Infernape was a monstrous wallbreaker in Gen IV, when Skarm-Bliss, Suicune, Milotic, and others were common on teams everywhere. Blaziken was basically the poor man's Fire-Fighter, relegated to the tier below. Then Gen V came and the positions were absolutely swapped, even moreso because Blaziken is uber now. But Infernape still sees action in Doubles, especially because of its fast Fake Out. Infernape owns a fine collection of moves, and it finds difficulty including much of its arsenal with the essentials. It's tempting to try to run it mixed, because of what its stats suggest and because that was traditionally its role, but Doubles is a "broad" metagame where one Pokemon does not have to attack one other Pokemon. Like most Pokemon in Doubles, it is very dependent on its allies, and shouldn't be butchering its stats to try and take care of every threat. Infernape #392 HP: 76 Atk: 104 Def: 71 SpA: 104 SpD: 71 Spe: 108 Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide PHP: Level-Up Moves -- Scratch-- Leer-- Ember-- TauntLv7 EmberLv9 TauntLv14 Mach PunchLv16 Fury SwipesLv19 Flame WheelLv26 FeintLv29 PunishmentLv36 Close CombatLv42 Fire SpinLv52 AcrobaticsLv58 Calm MindLv68 Flare Blitz Machine Moves TM01 Hone ClawsTM04 Calm MindTM05 RoarTM06 ToxicTM08 Bulk UpTM10 Hidden PowerTM11 Sunny DayTM12 TauntTM15 Hyper BeamTM17 ProtectTM21 FrustrationTM22 SolarBeamTM26 EarthquakeTM27 ReturnTM28 DigTM31 Brick BreakTM32 Double TeamTM35 FlamethrowerTM38 Fire BlastTM39 Rock TombTM41 TormentTM42 FacadeTM43 Flame ChargeTM44 RestTM45 AttractTM47 Low SweepTM48 RoundTM50 OverheatTM52 Focus BlastTM56 FlingTM59 IncinerateTM61 Will-O-WispTM62 AcrobaticsTM65 Shadow ClawTM67 RetaliateTM68 Giga ImpactTM71 Stone EdgeTM75 Swords DanceTM78 BulldozeTM80 Rock SlideTM83 Work UpTM84 Poison JabTM86 Grass KnotTM87 SwaggerTM89 U-turnTM90 SubstituteTM94 Rock SmashHM01 CutHM04 Strength Pre-evolution Moves Nasty Plot (Chimchar only)Slack Off Egg Moves AssistBlaze KickCounterDouble KickEncoreFake OutQuick GuardFire PunchFocus EnergyFocus PunchHeat WaveHelping HandSubmissionThunderPunch Gen IV Tutor Moves (D/P/Pt/HG/SS) Blast Burn(Pt/HG/SS) Endeavor(Pt/HG/SS) Fire Punch(Pt/HG/SS) Gunk Shot(Pt/HG/SS) Heat Wave(Pt/HG/SS) Helping Hand(Pt/HG/SS) Mud-Slap(Pt/HG/SS) Rollout(Pt/HG/SS) Snore(Pt/HG/SS) Swift(Pt/HG/SS) ThunderPunch(Pt/HG/SS) Vacuum Wave(HG/SS) Headbutt(HG/SS) Low Kick(HG/SS) Magic Coat Infernape -> Double Battles ->Physical<- Infernape @ Flying Gem / Focus Sash / King's Rock JOLLY +Blaze+ 6 HP / 252 Atk / 252 Spe -Fake Out -Close Combat -Acrobatics / Blaze Kick / Shadow Claw / Stone Edge -U-turn / Taunt / Protect / Fling Close Combat and Acrobatics provide practically perfect coverage (Only resisted by regular Rotom, I think). The unfortunate thing is that the frail Infernape must give up its Focus Sash in order to function effectively at all with Acrobatics. Fighting and Flying together cover all the types that Fire would hit supereffectively, and since the moves are already competing for a slot it isn't the main option, in spite of being a powerful STAB to have. U-turn, Taunt, and Protect are roughly equal; Protect is more an option for Focus Sash, so Infernape can Protect when at 1 HP while its partner KO's the foe's eager priority-user. Fling is of course only for King's Rock, an option if you are paranoid about Ghost-types or need two turns of flinching. As mentioned before, Acrobatics is preferred over Blaze Kick ordinarily, but even when using Focus Sash you might want to use Shadow Claw (for perfect coverage or Stone Edge, which hits harder but hits fewer Pokemon that resist Fighting. Rock Slide is another option that isn't specified because it seldom KOs what it needs to, and Infernape is a Pokemon that very much wants to KO it opponents before they get to him rather than provide flinch support, but if that's the role you need it to do then try it out. ->Special<- Infernape @ Focus Sash / Life Orb TIMID +Blaze+ 6 HP / 252 SpA / 252 Spe -Fake Out -Heat Wave -Grass Knot / SolarBeam -Vacuum Wave / Hidden Power [Ice] / U-turn / Focus Blast Infernape still wants Fake Out, but has turned Special otherwise. Heat Wave is the general mode of attack, and Grass Knot hits Water/Ground/Rock-types that would otherwise antagonize him (Though Rotom-W is basically immune to it). The last moveslot is the toughest. Vacuum Wave is nifty but doesn't do much type-wise. HP Ice takes care of Dragon- and Flying-types and Landorus if he decides to show up. U-turn is there for keeping the momentum on your side, especially if you're up against something you hit supereffectively and you want to safely find out the rest of the foe's party. This is also the preferred set for Drought teams, with some changes. Supposing you don't have a strong Grass-type to bring in when you know it will be sunny (And thus SolarBeam is a safe option), SolarBeam can replace Grass Knot as a max-powered Grass-type move. Hidden Power [Ice] also KOs many strong foes that Drought teams have trouble with; even if Ninetales carries it, it won't be enough to KO many 4x weak Pokemon off of Ninetales' relatively weak SpA. If if IF you absolutely need a Fighting-type move and Infernape seemed like the perfect solution (Fire/Fighting-type) for a Drought team, Focus Blast can help a little. Don't expect to OHKO Chople-tar with it or anything, even if it actually freakin hits it. --------------------------------- Might write up a mixed set in a minute. What do y'all think?