Infernape [BW2 Revamp] [QC: 0/3]

Things to do:
  • Finish out the skeleton [ ]
  • Get QC approvals [ ]
  • Get GP checks [ ]
  • Upload this [ ]
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[Overview]



  • With BW gone, Infernape makes another appearance in BW2 with a lot of new threats to deal with in the OU but don't let that stop you from using Infernape, it's still able to be threatening sweeper if left unchecked. With an equally balanced Base 104 in both of its attack which Terrakion can only dream of having which means that Infernape is a viable candidate to be a mixed sweeper.
  • While 104 in its attack might not seem like a lot and you might want to use other stronger fire types like Victini and Darmanitan , Infernape has something that both of them don't have which is neutrality to Stealth Rock so Infernape doesn't have to worry about taking 25% damage every time it switches in which makes Infernape last a lot longer than other Fire types.
  • While Terrakion is a far better Pokemon than Infernape there are some things that should be noted about Infernape. With a Choice Scarf Infernape is able to out speed +1 Timid Volcorana, Haxorus, Dragonite and Salamence. With a Mixed set Infernape is able to take down steel types like Skarmory and Jirachi which Terrakion needs a boost just to get rid of them.
  • When it comes to speed Infernape has a magnificence Base 108 Speed which is only matched by Keldeo and Terrakion, but Infernape can still bypass boosting sweepers or Choice Scarf user with its STAB Mach Punch which both Terrakion and Keldeo don't have, so keep that in mind about Infernape when choosing a revenge killer.
  • With Rain teams now dominant in BW2 it really is a hard time for Infernape to punch through bulky water types. Infernape needs Drought support from Ninetales to become a viable sweeper and to help counter his threats. Infernape struggles to take many hits because of his Base 70 Defenses and not to mention even water moves from defensive water types can easily take out Infernape in the rain so you must really think about the right teammates for Infernape. With the right support and teammates Infernape can truly punch holes through your opponent's team and make another splash in BW2

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

[SET COMMENTS]

  • Choice Band Infernape is the most powerful set you will ever see and the one you will only need. There aren't many Pokemon that can switch into Infernape's Close Combat or Flare Blitz. Infernape is still capable of 2HKOing all of the relevant Water-types in OU except Jellicent. To show how powerful Infernape is with a Choice Band and with drought support from Ninetales, a Sun boost Choice Band Flare Blitz is able 2HKO to majority of the OU tier; some common defensive Pokemon that Infernape can 2HKO are Jellicent, Latios, Gliscor, Vaporeon, and Landorus-T with Flare Blitz. Flare Blitz is capable of OHKOing Volcorano, Thundurus-T, and Tornadus-T even under normal weather conditions. Even though the recoil from Flare Blitz can be harsh at times the result of a 2HKO to defensive Pokemon greatly worth it.
  • When using Choice Band Infernape, Iron Fist should be the default ability since it powers up Mach Punch and Thunderpunch. With Iron Fist boosting Infernape's punching moves Infernape is able to OHKO all non Intimidate version of Gyarados, the rare offensive Tentacruel, and Keldeo.With Infernape's Iron Fist ability, Mach Punch gives Infernape a semi-decent priority move. But when running Mach Punch, you want to be using it during the late game on weakened Pokemon because while it can't OHKO any major Pokemon while healthy.
  • With Infernape's Blazing Base 108 Speed, you can easily U-turn out of tough situations, mostly against psychic types, but not to worry a Choice Band is able to 2HKO the common psychic types in the tier. This allows Infernape to get out of danger and to keep momentum on your side.
  • While no one can switch into a Choice Band Close Combat or Flare Blitz, Tentacruel and Jellicent can still recovery off some damage. If they are problem you can Thunder Punch which does a ton of damage to Tentacruel (65.93 - 78.02%) and (58.56 - 68.98%) to Jellicent which is enough to force them out even in the rain.

