UU Infernape

Hilomilo

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[OVERVIEW]

* Infernape is an extremely offensively versatile threat in the UnderUsed metagame thanks to its access to a plethora of valuable offensive traits, including its fantastic mixed offensive stats, access to special and physical boosting moves alike in Nasty Plot and Swords Dance, and a fantastic Speed tier that allows Infernape to outpace the majority of the unboosted metagame.
* Infernape also has access to an expansive offensive movepool, consisting of useful options in Earthquake, U-turn, Grass Knot, Gunk Shot, Stone Edge, Fake Out, and more.
* Infernape's Fire / Fighting typing offers excellent STAB coverage and key resistances to Bug-, Dark-, and Steel-type attacks, which makes it a reliable offensive check to top-tier threats in Bisharp and Scizor.
* Infernape also has access to useful priority options in STAB Mach Punch and Vacuum Wave.
* Despite the large amount of options Infernape has at its disposal, it often suffers from four-moveslot syndrome, which means it is often checked by certain Pokemon depending on the coverage it picks.
* Infernape is also quite frail without defensive investment, and as a result, is extremely vulnerable to many powerful attacks, such as Reuniclus's Psychic, Primarina's Scald, Mega Aerodactyl's Wing Attack, and many more.
* The prevalence of common checks to Infernape in Latias and Starmie means that it must be carefully built around with answers to these Pokemon in order to sweep.
* The combination of Infernape's poor bulk and, at times, exploitable Speed and power means that it requires intelligent play to be put to full use.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive / Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Overheat is Infernarpe's most powerful STAB attack and is capable of hitting most of the metagame very hard.
* Fire Blast is an option over Overheat that, while less accurate and powerful, still hits quite hard without lowering Infernape's Special Attack.
* Close Combat is a powerful STAB attack that allows Infernape to hit common threats in Blissey, Krookodile, and Mega Absol for sufficient damage.
* Grass Knot is excellent coverage alongside Infernape's STAB attacks, allowing it to hit bulky Water-types such as Swampert, Gastrodon, Mega Blastoise, and Suicune for better damage.
* Gunk Shot is useful for hitting Fairy-types such as Primarina, Clefable, and Togekiss quite hard, and it also aids Infernape in hitting Latias for neutral damage.
* Mach Punch is an option over Grass Knot and Gunk Shot that allows Infernape to reliably pick off weakened foes.

Set Details
========

* 168 Attack EVs, 88 Special Attack EVs, and a Life Orb help Infernape to hit most of the metagame quite hard with its attacks and properly function as a mixed wallbreaker.
* Maximum Speed EVs with a Naive or Hasty nature allow Infernape to refrain from decreasing either of its offensive stats while maintaining its highest possible Speed.
* Blaze is the preferred ability, as it aids Infernape in further boosting the power of Fire Blast and Flare Blitz when it's weakened, though Iron Fist can be used over Blaze if Infernape is running Mach Punch in order to give the move a notable boost in power.

Usage Tips
========

* This set can have multiple uses throughout a match, as it is quite capable of doing some early-game wallbreaking or late-game cleaning thanks to Infernape's Speed.
* Infernape's expansive movepool is fully taken advantage of when using this set. As a result, Infernape is able to comfortably use one of its coverage options when predicting a switch into a Pokemon that takes minimal damage from either of its STAB attacks, such as Swampert and Volcanion.
* Due to Life Orb recoil, Infernape often will struggle to maintain longevity throughout a match, and thus should be brought onto the field when it can punch as big of holes in the opposing team as possible.
* Due to Infernape's poor bulk, it should also be brought in to play via pivot support or after an opponent faints.
* In order to successfully 2HKO Pokemon like Togekiss and Slowbro, it is important that Infernape is played with proper prediction. This can be done by using the appropriate coverage move when predicting a switch into either of the aforementioned threats.

Team Options
========

* Infernape's slight four-moveslot syndrome means that it will often be unable to hurt certain threats. Since it usually isn't running Earthquake, Infernape appreciates Ground-types like Krookodile and Zygarde 10% for their ability to take care of Pokemon like Tentacruel and Nidoqueen. Infernape will also need answers to Togekiss and Mantine, such as Raikou and Mega Aerodactyl, on its team if it lacks Stone Edge.
* Pursuit trappers like Mega Aerodactyl, Bisharp, and Scizor are important for helping Infernape deal with Latias and Starmie, which otherwise force it out.
* Mega Sharpedo and Hydreigon heavily appreciate Infernape's ability to severely weaken their checks with this set.
* Infernape's coverage lets it hit most of the tier's common Water-types after they have been lured in, which makes Pokemon that generally appreciate the removal of bulky Water-types such as Mega Sharpedo, Scizor, and Mega Aerodactyl good partners.
* Pokemon that can reliably set up entry hazards such as Roserade, Forretress, Klefki, and Gliscor all make exceptional partners, as the chip damage provided by entry hazards can help Infernape muscle past some of the tier's bulkier threats.

[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Earthquake
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is an extremely powerful STAB move that is useful for hitting common threats in Tsareena, Cobalion,(AC) and Scizor for super effective damage.
* Close Combat is excellent coverage alongside Flare Blitz that allows Infernape to hit Fire-resistant Pokemon like Hydreigon and Snorlax for good damage.
* U-turn hits potential switch-ins to Infernape in Latias and Starmie hard and is also great for generating momentum and bringing out checks to Pokemon that may try switching into Infernape, such as the aforementioned Pokemon, Swampert, Volcanion,(AC) and more.
* While the fourth moveslot is often a bit of a toss up, Stone Edge is usually Infernape's most useful option, as it hits Flying-types such as Crobat and Togekiss for guaranteed 2HKOs.
* Earthquake is another option that hits Pokemon like Tentacruel, Nidoqueen, and Volcanion for good damage.
* Thunder Punch is also an option for hitting Mantine for 4x super effective damage, but it is usually inferior to Stone Edge and Earthquake, as both of these moves hit Pokemon that Thunder Punch is also meant to hit harder, such as Tentacruel and Mega Aerodactyl.

Set Details
========

* Blaze is the preferred ability, as it allows Infernape's Flare Blitz to gain a boost in power after it's below 33% HP, which is useful for doing more damage late-game.
* Maximum investment in Attack allows Infernape to hit as hard as possible, while maximum Speed investment with a Choice Scarf and a Jolly nature allows Infernape to outpace the entire unboosted metagame and other common Choice Scarf users in Chandelure, Krookodile,(AC) and Hydreigon.

Usage Tips
========

* This set's main function is a momentum-grabber and revenge killer on offensively-oriented teams.
* Because Infernape is using a Choice Scarf, this set's success revolves around correct prediction. When predicting the switch into a foe that Infernape's STAB attacks don't deal sufficient damage to, such as Mega Aerodactyl or Tentacruel, super effective coverage is the best option. When predicting a switch into a foe that none of Infernape's moves can deal sufficient damage to, such as Latias, it is best to use U-turn to pivot out of Infernape's usual switch-ins to take advantage of them with a teammate.
* Due to their drawbacks, Infernape's STAB moves should primarily be used late-game or to revenge kill threats that don't resist them.
* This set can be used as an anti-lead to outpace common leads in Azelf and Aerodactyl, as Infernape will be able to use U-turn to break these Pokemon's Focus Sash and bring in an opponent that can finish them off. Infernape can also easily match up against a common lead in Forretress with this set thanks to Forretress's 4x weakness to Fire-type attacks.
* Infernape can use this set to clean late-game thanks to its fantastic Speed, though its teammates will have to have weakened most of its foes beforehand, as this set is much weaker than any other set Infernape is likely to run.

Team Options
========

* Latias and Starmie are two examples of Pokemon likely to switch into Infernape. As a result, Pursuit trappers such as Krookodile, Bisharp, and Mega Aerodactyl all appreciate Infernape's ability to pivot out of these Pokemon on the switch and bring them in to trap and KO these threats.
* Other Pursuit trappers, such as Mega Aerodactyl and Scizor, also appreciate the pivoting capabilities Infernape's Choice Scarf set provides them with, as Pursuit will often deal enough damage to KO foes weakened by U-turn.
* Due to its rather average power when equipped with a Choice Scarf, Infernape appreciates Pokemon capable of punching holes into the opponent's team or weakening its checks as teammates. Examples include Krookodile, Latias, and Hydreigon.
* Pokemon such as Celebi, Suicune, and Volcanion can all take care of the tier's many bulky Ground- and Water-types that are likely to switch into Infernape.
* Infernape's access to U-turn means that it is able to form good VoltTurn cores with Pokemon like Scizor and Raikou.
* Lastly, Infernape appreciates Pokemon like Nidoking, Nidoqueen, Primarina, and Latias, as they are all capable of dealing with common walls that Infernape struggles to break in Hippowdon, Swampert, and Gliscor.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Nasty Plot boosts Infernape's Special Attack stat by two stages and turns it into a powerful and threatening offensive force.
* Fire Blast is Infernape's most powerful special Fire-type STAB attack and, when boosted, is capable of 2HKOing notably bulky threats like Magic Guard Clefable and Gliscor.
* Focus Blast is great coverage alongside Fire Blast, hitting Fire-resistant Pokemon such as Hydreigon and Arcanine for OHKOs when boosted, and even 2HKOing the one of the tier's most threatening special walls in Blissey when boosted.
* Vacuum Wave is good STAB priority and an option over Focus Blast for picking off weakened threats.
* Grass Knot is useful for hitting Hippowdon and Water-types such as Suicune and Swampert for super effective damage, and it is capable of OHKOing these Pokemon when boosted.

