Infernape (Analysis)

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Infernape

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[Overview]

<p>Being the monkey he is, Infernape had always been able to swing his way into Generation 4’s top tier Pokemon list, and although he’s received a bit of competition this generation, it’s still likely that Infernape will remain a huge offensive threat. This is courtesy of his amazing stat layout and movepool, which enable the flaming monkey to attack from both sides of the spectrum. From being a wallbreaker to abusing Nasty Plot, Swords Dance, or Work Up, Infernape’s great offensive capabilities will continue to make him shine when faced with many of the new Pokemon Generation 5 has brought to the competitive battling scene.</p>

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Close Combat
move 3: U-turn / Grass Knot
move 4: Stone Edge / Mach Punch
item: Life Orb
nature: Naïve / Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]

<p>One of Infernape’s signature sets in Gen 4 will likely be a common variant used in the Gen 5 metagame due to the great offensive coverage it provides, and the constant pressure it puts onto opposing teams. Close Combat is a staple on the set, as it provides Infernape with a reliable STAB attack, the sheer force of the move after the boosts from STAB and Life Orb giving Infernape much of its wallbreaking capability. Likewise, Overheat also acts a STAB move, but hits on the other side of the spectrum, and unlike Close Combat, it focuses on the task of dealing as much damage as possible in a single, powerful blow. U-turn allows Infernape to keep up any offensive momentum your team may have built, as it will allow you to make sure that you have a desirable match-up; also, U-turn can be used to scout for sets the opponent’s Pokemon may be running, or the items they may hold. However, Grass Knot can be used to help deal with bulky Ground- and Water-types which switch in expecting a resisted Fire-type attack; therefore, Grass Knot provides great coverage alongside Infernape’s dual STABs. The final moveslot is dependent on your preference, as although Stone Edge provides additional coverage with Infernape’s other attacking moves, hitting Pokemon such as Gyarados, Mach Punch can be used to better deal with Pokemon Infernape does not outrun, such as Choice Scarf Tyranitar and Terrakion. Lastly, Hidden Power Ice can be used to deal with the likes of Gliscor, Landorus and Dragonite, as Infernape will be able to KO all three of them after Stealth Rock damage.</p>

[ADDITIONAL COMMENTS]

<p>The recommended EVs make sure that Infernape is able to outpace any Pokemon with a Speed stat of 107 or lower, and they also make sure that Infernape speed ties with Terrakion, Virizion, and opposing maximum-Speed Infernape; the remainder of the EVs are distributed between Infernape’s Attack and Special Attack stats to further amplify the power of its attacking options. A Naïve or a Hasty nature is recommended, and the choice between the two comes down to your preference, as both natures let Infernape reach the required speed whilst lowering one of Infernape’s defenses. A Life Orb is used mainly to power up Infernape’s moves, at the cost of some HP, while also securing a couple of KOs, including the OHKO on 252 HP / 252 Def Chansey holding an Evolution Stone. Swords Dance can be used on this set (in conjunction with Flare Blitz or Fire Punch), as the move will further bolster Infernape's Attack stat, allowing it to assume the role of a powerful physical sweeper.</p>

<p>Although Infernape has an amazing movepool, it’s afflicted by four-move -slot syndrome, as Infernape could easily be classified as the most devastating sweeper in existence if only it had one more moveslot. But alas, it was not to be so, its entire list of counters depending on which moves Infernape has chosen to use! For example, if Infernape decided to use Grass Knot instead of Stone Edge, Pokemon such as Gyarados, Salamence, and Dragonite will all be able to counter it, and if Infernape were to use Stone Edge instead of Grass Knot, Pokemon such as Hippowdon would have a field day against Infernape. Therefore, it’s extremely important that when using Infernape, you look at the threats the rest of your team has covered, first, and then decide which moves to use on Infernape. Moving on, due to the fact that Infernape is able to lure out and severely weaken physical walls, physically-based sweepers make ideal partners to MixApe, as with their counters and checks weakened, they’ll have an easy time sweeping through the remainder of an opponent’s team; examples of such Pokemon would include Dragon Dance Salamence and other (physically-based) Dragon-types, as they share great synergy with Infernape, whilst also benefitting from Infernape’s unique support.</p>

