Infernape

Discussion in 'Global Battle Union' started by Ashenlock, Aug 20, 2011.

  1. Ashenlock

    Ashenlock

    Joined:
    Aug 17, 2007
    Messages:
    941
    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.

    [​IMG]
    Infernape #392

    HP: 76
    Atk: 104
    Def: 71
    SpA: 104
    SpD: 71
    Spe: 108 ​

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    PHP:
    Level-Up Moves
     
    -- Scratch
    -- Leer
    -- Ember
    -- Taunt
    Lv7 Ember
    Lv9 Taunt
    Lv14 Mach Punch
    Lv16 Fury Swipes
    Lv19 Flame Wheel
    Lv26 Feint
    Lv29 Punishment
    Lv36 Close Combat
    Lv42 Fire Spin
    Lv52 Acrobatics
    Lv58 Calm Mind
    Lv68 Flare Blitz
     
    Machine Moves
     
    TM01 Hone Claws
    TM04 Calm Mind
    TM05 Roar
    TM06 Toxic
    TM08 Bulk Up
    TM10 Hidden Power
    TM11 Sunny Day
    TM12 Taunt
    TM15 Hyper Beam
    TM17 Protect
    TM21 Frustration
    TM22 SolarBeam
    TM26 Earthquake
    TM27 
    Return
    TM28 Dig
    TM31 Brick 
    Break
    TM32 Double Team
    TM35 Flamethrower
    TM38 Fire Blast
    TM39 Rock Tomb
    TM41 Torment
    TM42 Facade
    TM43 Flame Charge
    TM44 Rest
    TM45 Attract
    TM47 Low Sweep
    TM48 Round
    TM50 Overheat
    TM52 Focus Blast
    TM56 Fling
    TM59 Incinerate
    TM61 Will
    -O-Wisp
    TM62 Acrobatics
    TM65 Shadow Claw
    TM67 Retaliate
    TM68 Giga Impact
    TM71 Stone Edge
    TM75 Swords Dance
    TM78 Bulldoze
    TM80 Rock Slide
    TM83 Work Up
    TM84 Poison Jab
    TM86 Grass Knot
    TM87 Swagger
    TM89 U
    -turn
    TM90 Substitute
    TM94 Rock Smash
    HM01 Cut
    HM04 Strength
     
    Pre
    -evolution Moves
     
    Nasty Plot 
    (Chimchar only)
    Slack Off
     
    Egg Moves
     
    Assist
    Blaze Kick
    Counter
    Double Kick
    Encore
    Fake Out
    Quick Guard
    Fire Punch
    Focus Energy
    Focus Punch
    Heat Wave
    Helping Hand
    Submission
    ThunderPunch
     
    Gen IV Tutor Moves
     
    (D/P/Pt/HG/SSBlast Burn
    (Pt/HG/SSEndeavor
    (Pt/HG/SSFire Punch
    (Pt/HG/SSGunk Shot
    (Pt/HG/SSHeat Wave
    (Pt/HG/SSHelping Hand
    (Pt/HG/SSMud-Slap
    (Pt/HG/SSRollout
    (Pt/HG/SSSnore
    (Pt/HG/SSSwift
    (Pt/HG/SSThunderPunch
    (Pt/HG/SSVacuum Wave
    (HG/SSHeadbutt
    (HG/SSLow Kick
    (HG/SSMagic 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?
  2. muffinhead

    muffinhead b202 wifi vgc
    is a Forum Moderator Alumnusis a Contributor Alumnus

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    the most consistent (mixed) doubles set in my opinion is

    hasty @ focus sash
    fake out
    close combat
    heat wave
    protect/encore

    it stops abomasnow, metagross, and weavile (after protecting turn 1) from doing anything annoying.
    but idunno im crazy
  3. DreamTalon

    DreamTalon

    Joined:
    Jun 13, 2011
    Messages:
    186
    I wouldn't ignore Encore, as it can people from spamming double Protect on Fake Out, or on other Fake Outs.
  4. cosmicexplorer

    cosmicexplorer pewpewpew
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    The set muffinhead posted is the standard and should definitely be mentioned, as it checks a large number of threats at once while providing Fake Out support. The all-physical set in particular is entirely outclassed by it, as Heat Wave hits everything Acrobatics does and harder. In addition, Close Combat hits about as hard as Grass Knot on most opponents on the special set. For these reasons, the mixed set should really be the only set up there; it completely outclasses both of the sets that were already there at the same time. It should also be mentioned that although Ape really likes Protect due to its frailty, it can run HP Ice over that as well as Encore.

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