Set Details
========

* 252 Special Attack EVs and Life Orb allow Infernape to hit as hard as possible and break through even the tier's bulkiest threats.
* Maximum Speed investment with a Timid nature allows Infernape to be as fast as possible and outpace the likes of Hydreigon and Celebi while Speed tying with Cobalion.
* The remaining EVs are invested in Defense to allow Infernape to do a slightly better job tanking Bisharp's Sucker Punch.
* Infernape can opt to run Fightinium Z or Grassium Z over Life Orb to nuke certain foes with either All Out Pummeling or Bloom Doom, though a Nasty Plot boost with Life Orb is usually powerful enough for Infernape to forego using any Z-Crystals.

Usage Tips
========

* This set is best used late-game, as Infernape will most successfully sweep once its checks are removed or weakened. However, if working with another sweeper, Infernape can set up early-game to punch holes in the opponent's team and weaken the other sweeper's checks.
* Common Pokemon such as Latias, Starmie, and Zygarde 10% are all faster than and very threatening to Infernape. Due to this, it is best that these threats are removed before Infernape attempts its sweep. Common Choice Scarf users in Hydreigon and Krookodile should also be removed before Infernape sets up, as even from full health, both will survive an unboosted Vacuum Wave.
* Infernape's poor bulk means that unless its switching into something like Scizor or Bisharp, it shouldn't try switching into any attacks. As a result, Infernape is best brought into the field via pivot support or after one of its opponents has fainted.
* Infernape can take advantage of the switches it forces to nab a setup opportunity. It can also afford to set up against the likes of Bisharp, Decidueye, and other Pokemon that likely won't do much damage to it.

Team Options
========

* Infernape's poor bulk means that it will often require pivot support to be safely brought into the field. Forretress, Magneton, and Scizor are all capable of providing Infernape with slow pivot support and bringing it in safely.
* Infernape also appreciates Pokemon that are able to take on the tier's fast Psychic-types that threaten it, such as Latias and Starmie. Pursuit trappers, such as Krookodile, Bisharp, and Mega Aerodactyl, are generally the best at removing these threats.
* Entry hazard support from the likes of Nidoqueen, Empoleon, and Swampert is useful to Infernape, as residual entry hazard damage allows it to break past certain threats to more success.
* Physical attackers that hate dealing with bulky Water-types, such as Mega Aerodactyl, Cobalion, and Zygarde 10% all appreciate Infernape's ability to KO most Water-types with a boosted Grass Knot after they have been lured in.
* Special Attackers like Primarina, Mega Blastoise, and Hydreigon also appreciate Infernape, as it is capable of breaking past most special walls when boosted and taking weight off of all of these Pokemon's shoulders.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat / Mach Punch
move 4: Thunder Punch / Mach Punch / Stone Edge / Earthquake
item: Electrium Z / Life Orb / Firium Z
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Swords Dance is helpful for boosting Infernape's Attack stat by two stages, enabling a late-game sweep.
* Flare Blitz is a very powerful STAB move when boosted and is capable of 2HKOing Clefable and Hippowdon with or without a Life Orb. Flare Blitz can also be used in conjunction with Firium Z to grant Infernape access to an extremely powerful Inferno Overdrive, which helps it break past especially bulky threats.
* Close Combat is a powerful secondary STAB option that hits threats that take less damage from Flare Blitz quite hard, such as Mega Aerodactyl, Empoleon, and Swampert.
* Mach Punch is strong STAB priority when boosted and is capable of picking off weakened threats and hitting Pokemon that outspeed Infernape for a final blow when they try to revenge kill it.
* Thunder Punch is an option that allows Infernape to hit Water-types such as Tentacruel, Empoleon, and Mantine for OHKOs when boosted, and it will turn into an extremely powerful Gigavolt Havoc that can even muscle past the tier's bulkiest Water-types in Suicune and Slowbro.
* Stone Edge allows Infernape to hit Flying-types that threaten it like Crobat and Mantine for super effective damage.
* Earthquake should only be used when Infernape is holding a Life Orb, and it can be used to hit Pokemon like Chandelure, Nidoqueen, and Tentacruel hard.

Set Details
========

* 252 EVs in Speed with a Jolly nature are useful for allowing Infernape to outspeed a good portion of the metagame, including fast threats in Celebi, Tentacruel, and Hydreigon.
* 252 EVs invested in Attack allow Infernape to hit as hard as possible and be as effective as possible in its role.
* Iron Fist is the preferred ability, as it will boost the power of moves like Thunder Punch and Mach Punch. However, if Infernape isn't running either of these moves, it's best to run Blaze to boost the power of Flare Blitz when Infernape is at 1/3 HP.
* If Infernape wishes to use either Gigavolt Havoc or Inferno Overdrive, Electrium Z and Firium Z will be the preferred items, though Life Orb can also be used if one of Infernape's teammates is already using a Z-Crystal.

Usage Tips
========

* This set's main focus is to be a late-game sweeper or mid-game wallbreaker. As such, it is best that Infernape sets up late-game and is paired with teammates that can take care of its common checks in Latias, Starmie, and Swampert.
* Infernape's frailty means that it will often struggle to set up unless given opportunities. Good examples of when to set up are against Pokemon that can't hurt Infernape, like Tsareena and Scizor, or when predicting a switch.
* It is important that naturally faster Pokemon and Choice Scarf users are removed before Infernape attempts to sweep.
* If Infernape is using a Z-Move, careful prediction is mandatory, as it doesn't want its opponent to switch out the Z-Move's target into a threat resistant to Infernape's attack.
* Infernape's poor bulk means that it is best brought in via pivot support or after a teammate has fainted.

Team Options
========

* Infernape will appreciate a few different types of Pokemon as partners depending on the coverage options it decides to run. If Infernape is running Earthquake or Stone Edge, it will often struggle to break through bulky Water-types like Suicune and Slowbro. As a result, Pokemon that can deal with these foes, such as Raikou, Celebi, and Decidueye, make for exceptional partners.
* Infernape is often unable to hit bulky Ground-types like Nidoqueen and Gliscor for good damage and thus appreciates answers to these Pokemon, such as Primarina, Starmie, and Mega Blastoise.
* Infernape's frailty means that it often appreciates the support of bulky pivots that are capable of bringing it onto the field safely, such as Magneton, Forretress, and Tsareena.
* Special attackers that have trouble getting through specially bulky Pokemon, such as Celebi and Reuniclus, appreciate Infernape's ability to break common special walls in Blissey and Mantine. Infernape also appreciates these Pokemon's abilities to take care of the physical walls that it tends to struggle breaking through from time to time, such as Hippowdon and Gliscor.

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Close Combat
move 4: Mach Punch / Earthquake / Stone Edge
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is a powerful STAB move that with Choice Band, is capable of hitting anything that doesn't resist it quite hard.
* U-turn hits Latias and Starmie hard with a Choice Band and is helpful for pivoting Infernape out of situations against Pokemon it can damage and bringing in a teammate that can harm these Pokemon.
* Close Combat is a good secondary STAB attack that deals sufficient damage to Pokemon resistant to Flare Blitz, such as Hydreigon and Swampert; the former of which is OHKOed by the move, while the latter is 2HKOed.
* Mach Punch is fairly strong priority alongside Iron Fist and can aid Infernape in picking off weakened threats as well as deliver a final blow to faster threats in Choice Scarf Hydreigon and Mega Aerodactyl before Infernape is KOed.
* Earthquake allows Infernape to hit Tentacruel, Arcanine, and Chandelure, which are Pokemon that would otherwise wall Infernape..
* Stone Edge is an option for hitting Flying-types that don't take much damage from Infernape's other attacks, such as Mega Aerodactyl and Mantine.

Set Details
========

* 252 Attack EVs with a Choice Band allow Infernape to hit as hard as possible with rather impressive wallbreaking capabilities.
* 252 Speed EVs with a Jolly nature makes Infernape as speedy as possible and allow it to outpace most of the unboosted metagame.
* Iron Fist is the ability of choice if Infernape is running Mach Punch, as it will give it even more powerful priority, while Blaze can be used otherwise to boost the power of Flare Blitz when Infernape is low on health.

