[OVERVIEW]
Infernape is a flexible Pokemon capable of performing a variety of different roles, taking advantage of its high Speed and equal ability to hit with physical or special attacks. This unpredictability can create opportunities, as its different sets have different checks: For example, Galarian Weezing is a perfect answer to Close Combat, but it can barely survive a Fire Blast. Infernape has a deep movepool with strong coverage options like Grass Knot, Earthquake, and Gunk Shot as well as great utility moves like U-turn, Knock Off, and Encore. With both Nasty Plot and Swords Dance, it can boost its damage no matter which attacks it uses, and it has STAB priority moves on both sides with Vacuum Wave and Mach Punch. However, despite the many roles Infernape can fill, there are often other Pokemon that can perform better in them. Crucial Pokemon like Amoonguss and Empoleon can survive Infernape's attacks, and support from entry hazards or resources like Terastallization is often necessary to facilitate its task. As a special attacker, its power is overshadowed by fellow Fire-types Armarouge and Volcanion, while Terrakion, Galarian Zapdos, and Slither Wing often outperform as Fighting-type wallbreakers. In addition, Infernape's incredible frailty makes it difficult for it to survive against the powerful attacks in the tier, from Slither Wing's Close Combat to Jirachi's Psychic Noise, resulting in very few opportunities to switch in or set up. Infernape also suffers heavily from four-moveslot syndrome: despite its plethora of options it is impossible to fit all of them, and all of its sets will have holes that the opponent can take advantage of.
[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: Switcheroo
move 4: U-turn
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
tera type: Fighting
[SET COMMENTS]
Set Details
====
Choice Scarf Infernape is capable of outspeeding most other Choice Scarf users in the tier, like Krookodile and Galarian Zapdos, making use of its strong STAB moves and ability to pivot. Switcheroo allows Infernape to cripple physical walls like Hippowdon and Galarian Weezing. U-turn allows it to pivot out of poorer matchups into teammates that can take a hit or threaten whatever switches in on Infernape. While the recoil of a Blaze-boosted Flare Blitz will likely KO Infernape, it also empowers the move to OHKO Amoonguss, Wo-Chien, and Jirachi. Tera Fighting lets Close Combat OHKO Krookodile after Intimidate and Umbreon.
Choice Scarf Infernape is an ideal pick for balance teams that need a fast Fire-type that can pivot, revenge kill, and serve as a late-game cleaner that most other Choice Scarf users cannot outspeed. Entry hazard removal from allies like Cyclizar and Galarian Weezing is crucial for Infernape as it wants to enter the field often, and it needs as much help as it can get in order to both survive attacks and Rocky Helmet. Infernape's unique ability to invite physical walls like Hippowdon and Galarian Weezing in and cripple them with Switcheroo makes it a great partner for other physical attackers like Krookodile, Slither Wing, and Terrakion. Infernape can be a potent part of a VoltTurn core with partners like Fezandipiti, Basculegion-F, and Magnezone that can threaten physical walls like Hippowdon and Slowbro. Infernape needs bulky allies like Chesnaught, Umbreon, and Jirachi to take attacks for it, often in the form of priority Aqua Jet from Barraskewda and Crawdaunt or Extreme Speed from Entei.
[STRATEGY COMMENTS]
Other Options
====
Choice Specs with Tera Fire Overheat allows Infernape to OHKO Mew, Reuniclus, and offensive Empoleon. Add in the power boost from Blaze, and it also KOes Pokemon like Noivern and Salamence. Infernape's special sets can use Aura Sphere or Focus Blast as an alternative Fighting-type STAB option, with the drawback of underwhelming power or low accuracy respectively. Swords Dance allows Infernape to force its way through its checks. Knock Off can be used on physical sets to hit Psychic-types like Slowbro and Reuniclus, and it can provide utility to the team with its item removing properties. Mach Punch is a priority option for physical sets that can be improved by Infernape's Iron Fist ability. Encore can grant Infernape more opportunities to set up by locking foes into ineffective moves. Infernape can be used as a lead on hyper offense teams with its ability to set Stealth Rock and threaten hazard removers like Cyclizar and Galarian Weezing. Infernape can also run a mixed attacker set, which will typically be specially biased with Close Combat to hit special walls like Umbreon and Hisuian Goodra.
Checks and Counters
====
**Fire-types**: None of Infernape's sets have reliable options to answer Fire-types like Armarouge, Entei, and Talonflame. While Infernape can use niche moves like Stone Edge to hit them, using the moveslot for this will likely leave it lacking elsewhere.
**Flying-types**: Flying-types like Noivern and Salamence are able to easily tank Infernape's attacks and recover, then OHKO it.
**Walls**: Slowbro, Hippowdon, and Galarian Weezing are some of the bulkiest walls in the tier, and they can easily wall physical Infernape and either heal, KO it, or afflict it with status effects. Hisuian Goodra and Umbreon, despite their weakness to Fighting, can cleanly wall Infernape's special sets.
