
move 3: Slack Off
move 4: Taunt
ability: Blaze
item: Leftovers
evs: 212 HP / 4 Atk / 252 Def / 40 Spe
nature: Impish

Moves
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Will-O-Wisp lets Infernape burn Pokemon such as Bisharp, Mega Scizor, Mega Gyarados, and Azumarill, crippling them. Close Combat is a useful STAB move that allows Infernape to beat Heatran. Slack Off is used for longevity, while Taunt prevents Pokemon such as Mew and Mega Venusaur to use status moves or recover HP.

Set Details
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Maximum Defense EVs and an Impish nature lets Infernape wall Bisharp and Mega Scizor. 212 HP EVs maximize recovery from Leftovers and also allow Infernape to take an Aqua Jet from an Assault Vest Azumarill, allowing Infernape to burn it and severely cripple it for the rest of the match. The remaining 40 Speed EVs lets it outspeed Adamant Gyarados.

Usage Tips
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Send out Infernape on utility Pokemon such as Mew so it can Taunt them and make them unable to do anything, or on Pokemon that can't really hurt Infernape, such as Heatran without Earth Power, Bisharp, and Mega Scizor. Try to use Infernape to lure out threats such as Azumarill or Mega Gyarados and massively lower their effectiveness by burning them.

Team Options
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Pokemon weak to Bisharp and Mega Scizor such as Latios, Latias, and Jirachi, will appreciate Infernape's ability to switch into those Pokemon and knock them out. Infernape itself appreciates having partners that can to handle bulky Water-type Pokemon, such as Mega Venusaur and Ferrothorn, because this set has no way to reliably handle these Pokemon. Pokemon such as Swords Dance Mega Scizor and Dragonite that don't appreciate Steel-types such as Magnezone and Heatran stopping their way from sweeping teams appreciate Infernape defeating them.


Other Options
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Infernape can run a Choice Band set with sun support, as it hits very hard with Flare Blitz and also has a very powerful Close Combat for Pokemon that resist Fire-type moves. However, this set will take massive recoil thanks to the damage Flare Blitz dishes out. Infernape also appreciates being able to switch moves, because otherwise a plethora of Pokemon check it fairly easily.

A Nasty Plot set with Close Combat is also an option because it cleanly 2HKOes many otherwise huge threats to special sweepers, such as Chansey and Heatran, while still having Fire Blast and a coverage move of choice. However, Infernape is frail and will get shut down by most revenge killers, often making setting up meaningless.

Checks & Counters
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**Revenge Killers**: Due to Infernape's sheer frailty, anything that's faster than it will probably kill it, especially if it has super effective priority. If Infernape cannot KO the opposing Pokemon with Mach Punch, you must switch to prevent Infernape from being knocked out. Even with the Endeavor set, Infernape still has troubles with Pokemon like Azumarill and Talonflame, as those Pokemon can avoid taking maximum damage from Endeavor.

**Slowbro and Hippowdon**: Unless Infernape is running Grass Knot, Slowbro and Hippowdon have no trouble switching in on it, as they can abuse their abilities to take out even Endeavor Infernape while remaining healthy themselves.
 
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No SD, Band, or Scarf in OO ? No mention of Expert Belt ?
Not adding them minus CB because they literally have no reason to be used. CB can be used under Charizard Y's drought but everything else no. For the record, this is not QC ready yet.
 

alexwolf

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OP said:
SE Thunder Punch with Iron Fist boost hits marginally harder than neutral STAB. Targets include Gyarados before Mega Evolving, Jellicent, Starmie and Tentacruel, while being best move for Mandibuzz and Keldeo.
Remove Jellicent and Tentacruel, they are not relevant at all in OU. Instead mention Mega Charizard Y, Azumarill, and Talonflame, all top-tier threats.

Maybe a bulky set with CC / Taunt / WoW / Slack Off deserves a main set? It's basically a frailer Mew that can counter Bisharp, which is very useful on some defensive teams or any team in need of a stallbreaker + Bisharp counter really. I don't have any experience with this set, but Nog does so i think he can vouch for this set's effectiveness.
 
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Remove Jellicent and Tentacruel, they are not relevant at all in OU. Instead mention Mega Charizard Y, Azumarill, and Talonflame, all top-tier threats.

Maybe a bulky set with CC / Taunt / WoW / Slack Off deserves a main set? It's basically a frailer Mew that can counter Bisharp, which is very useful on some defensive teams or any team in need of a stallbreaker + Bisharp counter really. I don't have any experience with this set, but Nog does so i think he can vouch for this set's effectiveness.
Okay, I will. Admittedly you'll probably have to give me a few hours since I'm doing other things.
 