Usage Tips
========

* Infernape should utilize its powerful U-turn as much as possible early-game, as this will allow Infernape to deal decent chip damage to its checks and generate momentum for its team.
* Stone Edge and Earthquake should be used when predicting switches into foes such as Mega Aerodactyl and Chandelure in order to properly lure and KO these threats.
* Infernape's STAB attacks are best used once Pokemon that resist either Flare Blitz or Close Combat are removed, as this allows Infernape to punch holes in teams or clean late-game more reliably.

Team Options
========

* Infernape's weakness to faster Psychic- and Ghost-type Pokemon means that Pursuit trappers, such as Krookodile, Bisharp, and Scizor, usually make good partners. These Pokemon also appreciate Infernape's ability to deal decent chip damage to usual Pursuit targets with U-turn.
* Electric-types such as Raikou and Rotom-H are able to pressure the tier's myriad of bulky Water-types that Infernape hates dealing with, and they can also form a decent Voltturn core with Infernape.
* Switch-ins to the tier's common Ground-type attacks that Infernape hates taking, such as Mega Aerodactyl, Hydreigon, and Tsareena, also make good partners.
* Flying-type checks such as Empoleon and Bisharp are also appreciated for their ability to remove and switch into Flying-types like Mega Aerodactyl and Togekiss.
* Entry hazard support from the likes of Hippowdon, Swampert, and Forretress is also helpful for allowing Infernape to muscle past bulkier foes to more success.

[STRATEGY COMMENTS]
Other Options
=============

* A suicide lead set with Stealth Rock and Endeavor can be useful thanks to Infernape's Speed, though it is usually outclassed in this role by Azelf and Aerodactyl, as the former has higher Speed and access to Explosion, while the latter also has higher Speed.
* An offensive Stealth Rock set could be useful, but it usually limits Infernape's coverage options.
* Infernape can utilize its access to moves like Taunt and Will-O-Wisp in a physically defensive set, though it usually can't pull this off too well due to its poor bulk even after investment.
* Punishment is an option on Choice Scarf sets to allow Infernape to function as an emergency stop to Calm Mind Latias, but it has very limited use outside of this.
* Infernape can opt to use Substitute on offensive sets, but Infernape can usually put setup moves and coverage moves to better use.

Checks and Counters
===================

**Psychic-types**: Psychic-types such as Latias and Starmie can outpace and threaten to OHKO Infernape with their super effective STAB attacks. Bulkier Psychic-types like Mew, Slowbro, and Reuniclus can also threaten Infernape with their attacks and take a hit in the process. Latias is particularly troublesome, as it is either immune to or resists all of Infernape's common coverage bar Stone Edge and Gunk Shot, and it naturally outspeeds and KOs Infernape with Psyshock.

**Water-types**: The tier's myriad of bulky Water-types such as Suicune, Swampert, Primarina, Volcanion, and more can all tank any of Infernape's STAB attacks and heavily damage or outright OHKO it in return with super effective STAB attacks. However, all of them must be wary of Infernape's various coverage options.

**Flying-types**: Although they must be wary of Stone Edge and Thunder Punch, Flying-types such as Mantine, Togekiss, and Mega Aerodactyl can usually take a hit and threaten Infernape with status or their super effective STAB attacks.

**Faster Pokemon**: Despite Infernape's high Speed, it is still outsped and forced out by common Pokemon in Talonflame, Zygarde-10%, and Starmie unless holding a Choice Scarf.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.

**Offensive Pressure**: Due to Infernape's poor bulk, it is very easily pressured by powerful STAB attacks from powerful attackers such as Hydreigon, Mienshao, Swellow, and Nidoking.
 
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Intro looks very good.

So I've only used Scarf, NP, and Mixed this gen so far. That being said, I think the mixed set should actually be the first set listed because it's a great wallbreakers that doesn't actually rely on setting up. With stuff like Latias Starmie and Aero on many teams, it's hard to justify setting up Nasty Plot a lot of the time. The mixed set should be Overheat / CC / Grass Knot / Gunk Shot (same EVs as yours, it's to OHKO Krook after Intimidate btw) with and Mach Punch listed in Moves. The other moves listed are generally for only one specific target (TPunch for Mantine, EQ for Tentacruel, Edge doesn't do anything that other moves don't do), so they don't need to be listed. Gunk Shot is a really good move to do heavy damage to Clefable and Togekiss, OHKO Primarina, do ~55 to Latias, and have a chance to 2HKO Mantine after rocks. I also prefer Overheat to Fire Blast since Infernape isn't the type of Pokemon to stay in for more than one or two turns too often and Overheat has better accuracy. Remove mentions of EQ/Edge in Team Options and stuff. For Team Options, Pursuit users for Latias are pretty important, or it can just keep coming in and recovering off damage. Mega Sharpedo and Hydreigon are both good partners as well, since Infernape can force huge damage on their checks and counters. Remove the last line of Usage Tips and replace with how Infernape often needs to predict switchins in order to 2HKO stuff like Slowbro and Togekiss, especially without rocks up.

Nasty Plot: In Team Options, remove the last line since it's the same thing as the first line, and removeDecidieye as pivot support too. Replacee Hydreigon and Gengar with something else in the following line since they don't check any of the Psychic types you listed particularly well. Again, Pursuit support from Aero or something is important here, or else Starmie Latias and Zam will just force you out. Remove the last line from Usage Tips too since you've already said that in the first line.

Choice Scarf: replace the "muscling past bulky threats" in Set Details, and just say it does more damage late game. The first and second lines of Usage Tips can be condensed to "use U-Turn early game to pivot out of Infernape's usual switch-ins to take advantage of them with a teammate." The third line can be reworded to "due to their drawbacks, Infernape's STAB moves should primarily be used late game or to revenge kill specific threats." Remove Hydreigon and Gengar again from that first line of Team Options for the same reason as before. Specify that Infernape is generally used as a revenge killer and momentum grabber for offensive teams.

SD looks good, just change Timid to Jolly in Set Details. Same thing with CB.

For OO, just entirely remove the line about Bulk Up, CM, etc. let me know when this is all implemented.
 
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Lord Wallace

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is a Tiering Contributor Alumnus
Not QC but for the SD set I've had great success with Firium-Z and think it should be at least a slash if not the main item for the SD set alongside Life Orb.

There's really not much reason to use Rockium-Z over Firium-Z since +2 Inferno Overdrive still obliterates both Bold Mandibuzz (87 min) and Bold Toge (105 min), and additionally it lets Ape bust past Unaware Clef, Mew, Necrozma (Bold takes 95 min), and bulky Ground types that otherwise check it. Standard Defensive Gliscor takes 94 min from +2 Inferno Overdrive and standard Hippo takes 93 min. Even if you choose not to run TPunch at all offensive Primarina still gets OHKOed by +2 IO and standard Tentacruel and Mantine both take around 70 min which isn't anything to scoff at either. +2 CC still wrecks Volcanion (95 min). So you still at least damage a lot of the viable Waters in the tier without the need for Gigavolt Havoc while also being able to muscle through Gliscor and Hippo which is nice.
And I guess being able to avoid Flare Blitz recoil once if it ever happens to matter is a nice cherry on top.

tl;dr Firium Z > Rockium Z on the SD set
 
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Excellent work! After thinking/playing some more, just swap the order of Scarf and NP, and you've got 1/3.
 
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I honestly don't think Stone Edge and Earthquake are worth a slash on the SD set. It's fine to mention them in moves, but I rarely find myself utilizing Stone Edge or Earthquake. Tentacruel and Mantine are already hit hard by ThunderPunch, Nidoqueen dies to +2 Inferno Overdrive, and has a decent chance to be OHKOed with +2 LO Flare Blitz, and Crobat also dies to +2 Flare Blitz / Inferno Overdrive / Thunder Punch. Chandelure is the only relevant Pokemon for the aforementioned moves, but it also doesn't take a +2 Thunder Punch very well (+2 252 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 0 HP / 0 Def Chandelure: 238-281 (91.1 - 107.6%) -- 43.8% chance to OHKO) and is OHKOed by +2 Gigavolt Havoc. You should also specifically mention that Inferno Overdrive allows SD Ape to break through Unaware Clefable. Pretty good stuff overall though!
 

Kink

it's a thug life ¨̮
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I will Bold the things I want you to remove.