[ADDITIONAL COMMENTS]

  • The EVs are straight forward on Infernape. Maximum Attack and Speed EVs with a Jolly nature to help you keep the speed tie with opposing Keldeo, and Terrakion and keep your attack over 300.
  • Even though Flare Blitz is the best move with a Choice Band if you just can't stand the recoil damage that comes with Flare Blitz another alternative can be Fire Punch or Blaze Kick but these two move dramatically weaker STAB moves and Infernape needs to hit hard because he can be easily KO back.
  • Entry Hazards are Infernape's best friend, with Stealth Rock you can obtain the OHKO from Dragonite. Infernape pairs up beautifully with Dugtrio, because it can lure out Politoed to weaken it into trapping range for Dugtrio.
  • Even if you're running ThunderPunch on Infernape, it can't OHKO Politoed and bulky water types, like Tentacruel and Jellicent so one should keep that in mind.
  • Because most of Infernape's counters are Water types, Rotom-w, Breloom and Latias are great teammates for Infernape. Breloom can take on the bulky water types and easily Spore on Politoed or Jellicent and can proceed to either Swords Dance to +2 and becoming a threatening sweeper or Sub up. Rotom-W takes little damage from Politoed and can zap the water types away with Thunderbolt or cripple them with Thunder Wave.
[SET]
name: Mixed Attacker
move 1: Fire Blast
move 2: Close Combat
move 3: ThunderPunch
move 4: Hidden Power Ice / U-turn / Mach Punch
item: Life Orb
ability: Iron Fist
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe


[SET COMMENTS]


  • Infernape doesn't even need to boost its attack to take out Steel-types like Jirachi or Skarmory. With Rain being so dominant you'll need Fire Blast to let Infernape do heavy damage to Steel-types. With a Mixed Infernape you don't have any trouble whatsoever from the likes Landorus-T, Gliscor, Dragonite and Garchomp because HP Ice takes them all out even without investment.(You'll need some prior damage, mostly Stealth Rock since you can't OHKO Dragonite and Garchomp)
  • When playing with the mixed Infernape set, problematic Pokemon that love to come in on Infernape and prevent him from sweeping namely Latias, Latios, Gengar and Espeon. Since they can take a hit from Infernape and retaliate back, some good teammates for Infernape are Pursuiters likes: Scizor, Tyranitar, Weavile, etc. Tyranitar and Scizor are perfect examples for trapping Latias and Latios as they both don't lot of damage from either of the Eon Pokemon's STAB and can finish them off with Pursuit. But if you are running Life Orb Infernape, Infernape does not like the Sandstorm damage from Tyranitar so keep that in mind.

[ADDITIONAL COMMENTS]


  • Now Overheat is the strongest move Infernape has in its arsenal. Overheat is able to scorch anything that isn't named Jellicent. Overheat can be used over Fire Blast to get the OHKO on SubCM Jirachi and Special Defensive Celebi, but once you use Overheat your special attack drops to -2 which makes Hidden Power Ice completely useless.
  • While two fighting moves on Infernape might seem a little redundant but if your teams needs some priority you can have Mach Punch to check Terrakion and other Pokemon weak to fighting types. Plus since you will more thank likely be out sped by other Choice Scarf Pokemon you might need a way to hit them quick.
  • While it may seem that Jellicent and other though special walls can wall Infernape to death Infernape still has something that Terrakion doesn't have which is Grass Knot. With Grass Knot you can kiss bulky water types like Jellicent, Gastrodon goodbye and you can even get a 2HKO Hippowodon but Hippowodon can slack off the damage or OHKO you with Earthquake.


[SET]
name: Choice Scarf
move 1: Close Combat
move 2: Flare Blast
move 3: U-turn
move 4: Hidden Power Ice / Stone Edge
item: Choice Scarf
nature: Hasty / Naive
evs: 108 Atk / 148 SpA / 252 Spe
ivs: 30 HP / 30 Def

[SET COMMENTS]


  • Choice Scarf Infernape is meant to be revenge killing. Plus you still are able to out run Venusaur under the sun and OHKO it. With a Choice Scarf and a Hasty or Naive Nature you hit 518 Speed which helps you speed ties with Scarf Terrakion. While this set lets you out speed other Pokemon under Base 108 with a Choice Scarf this set is not designed for sweeping through your opponent's team but as a good late game sweeper when you have weakened your opponent's team.
  • With a Choice Scarf Infernape becomes one of the fastest users of U-Turn. You aren't even matched when it comes to U-turn, you can even U-turn out before Tornadus-T has a chance to use Hurricane or U-turn. U-Turn is still great for keeping momentum and to hit common psychic types like Celebi, Latios, Latias, and Alakazam who can come in to sponge a Close Combat.
  • Close Combat gets the top spot of being Infernape's most powerful STAB on this set as it's able to OHKO Pokemon that weak to fighting moves like:Tyranitar, Terrakion, Chansey, Blissey.
  • Last but not least is Hidden Power Ice. For the IVs you should give Infernape 30 HP and 30 Def so that you can get a base power 70 HP Ice without lowering your speed from 518 and losing the Speed ties to Keldeo and Terrakion.Hidden Power Ice rounds out the set to get the some OHKO on some physical walls like Gliscor, Landorus, Landorus-T, Salamence and Dragonite after Stealth Rock.