Jukain

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rejecting 2/3, same

Okay to elaborate: Infernape is just not worth using over other wallbreakers/stallbreakers in the OU tier. It faces enormous competition from other Fighting-types, especially Keldeo and Terrakion, and really isn't especially impressive offensively compared to these monsters.
 
Infernape is just not worth using over other wallbreakers/stallbreakers in the OU tier. It faces enormous competition from other Fighting-types, especially Keldeo and Terrakion, and really isn't especially impressive offensively compared to these monsters.
Yes, Infernape does indeed face competition with Keldeo as a wallbreaker (As a wallbreaker, Terrakion lacks the ability to handle threats like Hippowdon and Mega Venusaur unless Choice Banded vs stall, and while I believe he's a good Pokemon he shouldn't be brought up in this certain conversation, especially with Scarf and the SR set being the most common and efficent Terrakion set), Infernape has reasons to be picked as a wallbreaker. For starters, unlike Keldeo and Landorus, Infernape does a good job at revenge killing common threats from OU without dying or being severely handicapped, these include +2 Bisharp, (For a damage calc: Bisharp +2 252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Keldeo: 199-234 (61.6 - 72.4%) -- guaranteed 2HKO) +1 Mega Gyarados, +1 Mega Tyranitar, and priority kill basically anything low health safely. While Breloom can do this job too, it can not wallbreak well and allows Infernape to not be dismissed automatically.

Next, as a wallbreaker, Infernape has a much easier time handling threats such as Mega Venusaur, (88 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD ThickFat Mega Venusaur: 151-179 (41.4 - 49.1%) -- 74.6% chance to 2HKO after Stealth Rock) and Mandibuzz (88 SpA Life Orb Infernape Fire Blast vs. 252 HP / 0 SpD Mandibuzz: 181-214 (42.6 - 50.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery), having an easy time 2hkoing them after Stealth Rock without the need to be locked into a move. Keldeo, due to the reliance on powerful dual STAB to utilize it's wallbreaking potential, requires a Choice Specs, and with it's reliance on something such as Hidden Power Flying Venusaur just to 2hko it after SR, and allows stall to switch with a Venusaur that can potentially just Synthesis back to almost full later on in the match to basically anything in stall. While only doing 47%-55% to Sp.D Mandibuzz with a Secret Sword/Hydro Pump, still around 60% to stall, while being able to send out Mega Venusaur/Amoonguss/Charizard X no problem. The ability to not be choice locked into a move also helps outside of stall, making Infernape a guaranteed stop to Ferrothorn, and, in the late game, even stop people from sweeping, (i.e: they have an Excadrill and a Gyarados, you secret sword as you barely live the EQ as you KO with Secret Sword but leave yourself open to a sweep from Gyara) giving Infernape advantages even past stall.

Infernape also has competitions with Landorus as a wallbreaker, although Infernape's advantages over Landorus are more immediately noticeable than Keldeo's. Such as Infernape's ability to prevent Balloon Aegislash from dare switching in and posing a threat, being able to handle Sp.Def Skarmory much more consistently, allowing Infernape to even act as an "anti-defogger" in the sense, allowing SR to stay on the field due to how much of a threat Infernape will 100% impose on most defoggers in stall. (actually affecting most if not all relevant defoggers and spinners, minus Latios and Latias, who aren't appreciated by neither Landorus nor Keldeo anyways)

Infernape was ranked up in the viability thread for a good reason, and it's advantages over Keldeo are enough to make it optimal on a team. Sure, it isn't all sunshine and rainbows for Infernape, and Keldeo and Landorus are less situational, but the situations Infernape works well in aren't uncommon at all and certainly give Infernape an option on a team.

For the stallbreaker set, I shouldn't say a whole lot about it, as I didn't test it a lot in the high ladder, but what I can say is that it does have a niche over Mew due to being able to handle Bisharp and Knock Off in general much better, while being able to beat Pokemon such as Heatran and Mega Scizor, and have offensive presence while spreading burns. If you want a better explanation on why the stallbreaker set has its uses, ask Nog whenever he is available.
 
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So to piggyback off of alexwolf a bit, yes my set does perform like a faster, less bulky Mew that is aimed at crippling slower physical threats and provides a very nice surprise for your opponent. Although my set is cool and innovative I do not believe it warrants its own slot, but would be hard to slot into OO. It plays well and is very reliable but I feel it doesn't have the usage to be considered a main set. As far as its wall breaking ability it is still rather solid against stall and is definitely underrated. It faces competition from Keldeo, Terrakion, and Breloom as a fighting type and is not as powerful as any of them, but runs a mixed set much better than all of them. It's typing is quite unique in OU as well and tbh if something like Meloetta got an analysis for its ability to be a nice check to Aegislash I believe Infernape deserves one as well.
 