I will Bold and underline all the things I want you to change/add, and I will note in italicized brackets next to the item what the change is if necessary.
* Infernape is an extremely offensively versatile threat in the Underused metagame thanks to its access to a plethora of valuable offensive traits, including its fantastic mixed offensive stats, access to special and physical boosting moves alike in Nasty Plot and Swords Dance, and a fantastic Speed tier that allows Infernape to outpace the majority of the unboosted metagame.
* Infernape also has access to an expansive offensive movepool, consisting of useful options in Earthquake, U-turn, Grass Knot, Gunk Shot, Stone Edge, Fake Out and more.
* Infernape's Fire/Fighting-typing both offers excellent STAB coverage and key resistances to Bug-, Dark-, and Steel-type attacks, which makes it a reliable offensive check to top-tier threats in Bisharp and Scizor.
* Infernape also has access to useful priority options in STAB Mach Punch and Vacuum Wave.
* Despite the large amount of options Infernape has at its disposal, it often suffers from four-moveslot syndrome, which means it is often checked by certain Pokemon depending on the coverage it picks.
* Infernape is also quite frail without defensive investment, and as a result extremely vulnerable to many powerful attacks, such as Primarina's Scald, Alakazam's Psychic, Mega Aerodactyl's Earthquake and many more.
* The prevalence of common checks to Infernape in Latias and Starmie means that it must be carefully built around with answers to these Pokemon in order to sweep.
* The combination of Infernape's poor bulk and at times, exploitable Speed and power means that it requires intelligent play to be put to full use.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive / Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Overheat is Infernarpe's most powerful STAB attack, and is capable of hitting most of the metagame very hard.
Insert line about fire blast being an alternative option.
* Close Combat is a powerful additional STAB attack that allows Infernape to hit common threats in Blissey, Krookodile and Mega Absol for sufficient damage.
* Grass Knot is excellent coverage alongside Infernape's STAB attacks, allowing it to hit bulky Water-types such as Swampert, Gastrodon, Mega Blastoise and Suicune for better damage.
* Gunk Shot is useful for hitting Fairy-types such as Primarina, Clefable and Togekiss quite hard, and also aides Infernape in hitting Latias for neutral damage.
* Mach Punch is an option over the former two options that allows Infernape to reliably pick off weakened foes.

Set Details
========

* 168 Attack EVs, 88 Special Attack EVs and a Life Orb help Infernape to hit most of the metagame quite hard with its attacks and properly function as a mixed wallbreaker.
* Maximized Speed EVs with a Naive or Hasty nature allow Infernape to refrain from decreasing either of its offensive stats while maintaining its highest possible Speed.
* Blaze is the preferred ability, as it aides Infernape in further boosting the power of Fire Blast and Flare Blitz when it's weakened, though Iron Fist can be used over Blaze if Infernape is running Mach Punch in order to give the move a notable boost in power.

Usage Tips
========

* This set can have multiple uses throughout a match, as it is quite capable of doing some early game wallbreaking or late game cleaning thanks to Infernape's Speed.
* Infernape's expansive coverage movepool is fully taken advantage of when using this set. As a result, Infernape is able to comfortably use one of its coverage options when predicting a switch into a Pokemon that takes minimal damage from either of its STAB attacks, such as Swampert or Volcanion.
* Due to Life Orb recoil, Infernape often will struggle to maintain longevity throughout a match, and should be brought onto the field when it can punch as big of holes in the opposing team as possible.
* Infernape should also be brought in to play via pivot support or after an opponent faints due to its poor bulk.
* In order to successfully 2HKO Pokemon like Togekiss and Slowbro, it is important that Infernape is played with proper prediction.

Team Options
========

* Infernape's slight suffrage of four-moveslot syndrome means that it will often be unable to hurt certain threats. Since it usually isn't running Earthquake, Infernape appreciates Ground-types like Krookodile and Zygarde 10% for their ability to take care of Pokemon like Tentacruel and Nidoqueen. Infernape will also need answers to Togekiss and Mantine, such as Raikou and Mega Aerodactyl on its team if it lacks Stone Edge.
* Pursuit trappers like Mega Aerodactyl, Bisharp and Scizor are important for helping deal with Latias and Starmie, which otherwise force Infernape out.
* Mega Sharpedo and Hydreigon heavily appreciate Infernape's ability to severely weaken their checks with this set.
* Infernape's coverage lets it lure most of the tier's common Water-types, which makes Pokemon that generally appreciate the removal of bulky Water-types, such as Mega Sharpedo, Scizor and Mega Aerodactyl good partners.
* Pokemon that can reliably set up entry hazards, such as Roserade, Forretress, Klefki and Gliscor all make exceptional partners, as the chip damage provided by entry hazards can help Infernape muscle past some of the tier's bulkier threats.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 Spa / 252 Spe

[SET COMMENTS]
Moves
========

* Nasty Plot boosts Infernape's Special Attack stat by two stages and turns it into a powerful and threatening offensive force.
* Fire Blast is Infernape's most powerful special Fire-type STAB attack and when boosted, is capable of 2HKOing notably bulky threats Magic Guard Clefable and Gliscor.
* Focus Blast is great coverage alongside Fire Blast, hitting fire-resistant Pokemon such as Hydreigon and Arcanine for OHKOs when boosted, and even 2HKOing the tier's best special wall in Blissey when boosted.
* Vacuum Wave is good STAB priority, and an option over Focus Blast for picking off weakened threats.
* Grass Knot is useful for hitting Hippowdon and Water-types such as Suicune and Swampert for super effective damage, and is capable of OHKOing all of the aforementioned Pokemon when boosted.

Set Details
========

* 252 Special Attack EVs and Life Orb allow Infernape to hit as hard as possible and break through even the tier's bulkiest threats.
* Maximum Speed investment with a Timid nature allows Infernape to be as fast as possible and outpace the likes of Hydreigon and Celebi while speed tying with Cobalion.
* The remaining EVs are invested in Defense to allow Infernape to do a slightly better job tanking Bisharp's Sucker Punch.
* Infernape can opt to run Fightinium Z or Grassium Z over Life Orb to lure and nuke certain foes with either All Out Pummeling or Bloom Doom, though a Nasty Plot boost with Life Orb is usually powerful enough for Infernape to forego using any Z crystals.

Usage Tips
========

* This set is best used late-game, as Infernape will most successfully sweep once its checks are removed or weakened. However, if working with another sweeper, Infernape can set up early game to punch holes in the opponent's team and weaken its team's other sweeper's checks.
* Common Pokemon such as Starmie, Latias and Zygarde 10% are all faster and very threatening to Infernape. Due to this, it is best that these threats are removed before Infernape attempts its sweep. Common Choice Scarf users in Hydreigon and Krookodile should also be removed before Infernape sets up, as even from full both will survive an unboosted Vacuum Wave.
* Infernape's poor bulk means that unless its switching into something like Scizor or Bisharp, it shouldn't try switching into any attacks. As a result, Infernape is best brought into the field via pivot support or after one of its opponents has fainted.
* Infernape can take advantage of the switches it forces to nab a set up opportunity. It can also afford to set up against the likes of Bisharp, Decidueye, or other Pokemon that likely won't do much damage to it.

Team Options
========

* Infernape's poor bulk means that it will often require pivot support to be safely brought into the field. Forretress, Magneton and Scizor are all capable of providing Infernape with slow pivot support and bringing it in safely.
* Infernape also appreciates Pokemon that are able to take on the tier's multitude of fast Psychic-types that threaten it, such as Latias, Starmie and Alakazam. Pursuit trappers, such as Krookodile, Bisharp and Mega Aerodactyl, are generally the best at removing these threats.
* Entry hazard support from the likes of Nidoqueen, Empoleon and Swampert is useful to Infernape, as residual entry hazard damage allows it to break past certain threats to more success.
* Physical Attackers that hate dealing with bulky Water-types, such as Mega Aerodactyl, Cobalion and Zygarde 10% all appreciate Infernape's ability to lure in and KO most Water-types with a boosted Grass Knot.
* Special Attackers like (Removed Alakzam mention), Mega Blastoise and Hydreigon also appreciate Infernape, as it is capable of breaking past most special walls when boosted and taking weight off of all of these Pokemon's shoulders.

[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Earthquake
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is an extremely powerful STAB move that is useful for hitting common threats in Tsareena, Cobalion and Scizor for super effective damage.
* Close Combat is excellent coverage alongside Flare Blitz that allows Infernape to hit Fire-resistant Pokemon like Hydreigon and Snorlax for good damage.
* U-turn hits potential switch-ins to Infernape in Latias and Starmie hard and is also great for generating momentum and bringing out checks to Pokemon that may try switching into Infernape, such as the aforementioned Pokemon, Swampert, Volcanion and more.
* While the fourth moveslot is often a bit of a toss up, Stone Edge is usually Infernape's most useful option, as it hits Flying-types such as Crobat and Togekiss for guaranteed 2HKOs.
* Earthquake is another option, however, as it hits Pokemon like Tentacruel, Nidoqueen and Volcanion for good damage.
* Thunder Punch is also an option for hitting Mantine for 4x effective damage, but is usually inferior to Stone Edge or Earthquake, as both of these moves hit Pokemon that Thunder Punch is also meant to hit harder, such as Tentacruel and Mega Aerodactyl.

