Infernape (Analysis) (GP 2/2)

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[Overview]

<p>Possessing great mixed attacking stats and a wide movepool, Infernape is a Pokemon that can give just about anything a run for its mon(k)ey. It can threaten a wide variety of Pokemon, and opponents wanting to take it down must run either a faster Pokemon or an especially bulky Trick Room user - tanks like Dragonite and Snorlax will be able to take a hit, but will be crippled in the process of KOing it. Infernape shouldn't be trifled with, as its unpredictability may lead to your downfall.</p>

[SET]
name: Mixed Attacker
move 1: Fake Out
move 2: Close Combat
move 3: Heat Wave / Overheat
move 4: Protect / Encore / Hidden Power Ice
item: Focus Sash / Life Orb
nature: Naive
ability: Blaze
evs: 116 Atk / 140 SpA / 252 Spe

[SET COMMENTS]

<p>Infernape's stats and movepool scream mixed attacker, which this set capitalizes on. In general, Fake Out is a great move, providing a guaranteed flinch as well as damage, which most teams love to have. Close Combat provides a powerful physical STAB, and works well with Focus Sash, allowing Blaze to activate more easily. Heat Wave is a great STAB spread move, though the meager 100 (75 when hitting multiple Pokemon) Base Power can be off-putting. As an alternative, Overheat packs enough firepower to roast 4 HP Zapdos with only Focus Sash and a Blaze boost, and does around 50% to the same Zapdos, even at -2, when a Life Orb is equipped. The last moveslot is preferential, as Infernape has many options. Protect is a staple move that keeps Infernape safe from faster Fake Outs, keeping its Focus Sash intact. Encore can punish Pokemon that try to guard themselves with Protect, locking them into a useless Protect for the next few turns, and allows you to focus on the cripple's partner. Hidden Power Ice hits Pokemon such as Dragonite and Salamence who otherwise wall this set, and provides nice coverage overall.</p>

[ADDITIONAL COMMENTS]

<p>The EVs listed guarantee Infernape an OHKO on 4 HP / 4 Def Terrakion, and provided it's not holding Focus Sash or Chople Berry, lets it OHKO 252 HP Chople Berry Tyranitar 40% of the time with Life Orb. If you want to drop some Speed to make room for more Attack EVs, some good benchmarks to consider are 236 EVs, for base 105 Pokemon such as Mienshao, and 212 EVs, for Garchomp and everything slower. Infernape especially loves Drought Ninetales and Sunny Day support, as sun support not only powers up its Fire-type STAB, but removes damaging weather, such as hail and sandstorm, that nullifies Infernape's Focus Sash.</p>


[Other Options]

<p>Infernape has a few other tricks up its sleeve, including support options such as Quick Guard, Helping Hand, and Taunt, and offensive options such as Vacuum Wave, Mach Punch, Grass Knot, and Rock Slide. Quick Guard protects your team from slower Fake Out users such as Hitmontop and Hariyama; however, because Fake Out from faster Pokemon like Weavile will bypass Quick Guard, it's not very useful. Helping Hand and Taunt are cool moves, but are wasted on the frail Infernape. Mach Punch and Vacuum Wave are handy priority moves—Mach Punch in particular can be boosted by Iron Fist—but they are hard to fit into Infernape's moveset. They can, however, be used in conjunction with Endeavor and Focus Sash in a pseudo F.E.A.R. combination. Infernape gets Iron Fist via a Dream World promotion, but such Infernape are male only, making Mach Punch the only move boosted by Iron Fist, therefore Blaze is generally better. Grass Knot seems like a good choice at first, but most of the things you'd hit with it are so light that Infernape's usual moves out-damage it. Rock Slide is a nice coverage move, but unfortunately, isn't as useful as Hidden Power Ice is against Dragon- and Flying-types, though it does hit Volcarona hard. Infernape also gets Feint, which is a great move, but requires a lot of prediction. If you need to eliminate Politoed badly, Infernape gets ThunderPunch, which deals a minimum of 51% to neutral 4 HP Politoed with the supplied EV spread and Focus Sash. However, Close Combat does more damage on average, so it's not worth the loss of the main options.</p>

[Checks and Counters]

<p>Latios can outspeed and OHKO Infernape with only a few scrapes and bruises, but must be wary of Hidden Power Ice and the occasional Shadow Claw. Tornadus and Thundurus give Infernape similar problems, but they are more susceptible to Hidden Power Ice and Rock Slide. Infernape without priority (outside of Fake Out) will struggle against Trick Room in any form, especially Sandstorm + Trick Room, which strips Infernape of its Focus Sash, leaving it vulnerable to pretty much anything. As a Fire-type, Infernape does not enjoy Politoed, Ludicolo, and company, but they must be wary of ThunderPunch, and a possible Acrobatics.</p>
 
Quick nitpick

"Quick Guard protects your team from faster Fake Out users like Ludicolo in Rain and Weavile"

Quick Guard has the same priority as Fake Out (+3), so it wouldn't work against faster Fake Outs.
 