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

[SET COMMENTS]

<p>Just like the MixApe set, this set is a reincarnation of one of Infernape’s signature, and most effective sets in generation 4: Nasty Plot Infernape. Fire Blast is a staple on this set, as it grants Infernape a reliable STAB move to exploit after a boost from Nasty Plot, as after said boost, it will be able to dent even the bulkiest foes; Flamethrower can be used here if the shaky accuracy of Fire Blast doesn’t seem contenting. Focus Blast serves as Infernape’s secondary STAB attack, although Close Combat can be used in this moveslot to help Infernape bypass Pokemon which will often switch in after seeing Nasty Plot, such as Chansey and Blissey, while also being more accurate than Focus Blast. Lastly, Grass Knot can be used to help deal with bulky Water-types, common switch-ins to specially-based Infernape, including Jellicent and Vaporeon; however, Vacuum Wave can be used to deal with faster foes attempting to revenge kill it, as well as Pokemon such as Terrakion which Speed tie with maximum speed Infernape.</p>

[ADDITIONAL COMMENTS]

<p>The EVs are self explanatory: maximum Speed investment, along with either a Timid or a Naïve nature, maximizes Infernape’s Speed stat , allowing it to outpace any Pokemon under a Speed stat of 346, while granting Infernape the ability to tie with other base 108s, including opposing max Speed Infernape, and the legendary trio from the Unova region, Terrakion, Virizion, and Cobalion. The decision between Timid and Naïve depends on whether Infernape is to run Close Combat; Focus Blast goes with Timid and Close Combat with Naïve. A Life Orb is recommended, as it will bolster the power of Infernape’s attacks, thus making Infernape more efficient as a sweeper. Lastly, it should be noted that if necessary, Infernape can run Hidden Power in its moveset to deal with threats, although in most cases, a Hidden Power is not needed; for example, although Hidden Power Electric can be run to better deal with Gyarados, Infernape will already be able to 2HKO defensive variants with Fire Blast (or Focus Blast), after a boost from Nasty Plot.</p>

<p>Due to Infernape’s rather mediocre Defenses, anything that can outpace it (and survive a boosted Vacuum Wave, if applicable) will easily be able to remove it from the battle. Starmie is an excellent example of such a Pokemon, as not only is it able to outpace Infernape with its superior base 115 Speed stat, but it also has a Water-type STAB which hits Infernape for super effective damage. Though Suicune has trouble taking a boosted Grass Knot and Vaporeon a boosted Focus Blast, both of these Pokemon can easily finish off Infernape with their STAB Water-type moves. Therefore, Pokemon such as Virizion and other offensive Grass-types like Celebi, and to an extent, Shaymin make great offensive partners to Infernape, as they can easily set up on and break through bulky Water-types, such as the aforementioned Suicune and Vaporeon, while also sharing great synergy with Infernape and benefitting from the wallbreaking capabilities it possesses. Lastly, Infernape should be paired up with Pokemon which can eliminate the likes of Starmie and Gengar, as both present large problems for an Infernape sweep; Tyranitar, Scizor, and even Snorlax do magnificently in this regard.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Fire Punch / Flare Blitz
move 3:
Close Combat
move 4: Stone Edge / Mach Punch
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


<p>Infernape's great 104 base Attack and 108 base Speed stats, coupled with its amazing physical movepool and excellent STABs make it a terrific candidate for a Swords Dance set. Close Combat is a staple on the set as it provides Infernape with a reliable and powerful STAB attack that is able to tear through even the bulkiest of Pokemon after a single Swords Dance boost. Just like Close Combat, Fire Punch will be able to KO any Fire-weak Pokemon after a Swords Dance; Flare Blitz is generally inferior to Fire Punch, but can be used to hit hard even without any boosts. Stone Edge rounds off the set, defeating Pokemon that may sport resistances to Infernape's STAB attacks, such as Gyarados. However, Mach Punch can be used in place of Stone Edge as it will help Infernape deal with faster Pokemon that would otherwise end its sweep, such as Choice Scarf Terrakion, or Excadrill.</p>

[ADDITIONAL COMMENTS]