[ADDITIONAL COMMENTS]



  • While the EVs might seem unorthodox from a glance you are able to be mixed or balanced in both attacks. With 148 EVs in your Special Attack you are able to OHKO Gliscor and Landorus-T who walls Infernape other two STAB moves.
  • The remaining 108 Attack allows you to OHKO Choice Band Terrakion and Tyranitar with Close Combat, but you lose out on Chople Berry Tyranitar so if you want more attack you switch the EVs around to give you 148 in your attack.
  • While Volcorana and Gyarados are rarely seen in the OU, if they are problem you can drop the Special Attack EVs to 76 Hidden Power Ice and put Stone Edge.


[Other Options]


  • Now Infernape has other ways of boosting its Attack and Special Attack to incredible levels like Terrakion. If you want to bust through the walls Infernape can use either Nasty Plot and Swords Dance to boost its attack to +2. With a +2 from Swords Dance you are able to OHKO Politoed, Jellicent, Vaporeon, and Tentacruel with Stealth Rock. After a Nasty Plot boost, you are relying on the shaky accuracy of Focus Blast and you lost out on some coverage on especially on Blissey and Gyarados.
  • Even with the +2 in either of Infernape's attack you will notice that Infernape does struggle trying to find time to set up with this fast paced meta game and especially with rain so dominant in BW2.
  • Tentacruel is problem the only Infernape counter that isn't crippled is by Infernape's STAB as Infernape lures Tentacruel out. To help with this earthquake is a viable option over Thunderpunch as Earthquake does 70.05 - 82.96% to the most defensive version of Tentacruel. But when adding Earthquake you lose out on coverage to other water types like Gyarados who laughs at Infernape's STAB. When adding either Toxic or Earthquake on the mixed Infernape set you should only use these moves if your team doesn't miss Infernape having another coverage move.

[Checks and Counters:]


  • With BW2 so heavily dominated by Rain teams, Drizzle is the main counter to Infernape as STAB non invested water moves even from defensive water types will more thank likely KO Infernape.
  • Some counters to Infernape (if lacking U-turn) are Latias and Latios , Dragonite if lacking Hidden Power Ice, Jellicent, Tentacruel, Physically Defensive Gastrodon, Tornadus-T, Politoed, Starmie can counter you and render you helpless. But Gastrodon, Politoed and Quagsire will not like switching into a Choice Band Close Combat.
  • While Infernape might have a Base 108 Speed that doesn't mean that Infernape is untouchable. Other revenge killers to non Choice Scarf Infernape are Terrakion, Rotom-W, Tornadus-T, Landorus-T.
 
Even though he's considered a sweeper, should Overheat be slashed - or in AC - of the Mixed Attacker set? It allows him to hit harder than Fire Blast, not to mention more accurately, and does not disrupt his physical coverage that KOs switch-ins that don't have Water type anything. Finally, U-Turn lets Infernape hit hard, maybe get a kill, and then usually outspeed and negate the stat drop if you have another Special Attack to worry about, such as Hidden Power.

Plus, the Monfernos I always seem to get in Random Battle have it :p
 
Even though he's considered a sweeper, should Overheat be slashed - or in AC - of the Mixed Attacker set? It allows him to hit harder than Fire Blast, not to mention more accurately, and does not disrupt his physical coverage that KOs switch-ins that don't have Water type anything. Finally, U-Turn lets Infernape hit hard, maybe get a kill, and then usually outspeed and negate the stat drop if you have another Special Attack to worry about, such as Hidden Power.

Plus, the Monfernos I always seem to get in Random Battle have it :p

The problem I have with that is what advantage does that have over Fire Blast or Flare Blitz? Fire Blast and Flare Blitz gets rid of almost all Steels in OHKO. I'll think about that though
 
Not in QC but I want to weigh in a bit.

The Mixed Attacker should honestly not have Flare Blitz as a slash, or at least Second Slash - first of all, that means you have two physical attacks, which creates the issue of not being mixed (all the first slashes don't make it a mixed attacker). Second of all, most Steel-types are physical walls, meaning that you want to hit them hard with Fire Blast. Running Hidden Power Ice as possibly your only Special move means that generic physical walls will have a simple time against you. Though you have an easier time with Jirachi, the recoil damage you suffer from a combination of Flare Blitz and a Life Orb really, really adds up and generally is not worth the trouble.