Set Details
========

* Blaze is the preferred ability, as it allows Infernape's Flare Blitz to gain a boost in power after its below 33% HP, which is useful for doing more damage late-game.
* Maximum investment in Attack allows Infernape to hit as hard as possible, while Maximum Speed investment with a Choice Scarf and Jolly nature allows Infernape to outpace the entire unboosted metagame and other common Choice Scarf users in Chandelure, Krookodile and Hydreigon.

Usage Tips
========

* This set's main function is as a momentum grabber and revenge killer on offensively oriented teams.
* Because Infernape is using a choice item, this set's success revolves around correct prediction. When predicting the switch into a foe that Infernape's STAB attacks don't deal sufficient damage to, such as Mega Aerodactyl or Tentacruel, super effective coverage is the best option. When predicting a switch into a foe that none of Infernape's moves can deal sufficient damage to, such as Latias, it is best to use U-turn to pivot out of Infernape's usually switch-ins to take advantage of them with a teammate.
* Due to their drawbacks, Infernape's STAB moves should primarily be used late game or to revenge kill threats that don't resist them.
* This set can be used as an anti lead to outpace common leads in Azelf and Aerodactyl, as Infernape will be able to use U-turn to break these Pokemon's Focus Sashes and bring in an opponent that can finish them off. Infernape can also easily match up against a common lead in Forretress with this set thanks to Forretress' 4x weakness to Fire-type attacks.
* Infernape can use this set to clean late game thanks to its fantastic Speed, though its teammates will have to have weakened most of its foes beforehand, as this set is much weaker than any other set Infernape is likely to run.

Team Options
========

* Latias and Starmie are two examples of Pokemon likely to switch into Infernape. As a result, Pursuit trappers such as Krookodile, Bisharp and Mega Aerodactyl all appreciate Infernape's ability to pivot out of these Pokemon on the switch and bring them in to trap and KO these threats.
* Other Pursuit trappers, such as Mega Aerodactyl and Scizor, also appreciate the pivoting capabilities Infernape's Choice Scarf set provides them with, as Pursuit will often deal enough damage to KO foes weakened by U-turn.
* Due to its rather average power when equipped with a Choice Scarf, Infernape appreciates Pokemon capable of punching holes into the opponent's team or weakening its checks as teammates. Examples include Krookodile, Keldeo and Alakazam.
* Pokemon such as Celebi, Suicune and Volcanion can all take care of the tier's many bulky Ground- and Water-types that are likely to switch into Infernape.
* Infernape's access to U-turn means that it is able to form good Voltturn cores with Pokemon like Scizor and Raikou.
* Lastly, Infernape appreciates Pokemon like Nidoking, Nidoqueen, Primarina, Latias and Keldeo, as they are all capable of dealing with common walls that Infernape struggles to break in Hippowdon, Swampert and Gliscor.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat / Mach Punch
move 4: Thunder Punch / Mach Punch / Stone Edge / Earthquake
item: Electrium Z / Life Orb / Firium Z
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Swords Dance is helpful for boosting Infernape's Attack stat by two stages and enabling a late-game sweep.
* Flare Blitz is an obscenely powerful STAB move when boosted, is capable of 2HKOing Clefable and Hippowdon with or without a Life Orb. Flare Blitz can also be used in conjunction with Firium Z to grant Infernape access to an extremely powerful Inferno Overdrive, which helps it break past especially bulky threats.
* Close Combat is a powerful secondary STAB option that hits threats that take less damage from Flare Blitz quite had, such as Mega Aerodactyl, Empoleon and Swampert.
* Mach Punch is strong STAB priority when boosted and is capable of picking off weakened threats and hitting Pokemon that outspeed Infernape for a final blow when they try to revenge kill.
* Thunder Punch is an option that allows Infernape to hit Water-types such as Tentacruel, Empoleon, and Mantine for OHKOs when boosted, and will turn into an extremely powerful Gigavolt Havoc that can even muscle past the tier's bulkiest Water-types in Suicune and Slowbro.
* Stone Edge allows Infernape to hit Flying-types that threaten it like Crobat and Mantine for super effective damage.
* Earthquake should only be used when Infernape is holding a Life Orb, and can be used to hit Pokemon like Chandelure, Nidoqueen and Tentacruel hard.

Set Details
========

* 252 EVs in Speed with a Jolly nature are useful for allowing Infernape to outspeed a good portion of the metagame, including fast threats in Celebi, Tentacruel and Hydreigon.
* 252 EVs invested in Attack allow Infernape to hit as hard as possible and be as effective in its role as possible.
* Iron Fist is the preferred ability, as it will boost the power of moves like Thunder Punch and Mach Punch. However, if Infernape isn't running either of these moves, it's best to run Blaze to boost the power of Flare Blitz when Infernape is at 1/3 HP.
* If Infernape wishes to use either Gigavolt Havoc or Inferno Overdrive, Electrium Z and Firium Z will be the preferred items, though Life Orb can also be used if one of Infernape's teammates is already using a Z stone.

Usage Tips
========

* This set's main focus is as a late-game sweeper or mid-game wallbreaker. As such, it is best that Infernape sets up late game and is paired with teammates that can take care of its common checks in Latias, Starmie and Swampert.
* Infernape's frailty means that it will often struggle to set up unless given opportunities. Good examples of when to set up are against Pokemon that can't hurt Infernape, like Tsareena and Scizor, or when predicting a switch.
* Like the Nasty Plot set, it is important that naturally faster Pokemon and Choice Scarf users are removed before Infernape attempts it sweep.
* If Infernape is using a Z-move, careful prediction is mandatory, as it doesn't want its opponent to switch out the Z move's target into a threat resistant to Infernape's attack.
* Infernape's poor bulk means that it is best brought in via pivot support or after a teammate has fainted.

Team Options
========

* Infernape will appreciate a few different types of Pokemon as partners depending on the coverage options it decides to run. If Infernape is running Earthquake or Stone Edge, it will often struggle to break through bulky Water-types like Suicune and Slowbro. As a result, Pokemon that can deal with these foes, such as Raikou, Celebi and Decidueye, make for exceptional partners.
* Infernape is often unable to hit bulky Ground-types like Nidoqueen and Gliscor for good damage, and thus appreciates answers to these Pokemon, such as Primarina, Starmie and Mega Blastoise.
* Infernape's frailty means that it often appreciates the support of bulky pivots that are capable of bringing it onto the field safely, such as Magneton, Forretress and Tsareena.
* Special Attackers that have trouble getting through specially bulky Pokemon, such as Celebi and Reuniclus, appreciate Infernape's ability to break common special walls in Blissey and Mantine with this set. Infernape also appreciates these Pokemon's abilities to take care of the physical walls that it tends to struggle breaking through from time to time.

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Close Combat
move 4: Mach Punch / Earthquake / Stone Edge
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is powerful STAB that with Choice Band, is capable of hitting anything that doesn't resist the move quite hard.
* U-turn hits Latias and Starmie hard with a Choice Band and is helpful for pivoting Infernape out of situations against Pokemon it can damage, and bringing in a teammate that can harm these Pokemon.
* Close Combat is good secondary STAB that deals sufficient damage to Pokemon resistant to Flare Blitz, such as Hydreigon and Swampert, the former of which is OHKOed by the move, while the latter is 2HKOed.
* Mach Punch is fairly strong priority alongside Iron Fist and can aide Infernape in picking off weakened threats, as well as deliver a final blow to faster threats in Choice Scarf Hydreigon and Mega Aerodactyl before Infernape is KOed.
* Earthquake allows Infernape to Tentacruel, Arcanine, and Chandelure, examples of Pokemon that would otherwise wall Infernape, for sufficient damage.
* Stone Edge is an option for hitting Flying-types that don't take much damage from Infernape's other attacks, such as Mantine and Togekiss.

Set Details
========

* 252 Attack EVs with a Choice Band allows Infernape to hit as hard as possible and boast rather impressive wallbreaking capabilities.
* 252 Speed EVs with a Jolly nature makes Infernape as speedy as possible and allow it to outpace most of the unboosted metagame.
* Iron Fist is the ability of choice if Infernape is running Mach Punch, as it will give it even more powerful priority, while Blaze can be used otherwise to boost the power of Flare Blitz when Infernape is low on health.