<p>The recommended EVs are very straightforward: maximum Attack and Speed investments maximize Infernape's offensive potential, and the remaining 4 EVs are thrown into HP. A Jolly nature is recommended as it allows Infernape to speed tie with Terrakion, Virizion, and opposing Infernape, which are all Pokemon that will beat Infernape should it sacrifice its Speed. There aren't really many alternative attacking options for Infernape. ThunderPunch can be used as a way to deal with Gyarados and other bulky Water-types, although Stone Edge and Close Combat already deal heavy damage to these targets when backed by a Swords Dance boost. Fire Blast or Focus Blast could be run on the set to surprise physical walls hoping to sponge Infernape's attacks, but Swords Dance Infernape sadly suffers from four-move-slot syndrome and can't afford to lose any of its moveslots.</p>

<p>Bulky Ground-types, such as Hippowdon and Donphan, are the greatest of Infernape's counters, so it makes sense to pair it up with a Grass-type such as Celebi or Virizion. Celebi or Virizion will also be able to help deal with defensive Water-types such as Suicune and Slowbro, who are able to survive Infernape's attacks even after a Swords Dance boost, and KO back with STAB Water-type attacks. Infernape also cherishes entry hazard support, so pairing it up with Skarmory, Ferrothorn, or Forretress would greatly help Infernape sweep. Forretress gets a special mention here because it can also provide Toxic Spikes support, which is a huge boon when dealing with enemy bulky Water-types.</p>

[SET]
name: Choice Band
move 1: Flare Blitz / Fire Punch
move 2: Close Combat
move 3: Stone Edge / Mach Punch
move 4: U-turn
item: Choice Band
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Courtesy of Infernape’s great Attack and vast physical movepool, it’s able to use a Choice Band to great effect. With a Choice Band, Infernape becomes an excellent wallbreaker, capable of punching through even the bulkiest Pokemon. Close Combat and Flare Blitz are staples on this set, as they powerful and reliable forms of STAB for Infernape to use; they’re capable of OHKOing or 2HKOing the majority of the OU tier due to their high Base Power, which is further boosted by STAB. Gyarados and Dragonite are among the few Pokemon which can remain standing after two consecutive Close Combats or Flare Blitzes, so Stone Edge can be used to OHKO both easily. However, Mach Punch can be used to revenge kill a multitude of faster threats, which may have set up and threaten your team. Lastly, U-turn is recommended as it allows Infernape to bypass its checks and counters, while also helping to build up momentum, and put constant pressure on the opponent’s team.</p>

[ADDITIONAL COMMENTS]

<p>The EVs recommended are pretty straightforward, as they maximize Infernape’s Attack and Speed stats, making it more effective as a offensive Pokemon. Although an Adamant nature greatly increases Infernape’s attacking force and makes its attacks much more powerful, a Jolly nature makes sure that with the recommended EVs, Infernape is at least able to Speed tie with Terrakion, Virizion, and opposing Infernape. It should be noted that Infernape can utilize ThunderPunch to deal more damage to bulky Water-types such as Jellicent, Vaporeon, and Gyarados, although with multiple Stone Edges and Flare Blitzes, the aforementioned Pokemon shouldn’t be large problems for Infernape.</p>

<p>Pokemon which were threats to the previous sets will almost never be able to switch in on Choice Band Infernape, and will be forced to revenge kill it, as the sheer power Infernape’s attacks possess, with the boost from a Choice Band, is truly frightening. Starmie and Gengar will all have to think twice about switching in on Infernape, as they’ll easily be KOed (or 2HKOed) by one of its STABs. However, these threats will have a much easier time dealing with Infernape if they revenge kill it, as then they will be able to outpace, and KO it. Pokemon such as Dragonite and Gyarados can easily set up on Infernape if it is locked into either Flare Blitz or Close Combat, although both of these Pokemon have to watch out for Stone Edge (or Thunderpunch, in Gyarados’ case). Due to the aforementioned counters, Infernape will appreciate entry hazard support to gradually wear them down; also, pairing Infernape with a strong user of Pursuit will be beneficial, as something like Scizor or Tyranitar will be able to eliminate Starmie and Gengar, two major threats to Infernape.</p>