I also thing Grass Knot should go somewhere in the Mixed Set, or at least be mentioned in AC - OHKOing Gastrodon and doing a lot of damage to weakened Rain teams (suprsingly) is pretty useful. Mach Punch also needs to get a mention, since priority is priority. I have no clue what Thunderpunch is doing there - other than Gyarados nothing is hit harder by Thunderpunch than some other move. I also sorta question U-turn being on the Mixed Attacking set, since it really doesn't add to your coverage, which is really the main point of Mixed Infernape (hit as much as it can as hard as it can), but I'm a bad user of U-turn so idk. We just need to be careful that a "Mixed Attacker" doesn't potentially go all physical.

Also the Choice Scarf set should have a Choice Band as its item and should say "Fire Blast." You also have some odd structuring errors including Other Options being under Choice Band, Checks and Counters appearing not in the correct area, and the nonexistant "Teammates and Counters" section.
 
I am assuming that you are still working on this since atm the layout is a little jarring. For example you have the OO section and the Checks and Counters section right after CB rather than at the bottom.

Just a few quick points

Infernape completely hates Politoed and bulky water types, like Tenacruel, Gastrodon, and Quasure.

Its true that Infernape dislikes these pokemon (Tentacruel especially) but you could mention that Gastrodon and Politoed (and o.k, Quagsire too), will HATE switching into a CB Close Combat as it does far too much for their liking.

Tentacruel and Rotom-W are great counters to Infernape

Again, Rotom-W cannot really switch in and eat a LO or CB backed CC. A Counter has to switch in and not really give a shit at any damage it might take switching in.

-Move Fire Blast to first slash on Mixed, recoil is a bitch and LO is wearing you down even more.

-Add Mach Punch to the AC of Mixed. Its good vs Terrakion (since you would otherwise have to risk the speed tie or hope its not scarfed)

- NP and SD need to be mentioned in OO at least. NP Infernape used to be a terror under sunlight but it does struggle to set up in this face paced metagame (and especially with rain so dominant).

In terms of set order I prolly like CB first since I have better success with it but Mixed is more common. Can other QC members weigh in here so we can decide the set order?
 
Not in QC but I want to weigh in a bit.

The Mixed Attacker should honestly not have Flare Blitz as a slash, or at least Second Slash - first of all, that means you have two physical attacks, which creates the issue of not being mixed (all the first slashes don't make it a mixed attacker). Second of all, most Steel-types are physical walls, meaning that you want to hit them hard with Fire Blast. Running Hidden Power Ice as possibly your only Special move means that generic physical walls will have a simple time against you. Though you have an easier time with Jirachi, the recoil damage you suffer from a combination of Flare Blitz and a Life Orb really, really adds up and generally is not worth the trouble.

I also thing Grass Knot should go somewhere in the Mixed Set, or at least be mentioned in AC - OHKOing Gastrodon and doing a lot of damage to weakened Rain teams (suprsingly) is pretty useful. Mach Punch also needs to get a mention, since priority is priority. I have no clue what Thunderpunch is doing there - other than Gyarados nothing is hit harder by Thunderpunch than some other move. I also sorta question U-turn being on the Mixed Attacking set, since it really doesn't add to your coverage, which is really the main point of Mixed Infernape (hit as much as it can as hard as it can), but I'm a bad user of U-turn so idk. We just need to be careful that a "Mixed Attacker" doesn't potentially go all physical.

Also the Choice Scarf set should have a Choice Band as its item and should say "Fire Blast." You also have some odd structuring errors including Other Options being under Choice Band, Checks and Counters appearing not in the correct area, and the nonexistant "Teammates and Counters" section.

Thanks for your input. I should have carefully checked by skeleton structure better. I made the changes you suggested as well.


NP and SD need to be mentioned in OO at least. NP Infernape used to be a terror under sunlight but it does struggle to set up in this face paced metagame (and especially with rain so dominant).
I don't see where Infernape has the time to set up Nasty Plot or Swords Dance. Swords Dance maybe but NAsty Plot? With special walls around, Infernape will have a hard time even breaking through Blissey and Stall cores. Swords Dance should be over Nasty Plot in my opinion.
 
Mix ape shoould be
-Close Combat
-Fire Blast/Overheat
-Hidden Power Ice/Stone Edge
-U-turn/Grass Knot

Also scarf is best set by far.
 
If you want to outspeed Keldeo and Tornadus-T you can run the same set as above but with a Choice Scarf, but then Infernape attack becomes weaker.
Choice Scarf Terrakion does most things better anyway.