Perhaps you could write an all physical set, something like this

Infernape @ Focus Sash / Life Orb
-Flare Blitz
-Close Combat
-Fake Out
-Protect
Nature: Jolly
EV's: 4 HP / 252 Atk / 252 Spe
 
Perhaps you could write an all physical set, something like this

Infernape @ Focus Sash / Life Orb
-Flare Blitz
-Close Combat
-Fake Out
-Protect
Nature: Jolly
EV's: 4 HP / 252 Atk / 252 Spe

Flare Blitz is counterproductive with Close Combat, for obvious reasons, so there's little reason to use that over the mixed set.
 
Flare Blitz is counterproductive with Close Combat, for obvious reasons, so there's little reason to use that over the mixed set.

*focus sash, and actually its not a bad set. if you dont use flare blitz, infernape has a sash. also no need to split EVs / more power.
 
This is pretty good, just a few nitpicks:

Heat Wave has 100 bp, I know you meant after the reduction for hitting both opponents, but you need to be specific when you talk about it.

"If you want to get Politoed off the field badly, Infernape gets Thunderpunch, which deals a minimum of 51% to neutral 4 HP Politoed with the supplied EV spread and Focus Sash." this should be in Other Options

You don't need a dreamworld section for Pokemon whose abilities are released

Once you fix that QC Approved 1/2
 
Another quick nitpick!
If you want to get Politoed off the field badly, Infernape gets Thunderpunch, which deals a minimum of 51% to neutral 4 HP Politoed with the supplied EV spread and Focus Sash
Close Combat does 1.2x more damage to Politoed, and with ape's frailty, the drops in drops in def and sdef are usually not enough of a deterrent that it has to waste a moveslot for Thunderpunch.

Although thunderpunch does hit gyarados I guess.
 
lol I didn't even look at how good tpunch actually was xD I was just like get it out of there
 
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[Overview]

<p>Possessing great mixed attacking stats and a wide movepool, Infernape is a Pokemon that can give just about anything a run for its mon(k)ey, possessing great mixed attacking stats and wide movepool to use it with. It can threaten a wide variety of Pokemon, and people wanting to KO it are forced to opponents wanting to take it down must run either a faster Pokemon or an especially bulky Trick Room user, as tanks like Dragonite and Snorlax will be able to take a hit, but will be crippled in the process of KOing it. Infernape shouldn't be trifled with, as its versatility will often may lead to your downfall.</p>

[SET]
name: Mixed Attacker
move 1: Fake Out
move 2: Close Combat
move 3: Heat Wave / Overheat
move 4: Protect / Encore / Hidden Power Ice
item: Focus Sash / Life Orb
nature: Naive
ability: Blaze
evs: 116 Atk / 140 SpA / 252 Spe

[SET COMMENTS]

<p>Infernape's stats and movepool just screams mixed attacker, which this set capitalizes on. Fake Out is in general a great move, providing a guaranteed flinch as well as residual damage, which most teams love to have. Close Combat is there for provides powerful physical STAB, and can work well with Focus Sash, allowing Blaze to activate more easily. Heat Wave is a great STAB spread move, though a meager 100 (75 when hitting multiple Pokemon) Base Power can be off-putting, and as such,. As an alternative, Overheat packs enough firepower to roast 4 HP Zapdos with only Focus Sash and a Blaze boost with Focus Sash, and still has the capacity to do does around 50% to the same Zapdos even at -2 with Life Orb and no boosts. The last moveslot is up in the air preferential, as Infernape has a lot it can do with it many options. Protect is a staple move that keeps Infernape safe from faster Fake Outs and other moves, keeping its Focus Sash intact. Encore can punish Pokemon that try to guard themselves with Protect, locking them into a useless Protect for the next few turns, allowing and allowing you to focus on the cripple's partner. Hidden Power Ice hits Pokemon like such as Dragonite and Salamence who otherwise wall this set, along with providing and provides nice coverage overall.</p>