Usage Tips
========

* Infernape should utilize its powerful U-turn as much as possible in the early game, as this will allow Infernape to deal decent chip damage to its checks and generate momentum for its team.
* Stone Edge and Earthquake should be used when predicting switches into foes such as Mega Aerodactyl and Chandelure, in order to properly lure and KO these threats.
* Infernape's STAB attacks are best used once Pokemon that resist either Flare Blitz or Close Combat are removed, as this allows Infernape to punch holes in teams or clean late game more reliably.

Team Options
========

* Infernape's weakness to faster Psychic- and Ghost-type Pokemon means that Pursuit trappers, such as Krookodile, Bisharp and Scizor, usually make good partners. These Pokemon also appreciate Infernape's ability to deal decent chip damage to usual Pursuit targets with U-turn.
* Electric-types such as Raikou and Rotom-Heat are able to pressure the tier's myriad of bulky Water-types that Infernape hates dealing with, and can also form a decent Voltturn core with Infernape.
* Switch-ins to the tier's common Ground-type attacks that Infernape hates taking, such as Mega Aerodactyl, Hydreigon and Tsareena, also make good partners.
* Flying-type checks, such as Empoleon and Bisharp, are also appreciated for their ability to remove and switch into Flying-types like Mega Aerodactyl and Togekiss.
* Entry hazard support from the likes of Hippowdon, Swampert and Forretress is also helpful for allowing Infernape to muscle past bulkier foes to more success.

[STRATEGY COMMENTS]
Other Options
=============

* A suicide lead set with Stealth Rock and Endeavor can be useful thanks to Infernape's Speed, though it is usually outclassed in this role by Azelf and Aerodactyl, as the former has higher Speed and access to Explosion, while the latter also has higher Speed.
* An offensive Stealth Rock set could be useful but usually limits Infernape's coverage options.
* Infernape can utilize its access to moves like Taunt and Will-O-Wisp in a physically defensive set, though usually can't pull this off too well due to its poor bulk even after investment.
* Punishment is an option on Choice Scarf sets to allow Infernape to function as an emergency stop to Calm Mind Latias, but has very limited use outside of this.
* Infernape can opt to use Substitute on offensive sets, but can usually put setup moves or coverage moves to better use.

Checks and Counters
===================

**Psychic-types**: Extremely common Psychic-types such as Alakazam and Starmie can outpace and threaten to OHKO Infernape with their super effective STAB attacks. Bulkier Psychic-types, like Mew, Slowbro and Reuniclus can also threaten Infernape with their attacks and take a hit in the process. Latias is particularly troublesome, as it is either immune to or resists all of Infernape's common coverage bar Stone Edge, and naturally outspeeds and KOs Infernape with Psyshock.

**Water-types**: Underused's myriad of bulky Water-types, such as Suicune, Swampert, Primarina, Volcanion and more can all tank any of Infernape's STAB attacks and heavily damage or outright OHKO it in return with super effective STAB attacks. However, all must be wary of Infernape's various coverage options.

**Flying-types**: Although they must be wary of Stone Edge and/or Thunder Punch, Flying-types such as Mantine, Togekiss, and Mega Aerodactyl can usually take a hit and threaten Infernape with status or their super effective STAB attacks.

**Faster Pokemon**: Despite Infernape's high Speed, it is still outsped and forced out by common Pokemon in Talonflame, Choice Scarf Krookodile, Gengar and Starmie unless holding a Choice Scarf.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.

**Offensive Pressure**: Due to Infernape's poor bulk, it is very easily pressured by powerful STAB attacks from powerful attackers such as Gengar, Keldeo and Nidoqueen, and more.
The rest of this looks fairly ok. Please review this carefully so you don't miss any bolds or bolded underlines. Good work on this.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
The single longest analysis in creation... I guess someone's gotta check it...

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

* Infernape is an extremely offensively versatile threat in the UnderUsed metagame thanks to its access to a plethora of valuable offensive traits, including its fantastic mixed offensive stats, access to special and physical boosting moves alike in Nasty Plot and Swords Dance, and a fantastic Speed tier that allows Infernape to outpace the majority of the unboosted metagame.
* Infernape also has access to an expansive offensive movepool, consisting of useful options in Earthquake, U-turn, Grass Knot, Gunk Shot, Stone Edge, Fake Out,(AC) and more.
* Infernape's Fire/Fighting-typing both Fire / Fighting typing offers excellent STAB coverage and key resistances to Bug-, Dark-, and Steel-type attacks, which makes it a reliable offensive check to top-tier threats in Bisharp and Scizor.
* Infernape also has access to useful priority options in STAB Mach Punch and Vacuum Wave.
* Despite the large amount of options Infernape has at its disposal, it often suffers from four-moveslot syndrome, which means it is often checked by certain Pokemon depending on the coverage it picks.
* Infernape is also quite frail without defensive investment, and as a result,(AC) is extremely vulnerable to many powerful attacks, such as Primarina's Scald, Reuniclus's Psychic, Mega Aerodactyl's Earthquake,(AC) and many more.
* The prevalence of common checks to Infernape in Latias and Starmie means that it must be carefully built around with answers to these Pokemon in order to sweep.
* The combination of Infernape's poor bulk and,(AC) at times, exploitable Speed and power means that it requires intelligent play to be put to full use.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive / Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Overheat is Infernarpe's most powerful STAB attack,(RC) and is capable of hitting most of the metagame very hard.
* Fire Blast is an option over Overheat that,(AC) while less accurate or and powerful, still hits quite hard without lowering Infernape's Special Attack.
* Close Combat is a powerful additional STAB attack that allows Infernape to hit common threats in Blissey, Krookodile,(AC) and Mega Absol for sufficient damage.
* Grass Knot is excellent coverage alongside Infernape's STAB attacks, allowing it to hit bulky Water-types such as Swampert, Gastrodon, Mega Blastoise,(AC) and Suicune for better damage.
* Gunk Shot is useful for hitting Fairy-types such as Primarina, Clefable,(AC) and Togekiss quite hard, and it also aides aids Infernape in hitting Latias for neutral damage.
* Mach Punch is an option over the former two options that allows Infernape to reliably pick off weakened foes.

Set Details
========

* 168 Attack EVs, 88 Special Attack EVs,(AC) and a Life Orb help Infernape to hit most of the metagame quite hard with its attacks and properly function as a mixed wallbreaker.
* Maximized Maximum Speed EVs with a Naive or Hasty nature allow Infernape to refrain from decreasing either of its offensive stats while maintaining its highest possible Speed.
* Blaze is the preferred ability, as it aides aids Infernape in further boosting the power of Fire Blast and Flare Blitz when it's weakened, though Iron Fist can be used over Blaze if Infernape is running Mach Punch in order to give the move a notable boost in power.

Usage Tips
========

* This set can have multiple uses throughout a match, as it is quite capable of doing some early-(AH)game wallbreaking or late-(AH)game cleaning thanks to Infernape's Speed.
* Infernape's expansive coverage movepool (either say "expansive coverage" or "expansive movepool") is fully taken advantage of when using this set. As a result, Infernape is able to comfortably use one of its coverage options when predicting a switch into a Pokemon that takes minimal damage from either of its STAB attacks, such as Swampert or and Volcanion.
* Due to Life Orb recoil, Infernape often will struggle to maintain longevity throughout a match,(RC) and thus should be brought onto the field when it can punch as big of holes in the opposing team as possible.
* Due to Infernape's poor bulk,(AC) it Infernape should also be brought in to play via pivot support or after an opponent faints due to its poor bulk.
* In order to successfully 2HKO Pokemon like Togekiss and Slowbro, it is important that Infernape is played with proper prediction.

Team Options
========

* Infernape's slight suffrage of four-moveslot syndrome means that it will often be unable to hurt certain threats. Since it usually isn't running Earthquake, Infernape appreciates Ground-types like Krookodile and Zygarde 10% for their ability to take care of Pokemon like Tentacruel and Nidoqueen. Infernape will also need answers to Togekiss and Mantine, such as Raikou and Mega Aerodactyl,(AC) on its team if it lacks Stone Edge.
* Pursuit trappers like Mega Aerodactyl, Bisharp,(AC) and Scizor are important for helping Infernape deal with Latias and Starmie, which otherwise force Infernape out.
* Mega Sharpedo and Hydreigon heavily appreciate Infernape's ability to severely weaken their checks with this set.
* Infernape's coverage lets it lure hit most of the tier's common Water-types after they have been lured in, which makes Pokemon that generally appreciate the removal of bulky Water-types,(RC) such as Mega Sharpedo, Scizor,(AC) and Mega Aerodactyl good partners.
* Pokemon that can reliably set up entry hazards,(RC) such as Roserade, Forretress, Klefki,(AC) and Gliscor all make exceptional partners, as the chip damage provided by entry hazards can help Infernape muscle past some of the tier's bulkier threats.