Prolly want to remove this since scarf got a set and we don't really trash sets in an analysis
 
I'm testing a bunch of Infernape sets on ladder and i'll get back to you shortly.

(CB is likely going to be the #1 set listed)
 
I'm back after some extensive testing.

Choice Band:

Choice Band Infernape is surprisingly potent on sun teams. I used to think it was somewhat outdone by other sun sweepers, but after some testing that clearly isn't the case. There aren't many Pokemon that can switch into Close Combat and FlareBlitz (even the with Infernape's OK Attack stat, it's still capable of 2HKOing all of the relevant Water-types in OU save Jellicent (Tentacruel & Rotom-W are both bodied by Flare Blitz). Furthermore, Infernape's neutrality to SR makes it last a lot longer than Victini / Darmanitan. Infernape pairs up beautifully with Dugtrio, because it can lure out Politoed to weaken into trapping range for Dugtrio (I often sack Infernape to Politoed so can execute my strategy)

Before I continue
Stone Edge is preferred in the last slot for maximum coverage against stuff like Volcorano, Thundurus-T, and Tornadus-T

This comment concerns me, because it sounds like you haven't used been using CB Infernape. Flare Blitz is more than capable of OHKOing each and every one of these Pokemon even under normal weather conditions. ThunderPunch also destroys Tornadus-T, so Stone Edge is only really relevant against Thundurus-T in the rain, non-scarf Salamence in neutral weather and the rare Volcarona in the rain. (and even then rain weakened Flare Blitz does quite a bit). It worries me because you haven't bothered elaborating on that, and Stone Edge is just an incredibly mediocre move on CB Infernape.

The Choice Band set should like this:

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

Mach Punch gives Infernape a semi-decent priority move, and Thunder Punch does a ton of damage to Tentacruel (enough to force it out in the rain: [65.93 - 78.02%]). Don't forget, Iron Fist is the only ability worth using on CB Infernape since it powers up Mach Punch and Thunderpunch. Stone Edge is AC material at best since like I said earlier, its only use is knocking around Thundurus-T(and the rare Volcarona I guess) when the rain is up and smashing non-scarf Salamence in neutral weather.

Mixed

The Mixed Attacker set was also a pleasant surprise, but the one you listed needs a makeover if it wants to work in OU. The Mixed Attacking set I used was:

[SET]
name: Mixed Attacker
move 1: Fire Blast
move 2: Close Combat
move 3: ThunderPunch
move 4: Hidden Power Ice / U-turn / Mach Punch
item: Life Orb
ability: Iron Fist
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

This set shows you immediately why you want to use this as an attacker over Terrakion. It doesn't have any trouble whatsoever from the likes Landorus-T, Gliscor and Garchomp because HP Ice takes them all out (even without investment, though you'll need some prior damage since you can't OHKO any of them) and it doesn't even need to boost its attack like Terrakion if it wants to take out Steel-types like Jirachi or Skarmory. ThunderPunch does a appreciable amounts of damage to Jellicent, Gyarados and Tentacruel (though not enough to force it out if its in the rain though, so keep that in mind!). There is very little reason to use Stone Edge over ThunderPunch, you need to make sure that's emphasized on AC.

Choice Scarf

The Scarf should be last set listed since its pretty mediocre in BW OU. It works, but you're better off using other sun sweepers. Outside of sun, it has its Fire STAB crippled most of the time, and its choiced moves are easy to abuse.

---

I feel the need to point out the set comments in your analyses. Unfortunately, they're rather... lackluster. Your points are often too vague or obvious.
EX: Flare Blast is Infernape's best STAB which can OHKO Skarmory with Stealth Rock.
This is not what we're looking for. Something like this:
EX: Fire Blast let's Infernape do heavy damage to Steel-types such as Skarmory, Jirachi and Ferrothorn. (You would then elaborate on how it should be used precisely since Rain is very common in OU; its not Infernape's best STAB).

Would look better.
I realize this is just a skeleton, but if its an example of things to come than I'm not going to lie, i'm not impressed. Don't forget that QC can reassign this set at any time, so I'm hoping to see some improvement in the final analysis.

One things for sure though, Infernape is going to need a new overview (the current one is too harsh).
 
I'm back after some extensive testing.