[ADDITIONAL COMMENTS]

<p>The EVs listed allow Infernape to a guaranteed OHKO on 4 HP / 4 Def Terrakion 100% of the time (provided it's not holding Focus Sash or Chople Berry), lets it OHKO 252 HP Chople Berry Tyranitar 40% of the time with Life Orb, and allows enable Heat Wave and Overheat to do nice chunks of damage. If you want to drop some Speed to make room for more Attack EVs, the lowest you want to drop it is some good benchmarks to consider are 236, (for base 105 Pokemon like such as Mienshao,) and 212, (for Garchomp and everything below) slower. Infernape especially loves Drought Ninetales and Sunny Day support like a twin brother, as it sun support not only powers up its choice of Fire-type move, but removes buffeting damaging weather, especially Sandstorm as Tyranitar likes to take out 1 HP Infernape with its Sand Stream that nullifies Infernape's Focus Sash.</p>

<remove space>
[Other Options]

<p>Infernape has a few other tricks up its sleeves, like such as the supportive support options Quick Guard, Helping Hand, and Taunt, and the offensive Vacuum Wave, Mach Punch, Grass Knot, and Rock Slide. Quick Guard protects your team from slower Fake Out users like Hitmontop and Hariyama, but since Fake Out from faster Pokemon like Weavile will go through bypass Quick Guard, it's not very useful. Helping Hand and Taunt are cool moves, but are a waste on the frail Infernape. Mach Punch and Vacuum Wave are nice handy preferential priority moves Infernape gets, especially consideringMach Punch in particular can be boosted by Iron Fist, but they are hard to fit into a moveslot Infernape's moveset. They can, however, be used in conjunction with Endeavor and Focus Sash in a pseudo F.E.A.R. combination. Speaking of Iron Fist, Infernape only gets Iron Fist it via Dream World promotions, but such Infernape are male-only, meaning making Mach Punch the only move that is boosted by Iron Fist is Mach Punch, so Blaze is generally better. Grass Knot seems good at first, but most of the things you'd hit with it such as? are so light that Infernape's usual moves out-damage it, even if it is super effective. Rock Slide is always a nice coverage move, but unfortunately isn't as useful as Hidden Power Ice is against part-Flying Dragons, though it does hit Volcarona hard. Infernape also gets Feint, which is a great move, but requires a lot of prediction. If you want to get Politoed off the field badly, Infernape gets ThunderPunch, which deals a minimum of 51% to neutral 4 HP Politoed with the supplied EV spread and Focus Sash. However, Close Combat does more damage on average, so it's not worth dropping main options for.</p>

[Checks and Counters]

<p>Latios can outspeed and OHKO Infernape with only a few scrapes and bruises to show for it, but must be wary of Hidden Power Ice and the occasional Shadow Claw. Tornadus and Thundurus give Infernape similar problems, but they are more susceptible to Hidden Power Ice and Rock Slide. Infernape without priority (outside of Fake Out of course) will struggle against Trick Room in any form, especially Sandstorm<space>+<space>Trick Room, which strips Infernape of its Focus Sash, leaving it venerable vulnerable to pretty much anything a Trick Room team runs. Being a Fire-type, Infernape does not enjoy Politoed, Ludicolo, and company, but they must be careful about ThunderPunch and a possible Acrobatics.</p>

GP 1/2

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Amateur GP! :P

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[Overview]

<p>Possessing great mixed attacking stats and a wide movepool, Infernape is a Pokemon that can give just about anything a run for its mon(k)ey. It can threaten a wide variety of Pokemon, and opponents wanting to take it down must run either a faster Pokemon or an especially bulky Trick Room user - tanks like Dragonite and Snorlax will be able to take a hit, but will be crippled in the process of KOing it. Infernape shouldn't be trifled with, as its unpredictability versatility may lead to your downfall.</p>

[SET]
name: Mixed Attacker
move 1: Fake Out
move 2: Close Combat
move 3: Heat Wave / Overheat
move 4: Protect / Encore / Hidden Power Ice
item: Focus Sash / Life Orb
nature: Naive
ability: Blaze
evs: 116 Atk / 140 SpA / 252 Spe

[SET COMMENTS]