[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Stone Edge / Earthquake
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is an extremely powerful STAB move that is useful for hitting common threats in Tsareena, Cobalion,(AC) and Scizor for super effective damage.
* Close Combat is excellent coverage alongside Flare Blitz that allows Infernape to hit Fire-resistant Pokemon like Hydreigon and Snorlax for good damage.
* U-turn hits potential switch-ins to Infernape in Latias and Starmie hard and is also great for generating momentum and bringing out checks to Pokemon that may try switching into Infernape, such as the aforementioned Pokemon, Swampert, Volcanion,(AC) and more.
* While the fourth moveslot is often a bit of a toss up, Stone Edge is usually Infernape's most useful option, as it hits Flying-types such as Crobat and Togekiss for guaranteed 2HKOs.
* Earthquake is another option,(RC) however,(RC) as it that hits Pokemon like Tentacruel, Nidoqueen,(AC) and Volcanion for good damage.
* Thunder Punch is also an option for hitting Mantine for 4x super effective damage, but it is usually inferior to Stone Edge or and Earthquake, as both of these moves hit Pokemon that Thunder Punch is also meant to hit harder, such as Tentacruel and Mega Aerodactyl.

Set Details
========

* Blaze is the preferred ability, as it allows Infernape's Flare Blitz to gain a boost in power after its it's below 33% HP, which is useful for doing more damage late-game.
* Maximum investment in Attack allows Infernape to hit as hard as possible, while maximum Speed investment with a Choice Scarf and a Jolly nature allows Infernape to outpace the entire unboosted metagame and other common Choice Scarf users in Chandelure, Krookodile,(AC) and Hydreigon.

Usage Tips
========

* This set's main function is as a momentum-(AH)grabber and revenge killer on offensively-(AH)oriented teams.
* Because Infernape is using a Choice Scarf item, this set's success revolves around correct prediction. When predicting the switch into a foe that Infernape's STAB attacks don't deal sufficient damage to, such as Mega Aerodactyl or Tentacruel, super effective coverage is the best option. When predicting a switch into a foe that none of Infernape's moves can deal sufficient damage to, such as Latias, it is best to use U-turn to pivot out of Infernape's usually usual switch-ins to take advantage of them with a teammate.
* Due to their drawbacks, Infernape's STAB moves should primarily be used late-(AH)game or to revenge kill threats that don't resist them.
* This set can be used as an anti-(AH)lead to outpace common leads in Azelf and Aerodactyl, as Infernape will be able to use U-turn to break these Pokemon's Focus Sashes Sash and bring in an opponent that can finish them off. Infernape can also easily match up against a common lead in Forretress with this set thanks to Forretress's 4x weakness to Fire-type attacks.
* Infernape can use this set to clean late-(AH)game thanks to its fantastic Speed, though its teammates will have to have weakened most of its foes beforehand, as this set is much weaker than any other set Infernape is likely to run.

Team Options
========

* Latias and Starmie are two examples of Pokemon likely to switch into Infernape. As a result, Pursuit trappers such as Krookodile, Bisharp,(AC) and Mega Aerodactyl all appreciate Infernape's ability to pivot out of these Pokemon on the switch and bring them in to trap and KO these threats.
* Other Pursuit trappers, such as Mega Aerodactyl and Scizor, also appreciate the pivoting capabilities Infernape's Choice Scarf set provides them with, as Pursuit will often deal enough damage to KO foes weakened by U-turn.
* Due to its rather average power when equipped with a Choice Scarf, Infernape appreciates Pokemon capable of punching holes into the opponent's team or weakening its checks as teammates. Examples include Krookodile, Latias,(AC) and Hydreigon.
* Pokemon such as Celebi, Suicune,(AC) and Volcanion can all take care of the tier's many bulky Ground- and Water-types that are likely to switch into Infernape.
* Infernape's access to U-turn means that it is able to form good VoltTurn cores with Pokemon like Scizor and Raikou.
* Lastly, Infernape appreciates Pokemon like Nidoking, Nidoqueen, Primarina, and Latias, as they are all capable of dealing with common walls that Infernape struggles to break in Hippowdon, Swampert,(AC) and Gliscor.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Nasty Plot boosts Infernape's Special Attack stat by two stages and turns it into a powerful and threatening offensive force.
* Fire Blast is Infernape's most powerful special Fire-type STAB attack and,(AC) when boosted, is capable of 2HKOing notably bulky threats like Magic Guard Clefable and Gliscor.
* Focus Blast is great coverage alongside Fire Blast, hitting Fire-resistant Pokemon such as Hydreigon and Arcanine for OHKOs when boosted, and even 2HKOing the one of the tier's most threatening special walls in Blissey when boosted.
* Vacuum Wave is good STAB priority,(RC) and an option over Focus Blast for picking off weakened threats.
* Grass Knot is useful for hitting Hippowdon and Water-types such as Suicune and Swampert for super effective damage, and it is capable of OHKOing all of the aforementioned these ("all of the aforementioned" would imply all Pokemon in this section) Pokemon when boosted.

Set Details
========

* 252 Special Attack EVs and Life Orb allow Infernape to hit as hard as possible and break through even the tier's bulkiest threats.
* Maximum Speed investment with a Timid nature allows Infernape to be as fast as possible and outpace the likes of Hydreigon and Celebi while Speed tying with Cobalion.
* The remaining EVs are invested in Defense to allow Infernape to do a slightly better job tanking Bisharp's Sucker Punch.
* Infernape can opt to run Fightinium Z or Grassium Z over Life Orb to lure and nuke certain foes with either All Out Pummeling or Bloom Doom, though a Nasty Plot boost with Life Orb is usually powerful enough for Infernape to forego using any Z-(AH)Crystals.

Usage Tips
========

* This set is best used late-game, as Infernape will most successfully sweep once its checks are removed or weakened. However, if working with another sweeper, Infernape can set up early-(AH)game to punch holes in the opponent's team and weaken its team's the other sweeper's checks.
* Common Pokemon such as Latias, Starmie, and Zygarde 10% are all faster than and very threatening to Infernape. Due to this, it is best that these threats are removed before Infernape attempts its sweep. Common Choice Scarf users in Hydreigon and Krookodile should also be removed before Infernape sets up, as even from full health,(AC) both will survive an unboosted Vacuum Wave.
* Infernape's poor bulk means that unless its switching into something like Scizor or Bisharp, it shouldn't try switching into any attacks. As a result, Infernape is best brought into the field via pivot support or after one of its opponents has fainted.
* Infernape can take advantage of the switches it forces to nab a set up setup opportunity. It can also afford to set up against the likes of Bisharp, Decidueye, or and other Pokemon that likely won't do much damage to it.

Team Options
========

* Infernape's poor bulk means that it will often require pivot support to be safely brought into the field. Forretress, Magneton,(AC) and Scizor are all capable of providing Infernape with slow pivot support and bringing it in safely.
* Infernape also appreciates Pokemon that are able to take on the tier's fast Psychic-types that threaten it, such as Latias and Starmie. Pursuit trappers, such as Krookodile, Bisharp,(AC) and Mega Aerodactyl, are generally the best at removing these threats.
* Entry hazard support from the likes of Nidoqueen, Empoleon,(AC) and Swampert is useful to Infernape, as residual entry hazard damage allows it to break past certain threats to more success.
* Physical attackers that hate dealing with bulky Water-types, such as Mega Aerodactyl, Cobalion,(AC) and Zygarde 10% all appreciate Infernape's ability to lure in and KO most Water-types with a boosted Grass Knot after they have been lured in.
* Special Attackers like Primarina, Mega Blastoise, and Hydreigon also appreciate Infernape, as it is capable of breaking past most special walls when boosted and taking weight off of all of these Pokemon's shoulders.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat / Mach Punch
move 4: Thunder Punch / Mach Punch / Stone Edge / Earthquake
item: Electrium Z / Life Orb / Firium Z
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Swords Dance is helpful for boosting Infernape's Attack stat by two stages,(AC) and enabling a late-game sweep.
* Flare Blitz is an obscenely very powerful STAB move when boosted,(RC) and is capable of 2HKOing Clefable and Hippowdon with or without a Life Orb. Flare Blitz can also be used in conjunction with Firium Z to grant Infernape access to an extremely powerful Inferno Overdrive, which helps it break past especially bulky threats.
* Close Combat is a powerful secondary STAB option that hits threats that take less damage from Flare Blitz quite had hard, such as Mega Aerodactyl, Empoleon,(AC) and Swampert.
* Mach Punch is strong STAB priority when boosted and is capable of picking off weakened threats and hitting Pokemon that outspeed Infernape for a final blow when they try to revenge kill it.
* Thunder Punch is an option that allows Infernape to hit Water-types such as Tentacruel, Empoleon, and Mantine for OHKOs when boosted, and it will turn into an extremely powerful Gigavolt Havoc that can even muscle past the tier's bulkiest Water-types in Suicune and Slowbro.
* Stone Edge allows Infernape to hit Flying-types that threaten it like Crobat and Mantine for super effective damage.
* Earthquake should only be used when Infernape is holding a Life Orb, and it can be used to hit Pokemon like Chandelure, Nidoqueen,(AC) and Tentacruel hard.