Choice Band:

Choice Band Infernape is surprisingly potent on sun teams. I used to think it was somewhat outdone by other sun sweepers, but after some testing that clearly isn't the case. There aren't many Pokemon that can switch into Close Combat and FlareBlitz (even the with Infernape's OK Attack stat, it's still capable of 2HKOing all of the relevant Water-types in OU save Jellicent (Tentacruel & Rotom-W are both bodied by Flare Blitz). Furthermore, Infernape's neutrality to SR makes it last a lot longer than Victini / Darmanitan. Infernape pairs up beautifully with Dugtrio, because it can lure out Politoed to weaken into trapping range for Dugtrio (I often sack Infernape to Politoed so can execute my strategy)

Before I continue


This comment concerns me, because it sounds like you haven't used been using CB Infernape. Flare Blitz is more than capable of OHKOing each and every one of these Pokemon even under normal weather conditions. ThunderPunch also destroys Tornadus-T, so Stone Edge is only really relevant against Thundurus-T in the rain, non-scarf Salamence in neutral weather and the rare Volcarona in the rain. (and even then rain weakened Flare Blitz does quite a bit). It worries me because you haven't bothered elaborating on that, and Stone Edge is just an incredibly mediocre move on CB Infernape.

The Choice Band set should like this:

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

Mach Punch gives Infernape a semi-decent priority move, and Thunder Punch does a ton of damage to Tentacruel (enough to force it out in the rain: [65.93 - 78.02%]). Don't forget, Iron Fist is the only ability worth using on CB Infernape since it powers up Mach Punch and Thunderpunch. Stone Edge is AC material at best since like I said earlier, its only use is knocking around Thundurus-T(and the rare Volcarona I guess) when the rain is up and smashing non-scarf Salamence in neutral weather.

Mixed

The Mixed Attacker set was also a pleasant surprise, but the one you listed needs a makeover if it wants to work in OU. The Mixed Attacking set I used was:

[SET]
name: Mixed Attacker
move 1: Fire Blast
move 2: Close Combat
move 3: ThunderPunch
move 4: Hidden Power Ice / U-turn / Mach Punch
item: Life Orb
ability: Iron Fist
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

This set shows you immediately why you want to use this as an attacker over Terrakion. It doesn't have any trouble whatsoever from the likes Landorus-T, Gliscor and Garchomp because HP Ice takes them all out (even without investment, though you'll need some prior damage since you can't OHKO any of them) and it doesn't even need to boost its attack like Terrakion if it wants to take out Steel-types like Jirachi or Skarmory. ThunderPunch does a appreciable amounts of damage to Jellicent, Gyarados and Tentacruel (though not enough to force it out if its in the rain though, so keep that in mind!). There is very little reason to use Stone Edge over ThunderPunch, you need to make sure that's emphasized on AC.

Choice Scarf

The Scarf should be last set listed since its pretty mediocre in BW OU. It works, but you're better off using other sun sweepers. Outside of sun, it has its Fire STAB crippled most of the time, and its choiced moves are easy to abuse.

---

I feel the need to point out the set comments in your analyses. Unfortunately, they're rather... lackluster. Your points are often too vague or obvious.

This is not what we're looking for. Something like this:


Would look better.
I realize this is just a skeleton, but if its an example of things to come than I'm not going to lie, i'm not impressed. Don't forget that QC can reassign this set at any time, so I'm hoping to see some improvement in the final analysis.

One things for sure though, Infernape is going to need a new overview (the current one is too harsh).

Thanks PK Gaming for the feedback on the sets, I already PM about your comments. I have elaborated more on the analysis of Infernape but I'm still looking for more feedback. All suggestions are greatly appreciated.
 
Toxic needs a nice mention in OO. It's a petty cool move to slap on the Mixed Attacker, as, with good prediction, it cripples more or less everything that like to switch into monkeyboy. Examples are Jellicent, Latias, Latios, Gyarados, Dragonite (Volcarona), Gastrodon, Vaporeon, Politoed, Tornadus-T, Salamence... it's a long list. Also helps that Steel-types will never switch in to Infernape for fear of dual STAB. I think the only Ape counter that isn't crippled is Tentacruel, so EQ is possibly another move to put in OO, as Ape can be a pretty good Tentacruel lure. That being said, be sure to emphasize that you should only use these moves if your team doesn't miss Infernape having another coverage move, so strictly OO.
 