**Priority**: Priority attackers like Extreme Speed Entei, Accelerock Lycanroc-D, and Aqua Jet Crawdaunt and Barraskewda threaten huge damage on Infernape.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/machjacob.555741/
Quality checked by:
https://www.smogon.com/forums/members/sir-tetris.655207/
https://www.smogon.com/forums/members/flampoke.654091/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
Infernape is a flexible Pokemon capable of performing a variety of different roles, taking advantage of its high Speed and equal ability to hit with physical or special attacks. This unpredictability can create opportunities, as its different sets have different checks: For example, Galarian Weezing is a perfect answer to Close Combat, but it can barely survive a Fire Blast. Infernape has a deep movepool with strong coverage options like Grass Knot, Earthquake, and Gunk Shot as well as great utility moves like U-turn, Knock Off, and Encore. With both Nasty Plot and Swords Dance, it can boost its damage no matter which attacks it uses, and it has STAB priority moves on both sides with Vacuum Wave and Mach Punch. However, despite the many roles Infernape can fill, there are often other Pokemon that can perform better in them. Crucial Pokemon like Amoonguss and Empoleon can survive Infernape's attacks, and support from entry hazards or resources like Terastallization is often necessary to facilitate its task. As a special attacker, its power is overshadowed by fellow Fire-types Armarouge and Volcanion, while Terrakion, Galarian Zapdos, and Slither Wing often outperform as Fighting-type wallbreakers. In addition, Infernape's incredible frailty makes it difficult for it to survive against the powerful attacks in the tier, from Slither Wing's Close Combat to Jirachi's Psychic Noise, resulting in very few opportunities to switch in or set up. Infernape also suffers heavily from four-moveslot syndrome: despite its plethora of options it is impossible to fit all of them, and all of its sets will have holes that the opponent can take advantage of.
[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Close Combat
move 3: Switcheroo
move 4: U-turn
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
tera type: Fighting
[SET COMMENTS]
Set Details
====
Choice Scarf Infernape is capable of outspeeding most other Choice Scarf users in the tier, like Krookodile and Galarian Zapdos, making use of its strong STAB moves and ability to pivot. Switcheroo allows Infernape to cripple physical walls like Hippowdon and Galarian Weezing. U-turn allows it to pivot out of poorer matchups into teammates that can take a hit or threaten whatever switches in on Infernape. While the recoil of a Blaze-boosted Flare Blitz will likely KO Infernape, it also empowers the move to OHKO Amoonguss, Wo-Chien, and Jirachi. Tera Fighting lets Close Combat OHKO Krookodile after Intimidate and Umbreon.
Choice Scarf Infernape is an ideal pick for balance teams that need a fast Fire-type that can pivot, revenge kill, and serve as a late-game cleaner that most other Choice Scarf users cannot outspeed. Entry hazard removal from allies like Cyclizar and Galarian Weezing is crucial for Infernape as it wants to enter the field often, and it needs as much help as it can get in order to both survive attacks and Rocky Helmet. Infernape's unique ability to invite physical walls like Hippowdon and Galarian Weezing in and cripple them with Switcheroo makes it a great partner for other physical attackers like Krookodile, Slither Wing, and Terrakion. Infernape can be a potent part of a VoltTurn core with partners like Fezandipiti, Basculegion-F, and Magnezone that can threaten physical walls like Hippowdon and Slowbro. Infernape needs bulky allies like Chesnaught, Umbreon, and Jirachi to take attacks for it, often in the form of priority Aqua Jet from Barraskewda and Crawdaunt or Extreme Speed from Entei.
[STRATEGY COMMENTS]
Other Options
====
Choice Specs with Tera Fire Overheat allows Infernape to OHKO Mew, Reuniclus, and offensive Empoleon. Add in the power boost from Blaze, and it also KOes Pokemon like Noivern and Salamence. Infernape's special sets can use Aura Sphere or Focus Blast as an alternative Fighting-type STAB option, with the drawback of underwhelming power or low accuracy respectively. Swords Dance allows Infernape to force its way through its checks. Knock Off can be used on physical sets to hit Psychic-types like Slowbro and Reuniclus, and it can provide utility to the team with its item removing properties. Mach Punch is a priority option for physical sets that can be improved by Infernape's Iron Fist ability. Encore can grant Infernape more opportunities to set up by locking foes into ineffective moves. Infernape can be used as a lead on hyper offense teams with its ability to set Stealth Rock and threaten hazard removers like Cyclizar and Galarian Weezing. Infernape can also run a mixed attacker set, which will typically be specially biased with Close Combat to hit special walls like Umbreon and Hisuian Goodra.
Checks and Counters
====
**Fire-types**: None of Infernape's sets have reliable options to answer Fire-types like Armarouge, Entei, and Talonflame. While Infernape can use niche moves like Stone Edge to hit them, using the moveslot for this will likely leave it lacking elsewhere.
**Flying-types**: Flying-types like Noivern and Salamence are able to easily tank Infernape's attacks and recover, then OHKO it.
**Walls**: Slowbro, Hippowdon, and Galarian Weezing are some of the bulkiest walls in the tier, and they can easily wall physical Infernape and either heal, KO it, or afflict it with status effects. Hisuian Goodra and Umbreon, despite their weakness to Fighting, can cleanly wall Infernape's special sets.
**Priority**: Priority attackers like Extreme Speed Entei, Accelerock Lycanroc-D, and Aqua Jet Crawdaunt and Barraskewda threaten huge damage on Infernape.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/machjacob.555741/
Quality checked by:
https://www.smogon.com/forums/members/sir-tetris.655207/
https://www.smogon.com/forums/members/flampoke.654091/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
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