[Other Options]

<p>Due to Infernape’s massive movepool, and great base stats in both offenses, it is able to run a few additional sets, although most of these are outclassed by other Pokemon. Nitro Charge is an option Infernape can use, as it will help it defeat previously faster Pokemon. Work Up is another option which will further improve Infernape's wallbreaking capabilities. Also, an Encore set could be pulled off, but this is very situational; other Pokemon do this job better and Infernape has better offensive options to choose from. In terms of optional moves, Mach Punch and Vacuum Wave can be run on any of the sets to help Infernape defeat faster opponents. Lastly, Hidden Power Electric (or another Hidden Power) can be used to bypass Pokemon such as Gyarados, although this move will be unnecessary of you’re running Stone Edge or a setup move.</p>

[Checks and Counters]

<p>Although Infernape is excellent at playing the role of a sweeper, its defensive stats are meager , so it has to watch out for bulky Pokemon which can take a shot and retaliate, along with faster Pokemon and those which carry priority attacks. However, Infernape’s specific counters and checks depend on which set it is using. For example, if Infernape is using a physically-based set, such as MixApe or Choice Band, Pokemon such as Gyarados and Salamence will spell doom for Infernape due to Intimidate and their resistances to Infernape’s STAB attacks. Bulky Water-types also do magnificently at checking Infernape, as long as they do not switch into a boosted Close Combat / Focus Blast, as they can take advantage of their resistance to Fire Blast / Flare Blitz, and dispose of Infernape with a super effective Water-type attack. Finally, priority attack users such as Hitmontop will threaten Infernape, as their priority moves will quickly and efficiently end an Infernape sweep due to its frailty.</p>

[Dream World]

<p>Infernape’s Dream World Ability, Iron Fist , does have competitive value (unlike some Dream World abilities), as it boosts the power of “punching” moves. This fits nicely into the strategy used with Infernape, as many of its most common attacks fall into the category of “punching” moves such as ThunderPunch, Fire Punch and Mach Punch. Iron Fist can be used with Swords Dance to create a great offensive set with respectable move coverage.</p>
 
Why is Cheer Up mentioned in the Nitro Charge/Cheer Up set's name when it isn't even an option? I would suggest either removing it from the title or slashing it with something.

Also, Vacuum Wave is slightly more useful than Mach Punch in this metagame due to Cloyster. It may be worth mentioning in optional changes.

Edit: am I allowed to post here? I sincerely hope so.
 
Why is Cheer Up mentioned in the Nitro Charge/Cheer Up set's name when it isn't even an option? I would suggest either removing it from the title or slashing it with something.

Also, Vacuum Wave is slightly more useful than Mach Punch in this metagame due to Cloyster. It may be worth mentioning in optional changes.

Edit: am I allowed to post here? I sincerely hope so.
Sorry about that; I fixed the set. Also the priority attack solely depends on which set you're using, as I doubt that being able to strike Cloyster harder would be a sufficient enough reason to to include Vacuum Wave on, say, a Swords Dance set.
 
Shouldn't Ape try to run more speed now? Garchomp still sits at 102 speed, and there're whole slew of 108 speed users you want to at least try to tie with (Terakion, and others).
I think max speed is the way to go, and specially-based Infernape will be more useful with Close Combat still hitting Blissey/Chansey hard with little Attack EV investments, while hitting others hard specially.
 
I probably don't have posting privileges here, but I would still like to contribute to the 5th gen analyses and stuff.

Anyways,

Infernape as a lead works pretty good, I even swept whole teams with it.

It is the same set as previous generation, though I'm not sure if it could use a little more speed. So far this amount of speed works out quite well.

Naive/Hasty Infernape @ Focus Sash
Ability: Blaze
EVs: 64 Atk / 252 SpA / 192 Spe
Fake out
Stealth Rock
Fire Blast
Close Combat

Also, a Cheer Up mixed sweeper set is pretty good. It can run through a lot of teams.

Naive/Hasty Infernape @ Life Orb
64 Atk / 252 SpA / 192 Spe
Cheer Up
Close Combat
FIre Blast / Flamethrower
Grass Knot

Scarfnape is still very effective, as well as CBnape.
 