<p>Infernape's stats and movepool scream mixed attacker, which this set capitalizes on. In general, Fake Out is in general a great move, providing a guaranteed flinch as well as residual (it's not residual) damage, which most teams love to have. Close Combat provides a powerful physical STAB, and can works well with Focus Sash, allowing Blaze to activate more easily. Heat Wave is a great STAB spread move, though the a meager 100 (75 when hitting multiple Pokemon) Base Power can be off-putting. As an alternative, Overheat packs enough firepower to roast 4 HP Zapdos with only Focus Sash and a Blaze boost, and does around 50% to the same Zapdos, (add comma) even at -2, (add comma) when with a Life Orb is equipped. The last moveslot is preferential, as Infernape has many options. Protect is a staple move that keeps Infernape safe from faster Fake Outs, keeping its Focus Sash intact. Encore can punish Pokemon that try to guard themselves with Protect, locking them into a useless Protect for the next few turns, (add comma) and allows allowing you to focus on the cripple's partner. Hidden Power Ice hits Pokemon such as Dragonite and Salamence who otherwise wall this set, and provides nice coverage overall.</p>

[ADDITIONAL COMMENTS]
<space>
<p>The EVs listed guarantee allow Infernape an guaranteed OHKO on 4 HP / 4 Def Terrakion[COLOR="blue][B],[/B][/COLOR] [B](add comma)[/B] [COLOR="blue"]and[/COLOR] provided it's not holding Focus Sash or Chople Berry, lets it OHKO 252 HP Chople Berry Tyranitar 40% of the time with Life Orb, and enable Heat Wave and Overheat to do nice chunks of damage. If you want to drop some Speed to make room for more Attack EVs, some good benchmarks to consider are 236 EVs, for base 105 Pokemon such as Mienshao, and 212 EVs, for Garchomp and everything slower. Infernape especially loves Drought Ninetales and Sunny Day support, as sun support not only powers up its choice of Fire-type STAB move, but removes damaging weather, such as hail and sandstorm, that nullifies Infernape's Focus Sash.</p>


[Other Options]

<p>Infernape has a few other tricks up its sleeve, including such as the support options such as Quick Guard, Helping Hand, and Taunt, and the offensive options such as Vacuum Wave, Mach Punch, Grass Knot, and Rock Slide. Quick Guard protects your team from slower Fake Out users such as like Hitmontop and Hariyama;, (remove comma, add semicolon) however, because but since Fake Out from faster Pokemon like Weavile will bypass Quick Guard, it's not very useful. Helping Hand and Taunt are cool moves, but are wasted a waste on the frail Infernape. Mach Punch and Vacuum Wave are handy priority moves<remove space>—Mach Punch in particular can be boosted by Iron Fist—<remove space>but they are hard to fit into Infernape's moveset. They can, however, be used in conjunction with Endeavor and Focus Sash in a pseudo F.E.A.R. combination. Infernape gets Iron Fist it via a Dream World promotions, but such Infernape are male only, (add comma) making Mach Punch the only move boosted by Iron Fist, therefore so Blaze is generally better. Grass Knot seems like a good choice at first, but most of the things you'd hit with it are so light that Infernape's usual moves out-damage it. Rock Slide is a nice coverage move, but unfortunately, (add comma) isn't as useful as Hidden Power Ice is against Dragon- and Flying-types part-Flying Dragons, though it does hit Volcarona hard. Infernape also gets Feint, which is a great move, but requires a lot of prediction. If you need want to eliminate get Politoed off the field badly, Infernape gets ThunderPunch, which deals a minimum of 51% to neutral 4 HP Politoed with the supplied EV spread and Focus Sash. However, Close Combat does more damage on average, so it's not worth dropping the loss of the main options for.</p>

[Checks and Counters]

<p>Latios can outspeed and OHKO Infernape with only a few scrapes and bruises to show, but must be wary of Hidden Power Ice and the occasional Shadow Claw. Tornadus and Thundurus give Infernape similar problems, but they are more susceptible to Hidden Power Ice and Rock Slide. Infernape without priority (outside of Fake Out of course) will struggle against Trick Room in any form, especially Sandstorm + Trick Room, which strips Infernape of its Focus Sash, leaving it vulnerable to pretty much anything a Trick Room team runs. As Being a Fire-type, Infernape does not enjoy Politoed, Ludicolo, and company, but they must be wary of careful about ThunderPunch, (add comma) and a possible Acrobatics.</p>
 
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