Set Details
========

* 252 EVs in Speed with a Jolly nature are useful for allowing Infernape to outspeed a good portion of the metagame, including fast threats in Celebi, Tentacruel,(AC) and Hydreigon.
* 252 EVs invested in Attack allow Infernape to hit as hard as possible and be as effective as possible in its role as possible.
* Iron Fist is the preferred ability, as it will boost the power of moves like Thunder Punch and Mach Punch. However, if Infernape isn't running either of these moves, it's best to run Blaze to boost the power of Flare Blitz when Infernape is at 1/3 HP.
* If Infernape wishes to use either Gigavolt Havoc or Inferno Overdrive, Electrium Z and Firium Z will be the preferred items, though Life Orb can also be used if one of Infernape's teammates is already using a Z stone Z-Crystal.

Usage Tips
========

* This set's main focus is as to be a late-game sweeper or mid-game wallbreaker. As such, it is best that Infernape sets up late-game and is paired with teammates that can take care of its common checks in Latias, Starmie,(AC) and Swampert.
* Infernape's frailty means that it will often struggle to set up unless given opportunities. Good examples of when to set up are against Pokemon that can't hurt Infernape, like Tsareena and Scizor, or when predicting a switch.
* Like the Nasty Plot set,(RC) (you can't cross reference sets) It is important that naturally faster Pokemon and Choice Scarf users are removed before Infernape attempts it to sweep.
* If Infernape is using a Z-Move, careful prediction is mandatory, as it doesn't want its opponent to switch out the Z-(AH)Move's target into a threat resistant to Infernape's attack.
* Infernape's poor bulk means that it is best brought in via pivot support or after a teammate has fainted.

Team Options
========

* Infernape will appreciate a few different types of Pokemon as partners depending on the coverage options it decides to run. If Infernape is running Earthquake or Stone Edge, it will often struggle to break through bulky Water-types like Suicune and Slowbro. As a result, Pokemon that can deal with these foes, such as Raikou, Celebi,(AC) and Decidueye, make for exceptional partners.
* Infernape is often unable to hit bulky Ground-types like Nidoqueen and Gliscor for good damage,(RC) and thus appreciates answers to these Pokemon, such as Primarina, Starmie,(AC) and Mega Blastoise.
* Infernape's frailty means that it often appreciates the support of bulky pivots that are capable of bringing it onto the field safely, such as Magneton, Forretress,(AC) and Tsareena.
* Special attackers that have trouble getting through specially bulky Pokemon, such as Celebi and Reuniclus, appreciate Infernape's ability to break common special walls in Blissey and Mantine with this set (You're talking about this set anyway). Infernape also appreciates these Pokemon's abilities to take care of the physical walls that it tends to struggle breaking through from time to time (give examples).

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Close Combat
move 4: Mach Punch / Earthquake / Stone Edge
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Flare Blitz is a powerful STAB move that with Choice Band,(RC) is capable of hitting anything that doesn't resist the move it quite hard.
* U-turn hits Latias and Starmie hard with a Choice Band and is helpful for pivoting Infernape out of situations against Pokemon it can damage,(RC) and bringing in a teammate that can harm these Pokemon.
* Close Combat is a good secondary STAB attack that deals sufficient damage to Pokemon resistant to Flare Blitz, such as Hydreigon and Swampert;(add semicolon),(RC) the former of which is OHKOed by the move, while the latter is 2HKOed.
* Mach Punch is fairly strong priority alongside Iron Fist and can aide aid Infernape in picking off weakened threats,(RC) as well as deliver a final blow to faster threats in Choice Scarf Hydreigon and Mega Aerodactyl before Infernape is KOed.
* Earthquake allows Infernape to hit (you were missing a word here) Tentacruel, Arcanine, and Chandelure, which are examples of Pokemon that would otherwise wall Infernape, for sufficient damage.
* Stone Edge is an option for hitting Flying-types that don't take much damage from Infernape's other attacks, such as Mantine and Togekiss.

Set Details
========

* 252 Attack EVs with a Choice Band allows allow Infernape to hit as hard as possible with and boast rather impressive wallbreaking capabilities.
* 252 Speed EVs with a Jolly nature makes Infernape as speedy as possible and allow it to outpace most of the unboosted metagame.
* Iron Fist is the ability of choice if Infernape is running Mach Punch, as it will give it even more powerful priority, while Blaze can be used otherwise to boost the power of Flare Blitz when Infernape is low on health.

Usage Tips
========

* Infernape should utilize its powerful U-turn as much as possible in the early-(AH)game, as this will allow Infernape to deal decent chip damage to its checks and generate momentum for its team.
* Stone Edge and Earthquake should be used when predicting switches into foes such as Mega Aerodactyl and Chandelure,(RC) in order to properly lure and KO these threats.
* Infernape's STAB attacks are best used once Pokemon that resist either Flare Blitz or Close Combat are removed, as this allows Infernape to punch holes in teams or clean late-(AH)game more reliably.

Team Options
========

* Infernape's weakness to faster Psychic- and Ghost-type Pokemon means that Pursuit trappers, such as Krookodile, Bisharp,(AC) and Scizor, usually make good partners. These Pokemon also appreciate Infernape's ability to deal decent chip damage to usual Pursuit targets with U-turn.
* Electric-types such as Raikou and Rotom-Heat Rotom-H are able to pressure the tier's myriad of bulky Water-types that Infernape hates dealing with, and they can also form a decent Voltturn core with Infernape.
* Switch-ins to the tier's common Ground-type attacks that Infernape hates taking, such as Mega Aerodactyl, Hydreigon,(AC) and Tsareena, also make good partners.
* Flying-type checks,(RC) such as Empoleon and Bisharp,(RC) are also appreciated for their ability to remove and switch into Flying-types like Mega Aerodactyl and Togekiss.
* Entry hazard support from the likes of Hippowdon, Swampert,(AC) and Forretress is also helpful for allowing Infernape to muscle past bulkier foes to more success.

[STRATEGY COMMENTS]
Other Options
=============

* A suicide lead set with Stealth Rock and Endeavor can be useful thanks to Infernape's Speed, though it is usually outclassed in this role by Azelf and Aerodactyl, as the former has higher Speed and access to Explosion, while the latter also has higher Speed.
* An offensive Stealth Rock set could be useful,(AC) but it usually limits Infernape's coverage options.
* Infernape can utilize its access to moves like Taunt and Will-O-Wisp in a physically defensive set, though it usually can't pull this off too well due to its poor bulk even after investment.
* Punishment is an option on Choice Scarf sets to allow Infernape to function as an emergency stop to Calm Mind Latias, but it has very limited use outside of this.
* Infernape can opt to use Substitute on offensive sets, but Infernape can usually put setup moves or and coverage moves to better use.

Checks and Counters
===================

**Psychic-types**: Psychic-types such as Latias and Starmie can outpace and threaten to OHKO Infernape with their super effective STAB attacks. Bulkier Psychic-types,(RC) like Mew, Slowbro,(AC) and Reuniclus can also threaten Infernape with their attacks and take a hit in the process. Latias is particularly troublesome, as it is either immune to or resists all of Infernape's common coverage bar Stone Edge and Gunk Shot, and it naturally outspeeds and KOs Infernape with Psyshock.

**Water-types**: Underused's The tier's myriad of bulky Water-types,(RC) such as Suicune, Swampert, Primarina, Volcanion,(AC) and more can all tank any of Infernape's STAB attacks and heavily damage or outright OHKO it in return with super effective STAB attacks. However, all of them must be wary of Infernape's various coverage options.

**Flying-types**: Although they must be wary of Stone Edge and/or and Thunder Punch, Flying-types such as Mantine, Togekiss, and Mega Aerodactyl can usually take a hit and threaten Infernape with status or their super effective STAB attacks.

**Faster Pokemon**: Despite Infernape's high Speed, it is still outsped and forced out by common Pokemon in Talonflame, Zygarde-10%, and Starmie unless holding a Choice Scarf.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.

**Offensive Pressure**: Due to Infernape's poor bulk, it is very easily pressured by powerful STAB attacks from powerful attackers such as Hydreigon, Mienshao, and Nidoking.
GP 1/1


Your writing style is excellent. It would have been a nightmare doing this if you didn't write well XD

Just a couple of things:
Please remember to use the Oxford comma
Stages of the game are with hyphens (early-game; late-game)
Aide is a noun, which means assistant / helper. Aid is a verb, which means to help.
 

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