[SET]

name: Nitro Charge / Cheer Up
move 1: Nitro Charge / Cheer Up
move 2: Fire Blast
move 3: Close Combat
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive
evs: 64 Atk / 252 SpA / 192 Spe


I'm curious about the 192 speed on the mixed sets. In Gen 4 (especially post-Garchomp) 192 base was run to outspeed positive-natured base 100's (like Flygon or Jirachi). There are now a whole slew of things between 100 and 108 that Infernape may want to outspeed on the switch in. Just as an example, if Garchomp comes in and Sword Dances as you switch to your monkey, you'll get rocked by his EQ, because you're outsped by four points. Similar things happen with Landlos and several other pokemon. Thoughts?
 
I'm curious about the 192 speed on the mixed sets. In Gen 4 (especially post-Garchomp) 192 base was run to outspeed positive-natured base 100's (like Flygon or Jirachi). There are now a whole slew of things between 100 and 108 that Infernape may want to outspeed on the switch in. Just as an example, if Garchomp comes in and Sword Dances as you switch to your monkey, you'll get rocked by his EQ, because you're outsped by four points. Similar things happen with Landlos and several other pokemon. Thoughts?

I defnitely agree with this. Garchomp and Landlos are going to be able to easily stop Infernape with only 192 Spe. I think a minimum of 208 EVs should be invested in Spe, which allows you to outspeed positive natured, max Speed Garchomp and Landlos (along with threats with 100 Base Speed), and Scarf versions of both after a Nitro Charge. Alternatively, we could just use 252 Spe EVs, but 208 EVs seems to be the way to go.
 
I think Infernape's best set this gen is the lead set since it is now pretty outclassed by Blaziken.

Infernape@Focus Sash
Naive (mix of At and SpA, but max Spe)
Stealth Rock
Close Combat
Overheat
Fake Out/U-Turn

Stealth Rock and Close Combat is obvious. Fake Out to break sashes or U-Turn if the opponent doesn't lazy hazards. Blaze Overheat is not to be underestimated since it makes Infernape more useful than a suicide lead being able to use it later in the match with its great 108 base speed.
 
I've seen a few good people run Life Orb Infernape with Stealth Rock well on offensive teams who don't have room for another SR user, so I'd like to see a slash or mention of that somewhere. I also agree with listing at least 208 Speed EVs to beat Chomp and Randorusu. You might want to mention max Speed to tie Terakion and his pals, just make sure you have enough Attack EVs to OHKO Blissey (and Chansey maybe? I don't know how much more it takes so disregard me if it takes a lot).

Approved 1/2
 
I've seen a few good people run Life Orb Infernape with Stealth Rock well on offensive teams who don't have room for another SR user, so I'd like to see a slash or mention of that somewhere. I also agree with listing at least 208 Speed EVs to beat Chomp and Randorusu. You might want to mention max Speed to tie Terakion and his pals, just make sure you have enough Attack EVs to OHKO Blissey (and Chansey maybe? I don't know how much more it takes so disregard me if it takes a lot).

Approved 1/2

I crunched the numbers on the smogon calculator. I changed chansey's base defense stat to 40 which brings its final defense up to 179, which is what I think happens when it's holding a pre-evolution stone. If that's not right, disregard the following calculations.

An infernape with a speed boosting nature, like naive or jolly, cannot guarantee a OHKO chansey carrying the prevo stone with close combat (ugh) even including stealth rock damage. A 252/252 bold chansey takes only 81.8% - 96.3% of it's life total from close combat with 252 attack evs and a naive nature. An infernape with an adamant nature needs 224 evs to always OHKO chansey after stealth rock.

Blissey is OHKOed with a naive nature without any investment into attack (counting stealth rock damage--an investment of 128 evs guarantees death even without stealth rock damage)--so the (at least) 16 points you're going to need to put into speed to account for speed can come from there.
 