It's worth mentioning that Pursuiter in the likes of Scizor, TTar, Weavile, etc would be greatly appreciated for the mixed set, since they can remove the few problematic mons that can prevent Infernape from achieving much (Lati@s primarily, but also Gengar / Espeon)
 
Toxic needs a nice mention in OO. It's a petty cool move to slap on the Mixed Attacker, as, with good prediction, it cripples more or less everything that like to switch into monkeyboy. Examples are Jellicent, Latias, Latios, Gyarados, Dragonite (Volcarona), Gastrodon, Vaporeon, Politoed, Tornadus-T, Salamence... it's a long list. Also helps that Steel-types will never switch in to Infernape for fear of dual STAB. I think the only Ape counter that isn't crippled is Tentacruel, so EQ is possibly another move to put in OO, as Ape can be a pretty good Tentacruel lure. That being said, be sure to emphasize that you should only use these moves if your team doesn't miss Infernape having another coverage move, so strictly OO.

Thanks for suggestion Cherub, I have mentioned both Toxic and EQ in the OO. also wouldn't Toxic help break down stall teams as well?
It's worth mentioning that Pursuiter in the likes of Scizor, TTar, Weavile, etc would be greatly appreciated for the mixed set, since they can remove the few problematic mons that can prevent Infernape from achieving much (Lati@s primarily, but also Gengar / Espeon)
Thanks Pocket, I believe Scizor and Tyranitar should get the biggest mention as a Trapper to these threats to Infernape.
 
Just warn readers that LO Infernape doesn't enjoy TTar's sand damage :<

@ below: teammate
 
Sorry but I'm going to need to ask you to remove Toxic from OO. Out of "Jellicent, Latias, Latios, Gyarados, Dragonite (Volcarona), Gastrodon, Vaporeon, Politoed, Tornadus-T, Salamence", unless you're incredibly Gastrodon / Jelli weak there is not a case where Close Combat or U-Turn was a 100% better move. If your team is so weak to those two that you need to lure them out with a Toxic from Infernape in order to win you had a better option somewhere when you were building your team. It is absolutely ridiculous to be using Toxic over a different coverage move.
 
"While Infernape sports better offensive presence than Terrakion"

Please change this, Infernape is accepted as an Electivire (pokemon who for unkown reasons clings to OU by usage stats) in Gen 5, you can't be calling it more threatening than what was possibly the best offensive pokemon in BW1 and remains about as solid in BW2.
 
"While Infernape sports better offensive presence than Terrakion"

Please change this, Infernape is accepted as an Electivire (pokemon who for unkown reasons clings to OU by usage stats) in Gen 5, you can't be calling it more threatening than what was possibly the best offensive pokemon in BW1 and remains about as solid in BW2.

While terrakion has better STAB and attacking stats, Infernape is able to break more walls that Terrakion can not. Thats why I say it has more offensive presences. If you're able to break more walls and KO more threats I believe you deserve to be an offensive presence. But I'll change this statement around.
 
"While Infernape sports better offensive presence than Terrakion"

Please change this, Infernape is accepted as an Electivire (pokemon who for unkown reasons clings to OU by usage stats) in Gen 5, you can't be calling it more threatening than what was possibly the best offensive pokemon in BW1 and remains about as solid in BW2.

Hey CB Infernape is actually very solid. While saying stuff like "sporting better offensive presence than Terrakion" is just overhyping bullshit, can we stop downplaying Infernape as well please? It's not the best Pokemon around, but it's still pretty solid in my opinion.
 
You might think that Terrakion is a far better Pokemon than Infernape but there are some things that make Infernape far better at. With a Choice Scarf Infernape is still able to out speed +1 Timid Volcorana, Haxorus, Dragonite, Salamence and still OHKO them.

Reword this. When I read it it makes it seem as if Choice Scarf Infernape is better than Choice Scarf Terrakion, or that Terrakion cannot handle the above pokemon. Personally, I think Terrakion is the better scarfer so that line might need fixing.

When it comes to speed Infernape has a magnificence Base 108 Speed which is only matched by Keldeo and Terrakion, but Infernape can still bypass boosting sweepers or Choice Scarf user with its STAB Mach Punch which both Terrakion and Keldeo don't have, so keep that in mind about Infernape when choosing a revenge killer.

This is a bit nitpicky but Scarf Infernape (ie the revenge killer set) lacks Mach Punch. I guess the lines o.k tho...

Rest of it looks decent.
 
A lot more needs to be done before this is ready for QC checks.

To start, you didn't have to expand your bullet points (in fact i'd say that they're too large atm). Disregarding that, I still have a few issues with the written content. The current overview places too little emphasis on the CB set's effectiveness in on the sun, too much emphasis on Choice Scarf, (which has incorrect information btw, Choice Scarf Infernape cannot OHKO Haxorus). The line that ginga pointed out needs fixing as well.