I think what Quickbobhero is trying to say is that Infernape is like Breloom and Keldeo combined in the sense that it has a decently strong Mach Punch, and can 2HKO common stallmons, much like Choice Specs Keldeo, after hazard damage. It forgoes a bit of bulk, for the ability to do what both of them can do (threaten Skarmory with Spore and 2HKO Mega Venusaur after SR) with Fire STAB and Mach Punch priority. Compared to Terrakion, Infernape can 2HKO the likes of Physically Defensive Venusuar and Landorus-T with Fire Blast after SR, and utilize its good coverage to lure in specific threats (SE vs Tank Zard X, GK vs Hippowdon, HP Ice vs Rocky Helmet Garchomp) for teammates to clean up, while also having priority that threatens faster mons (ie. +1 Mega Gyarados after SR damage, Greninja, Excadrill in Sand Offense).
 
Would Taunt be a good move for Infernape? It could come in handy against stallers or pokemon trying to set up with Swords Dance or Calm Mind.
Yes it is, it helps nape perform an anti lead set with rocks / taunt but is generally outclassed by Terrakion or Deoxys
 

Jukain

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Alright so I've sorta changed my stance on this, it can get an analysis, but I feel like a lead set with SR/Endeavor/Overheat/CC is worth including. This can set SR and weaken defensive answers to Infernape which is pretty damn cool. I've seen it used a few times and imo it's decently effective.

Nog's set may be worth considering, though I don't really have a strong stance so make a decision on that/I want opinions.
 
Alright so I've sorta changed my stance on this, it can get an analysis, but I feel like a lead set with SR/Endeavor/Overheat/CC is worth including. This can set SR and weaken defensive answers to Infernape which is pretty damn cool. I've seen it used a few times and imo it's decently effective.

Nog's set may be worth considering, though I don't really have a strong stance so make a decision on that/I want opinions.
At the moment I'll just make Stallbreaker Infernape OO, I'll give the SR set an actual analysis as well, but any further details as to what the recommended EV's are would be great. I want to say 252 Att / 4 SpA / 252 Spd due to Overheat, but I don't want to be wrong and then have to redo the analysis.
 
The reasons I'm fine with Infernape is not only because it's a nice Bisharp check. but it also serves as a Keldeo replacement on Zard Y teams as it checks Bisharp + benefits from Sun to actually hit quite hard. Mach Punch is also always helpful.

I think Nog's set isn't bad :)
 
The reasons I'm fine with Infernape is not only because it's a nice Bisharp check. but it also serves as a Keldeo replacement on Zard Y teams as it checks Bisharp + benefits from Sun to actually hit quite hard. Mach Punch is also always helpful.

I think Nog's set isn't bad :)
I removed Charizard Y from team options earlier due to the fact that they don't, in my experience, really perform well together. It could've been the team itself when I tried Infernape and Charizard Y on the same team, however, so should I mention Charizard Y again?
 
well typically charizard y teams are zard y / pursuit / lati@s / fighting that checks bisharp / thund or scarftar / sr ground

infernape is a fighting that checks bisharp but its main draw on zard y teams is that it benefits from sun so its flareblitzes / overheat would be obviously more powerful. typically a mixed set would be the best on these sorts of teams.
 
well typically charizard y teams are zard y / pursuit / lati@s / fighting that checks bisharp / thund or scarftar / sr ground

infernape is a fighting that checks bisharp but its main draw on zard y teams is that it benefits from sun so its flareblitzes / overheat would be obviously more powerful. typically a mixed set would be the best on these sorts of teams.
Well I did indeed use a Mix Infernape but with Fire Blast and stuff obviously, but your point remains the same. Adding it now.
 
Even though I am "done" with all the changes I can make, I don't think this is QC ready yet. I might be able to make a separate analysis for stallbreaker, I think, especially with Deoxys-S and Deoxys-D getting consistent votes to getting banned, that the anti-lead set does deserve an analysis. However, I would really appreciate some further help on what I should put or stuff. If not, I'm trying a variant of this set anyways, but it will probably take at least a week before I can make sure I put what I needed to put.
 
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ye agree with the dude above me. The mixed set is the Stall Breaker set while my set is a wall set that CAN stall break. Please edit
 
Maximum derped on ability, but Mixed Infernape is a wallbreaker and I really don't see how the latter set should be labeled as a "tank" rather than a stallbreaker. I'll change the name, regardless.
 

Lumari

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I think what Nog means is that the mixed set directly threatens half a standard stall team (Chansey, Skarmory, Quagsire), which is one of Ape's greatest merits and should at least be emphasized imo.
 

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