Apologies for the double post, but I had another suggestion, either for the cheer up set or for a swords dance set if we ever put one up. When I play infernape now, I see Burungel All. The. Time. He's an awesome switch in to Infernape, as he has awesome defenses, recover and is immune to or resists both of Infernape's STABs. Browsing through the list of inernape's moves, I came across Shadow Claw. Using a 252 attack jolly infernape, +2 Shadow claw kills 252/252 impish Burugel 100% of the time after stealth rock damage. Considering how common Burungel has become, I feel it's at least worthy of a slash next to stone edge and mach punch.
 
I think you should use 252 Speed EVs on all sets to at least tie with opposing Infernape and Terakion (you can leave the EVs on the Nitro Charge set I guess). Additionally, I'd reccomend slashing Cheer Up with Nasty Plot on the NP set, and making Nitro Charge the only option on the "Nitro Charge" set. Nasty Plot and Cheer Up play more similarly, boosting Infernape's attacking stats, while Nitro Charge is supposed to increase Infernape's speed to a point at which it can outspeed the opponent's team.

Although if I were writing this analysis, I wouldn't even include Nitro Charge since Speed Boost Blaziken exists (and you sacrifice a lot of coverage with Nitro Charge).

No Choice Band set?
 
No Choice Band set?

I agree. Choice Band Infernape definitely has a niche in the BW metagame that makes it worthy of a set on the analysis. It hits extremely hard with its STAB attacks and can scout with U-turn. It requires a bit of prediction to use, but if you predict successfully, the opposing team will really take a beating. Its speed helps to differentiate it from other Fire-type Choice Band users like Hihidaruma and Enbuoo.
 
I think that this probably needs a Swords Dance set. Although it is seemingly outclassed by Blaziken, Infernape still has Mach Punch and a higher speed to start with. However, this generation, Infernape isn't going to be as competitive anymore due to Blaziken's new boost (excuse the pun) so i feel that Infernape's niche this time round will be more as a lead and i feel that this should be the primary set.
 
You might want to note that Infernape makes a great partner for Ninetales. You get your fire moves boosted and Infernape can deal with the majority of the others who bring in weather.

name: Keep that Sun Shining
move 1: Mach Punch / Shadow Claw
move 2: Close Combat
move 3: Taunt
move 4: Overheat / Grass Knot
item: Balloon
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe

Balloon is a must have if you want to take Earthquakes aimed at Ninetales and survive from the Sandstorm. Stab Close Combat does more to Politoed than Thunder Punch does but it's best to use something with a water resistance (like Electivire) to take it out. Close Combat is a must have for Tyranitar and Abomasnow. Taunt shuts down most Hippowdon and Overheat does does the rest (and can hurt Abomasnow even more). Grass Knot can be an interesting idea but it's severally outclassed but that doesn't make it unusable. Then there is Shandera with its Shadow Tag ability (I don't know if the ability itself is banned to ubers or not but just in case it isn't) who is easily defeated with Shadow Claw but again this is optional.

Speaking of Shandera, those holding a Balloon (ground weakness again) help out a lot. You can trap the foe with your ability and then finish them off with Overheat, Energy Ball or Shadow Ball.

You need as much speed as possible for this set. Tyranitar that have a 50% speed boost will outrun Infernape so Mach Punch can be used. Abomasnow is still tricky to take out despite you having an amazing advantage. Most Abomasnow use special moves and that is why hasty nature is used and those that are physical usually carry Earthquake.

Then there's the fact that the foe can switch out and that's not good. Entry hazards are very much appreciated as well as some tanks or stalls to clobber whatever the foe sent out.

I typed all of this? Still, I'm just throwing it out there.
 
Stab cc does more against politoad then cc does, but thunderpunch is useful for gyrados and the water/ghost. Is it still worth the slot?
 
Not sure if this is worth a mention, but in the Nasty Plot set, you only have Timid listed as a nature, even though Close Combat is slashed in too. It doesn't mention CC getting any vital KOs even with Timid so shouldn't Naive be slashed in? Just my two cents.
 
I think Blaziken is going to need more than just a small, irrelevant mention in the future analysis. He's very much taken Infernape's spot on most teams, which says a lot about his function this gen.
 
Sorry for (partially~) bumping this, but wouldn't 208 Speed EV's be considered Speed Creep? You only need an amount of EVs to outspeed the base 105's or 100's.

And by the way, Choice Band Infernape has Life Orb as the item.
 
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