  • On the CB set, you mention Latios under "defensive threats 2HKOed by Infernape." Its a bit nitpicky, but can remove it?
  • Offensive Tentacruel doesn't need a mention. It doesn't exist in BW OU.
  • I think you should tone it down with the Infernape vs Terrakion comments sprinkled throughout the analysis. It does not need constant mentioning, a single mention in the overview should suffice.



I beg your pardon? Choice Scarf Infernape can't outspeed standard Venusaur in the sun.

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The teammates & counters section doesn't exist. Teammates are mentioned in the AC of each set. (counters are also mentioned in AC, in addition to being mentioned in teammates & counters).



This sentence doesn't make any sense. Even if you are running a Choice Scarf, the Pokemon you mentioned can bypass with priority. In addition, Scizor is not a reliable Infernape revenge killer because Bullet Punch doesn't come close to taking it out. I also don't feel like mentioning Azumarill is worth it, since its not commonly seen in OU.

I thought Infernape outspeeds Infernape in the sun by 3 points. With a Choice Scarf Infernape reaches 519, while the 252 Speed Venusaur reaches 518, but most people are using 176 Speed EVs.

But besides that, I'll change the Bullet space. Also I know you want me to tone down the Choice Band in the sun, but I was trying to make a point about how effective Choice Band is outside of the sun and within the sun. To show how effective sweeper Infernape can be in the sun, but I'll tone it down. Thanks again PK
 
I wanted to make a followup post, since I felt like the analyses still wasn't ready for QC checks. I ended up deleting my post because I came to a realization that I was plaguing me from the start. Sorry but this analysis is not at the acceptable level. I certainly didn't want to break my promise to you (allowing this to go the GP phase) but I just couldn't ignore the symptoms; the unnecessarily bulky bullet points, multiple logic errors, and redundancies scattered throughout the analysis. The posts you directly copied from me while acceptable, didn't really inspire confidence either. Overall, I just don't think you're ready to write up Infernape.

The only appropriate action to take in response to this thread is to shut it down. I'm really sorry about this, but it just wasn't meant to be.

A lot more needs to be done before this is ready for QC checks.

To start, you didn't have to expand your bullet points (in fact i'd say that they're too large atm). Disregarding that, I still have a few issues with the written content. The current overview places too little emphasis on the CB set's effectiveness in on the sun, too much emphasis on Choice Scarf, (which has incorrect information btw, Choice Scarf Infernape cannot OHKO Haxorus). The line that ginga pointed out needs fixing as well.
On the CB set, you mention Latios under "defensive threats 2HKOed by Infernape." Its a bit nitpicky, but can remove it?
Offensive Tentacruel doesn't need a mention. It doesn't exist in BW OU.
I think you should tone it down with the Infernape vs Terrakion comments sprinkled throughout the analysis. It does not need constant mentioning, a single mention in the overview should suffice.

What makes Choice Scarf Infernape a better candidate for revenge killer than Terrakion is that with Fire Blast you can easily OHKO Steel types like Forretress, Ferrothorn, Skarmory and Scizor. Plus you still are able to out run Venusaur under the sun and OHKO it, which Terrakion can not do. With a Choice Scarf and a Hasty or Naive Nature you hit 518 Speed which helps you speed ties with Scarf Terrakion. While this set lets you out speed other Pokemon under Base 108 with a Choice Scarf this set is not designed for sweeping through your opponent's team but as a good late game sweeper when you have weakened your opponent's team.

I beg your pardon? Choice Scarf Infernape can't outspeed standard Venusaur in the sun.

---

The teammates & counters section doesn't exist. Teammates are mentioned in the AC of each set. (counters are also mentioned in AC, in addition to being mentioned in teammates & counters).

While Infernape might have a Base 108 Speed that doesn't mean that Infernape is untouchable. If you're not running a Choice Scarf on Infernape, Pokemon with priority moves like: Breloom, Azumarrill, and Scizor can stop Infernape in its track. Other revenge killers to non Choice Scarf Infernape are Terrakion, Rotom-w, Tornadus-T, Landorus-T.

This sentence doesn't make any sense. Even if you are running a Choice Scarf, the Pokemon you mentioned can bypass with priority. In addition, Scizor is not a reliable Infernape revenge killer because Bullet Punch doesn't come close to taking it out. I also don't feel like mentioning Azumarill is worth it, since its not commonly seen in OU.

Don't worry, i'm allowing you to keep Mamoswine. Focus on fixing the mistakes made in this thread.
 
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