Omega-Xis
Mauville's Own
[OVERVIEW]
Fire
========
Infernape's high base Speed and access to Taunt let it prevent slower foes from setting Stealth Rock or using other non-attacking moves. Some key Stealth Rock leads that it outpaces include Mew and Garchomp. Psychic and Dragon are two tough matchups for Fire, so early momentum is important. It also easily outspeeds Hippowdon and Tyranitar. In addition, its access to Endeavor allows it to take opposing leads that break its Focus Sash down to 1 HP, leaving them susceptible to Infernape's Mach Punch. Infernape is a prime candidate for Fire teams, as its combination of denying the opponent hazards, establishing hazards on the opponent's field and easily trading 1-for-1 in a plethora of matchups helps net a lot of momentum.
[SET]
name: Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Endeavor
move 4: Mach Punch / Close Combat / Flare Blitz
item: Focus Sash
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Infernape acts as a lead that can shuts down other leads with Taunt while setting Stealth Rock. It should opt for Iron Fist if it runs Mach Punch and Blaze if it runs Flare Blitz. Iron Fist-boosted Mach Punch can pick off threats weakned by Infernape's Endeavor. Close Combat and Flare Blitz provide STAB coverage that can surprise opponents expecting Mach Punch. Close Combat covers Normal-, Rock- and Dark-types like Chansey, Tyranitar and Hydreigon. Flare Blitz allows Infernape to take advantage of Blaze and sun.
All of Infernape's teammates appreciate its ability to set Stealth Rock and deter opposing Stealth Rock setters. The momentum Infernape creates in the early game is crucial for its teammates to get their jobs done.
Mega Charizard Y provides Defog support if Stealth Rock is set on your team and can threaten bulky Water-types. Victini and Darmanitan are Choice Scarf users that can threaten the likes of Kyurem-Black and Landorus with strong STABs moves in V-Create and Flare Blitz backed by sun. They also have U-Turn to take advantage of opponents switching out key team members to save them from said STAB moves. Volcarona can set up and sweep Psychic teams late game or finish off weakened teams with Bug Buzz when fast Choice Scarfed threats like Victini are removed. It can also threaten bulky Water-types with Giga Drain.
Air Balloon Heatran can act as a soft defensive check to the likes of Garchomp and Mega-Diancie. It checks the former with Ground immunity while it has its Balloon and can tank any of Mega-Diancie's move while it has its balloon and OHKO it with Flash Cannon. It can also taunt very slow Stealth Rock setters with Taunt. Torkoal is an alternative Stealth Rock setter, and if you opt to use it, it frees up the option to run a more offensive set on Infernape. Finally, Volcanion provides much needed Water-immunity while threatening Water-, Fire- and Ground-types like Swampert and Gastrodon with Solar Beam and Hippowdon and Mega-Camerupt with Steam Eruption.
[STRATEGY COMMENTS]
Other Options
=============
Fire
--------
A mixed Life Orb set with Hidden Power Ice, Mach Punch, Close Combat, and Fire Blast with Iron Fist is capable of OHKOing Landorus and 2HKOing Specially Defensive Zapdos with Drought active, making the latter an ineffective switchin. The set also deals significant damage to threats such as Excadrill and Garchomp. Grass Knot is an option over Close Combat on a mixed set to deal with Swampert and Gastrodon, but Mega Charizard Y with Solar Beam is a better option for dealing with dual Water- / Ground-types.
Checks and Counters
===================
Fire
--------
**Hippowdon**: Hippowdon is a common lead for Ground teams. Its slow Speed makes it a threat to Infernape, as if the latter does not click Taunt or switches out, Hippowdon will set Stealth Rock. If Infernape clicks Taunt so Hippowdon cannot use Stealth Rock, Hippowdon can instead use Earthquake. The combination of Earthquake and sand chip damage will KO Infernape.
**Gengar**: Its 130 base Special Attack and 110 Speed make Gengar a nightmare to deal with for Fire teams. Gengar is the only viable Ghost-type that can pressure Fire teams, as its other options find themselves too slow to exert the same pressure. Gengar is a particular threat to Infernape because it walls Infernape unless it is running Flare Blitz.
**Mega-Diancie**: At base 110 Speed and Diamond Storm, it's not hard to see why Mega-Diancie is so threatening. Additionally, Diancie's low base Speed before Mega Evolving allows it to hit Infernape with a slow attack, making Endeavor useless in that scenario. Diancie gains Magic Bounce upon Mega Evolving, rendering Taunt and Stealth Rock ineffective options.
**Mental Herb**: While this item is single use and almost exclusively seen on Shuckle, Pokemon carrying Mental Herb can use Stealth Rock without worrying about Taunt.
[CREDITS]
- Written by: [[<Omega-Xis>]]
- <Type> analysis by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]] ]
Fire
========
Infernape's high base Speed and access to Taunt let it prevent slower foes from setting Stealth Rock or using other non-attacking moves. Some key Stealth Rock leads that it outpaces include Mew and Garchomp. Psychic and Dragon are two tough matchups for Fire, so early momentum is important. It also easily outspeeds Hippowdon and Tyranitar. In addition, its access to Endeavor allows it to take opposing leads that break its Focus Sash down to 1 HP, leaving them susceptible to Infernape's Mach Punch. Infernape is a prime candidate for Fire teams, as its combination of denying the opponent hazards, establishing hazards on the opponent's field and easily trading 1-for-1 in a plethora of matchups helps net a lot of momentum.
[SET]
name: Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Endeavor
move 4: Mach Punch / Close Combat / Flare Blitz
item: Focus Sash
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Infernape acts as a lead that can shuts down other leads with Taunt while setting Stealth Rock. It should opt for Iron Fist if it runs Mach Punch and Blaze if it runs Flare Blitz. Iron Fist-boosted Mach Punch can pick off threats weakned by Infernape's Endeavor. Close Combat and Flare Blitz provide STAB coverage that can surprise opponents expecting Mach Punch. Close Combat covers Normal-, Rock- and Dark-types like Chansey, Tyranitar and Hydreigon. Flare Blitz allows Infernape to take advantage of Blaze and sun.
All of Infernape's teammates appreciate its ability to set Stealth Rock and deter opposing Stealth Rock setters. The momentum Infernape creates in the early game is crucial for its teammates to get their jobs done.
Mega Charizard Y provides Defog support if Stealth Rock is set on your team and can threaten bulky Water-types. Victini and Darmanitan are Choice Scarf users that can threaten the likes of Kyurem-Black and Landorus with strong STABs moves in V-Create and Flare Blitz backed by sun. They also have U-Turn to take advantage of opponents switching out key team members to save them from said STAB moves. Volcarona can set up and sweep Psychic teams late game or finish off weakened teams with Bug Buzz when fast Choice Scarfed threats like Victini are removed. It can also threaten bulky Water-types with Giga Drain.
Air Balloon Heatran can act as a soft defensive check to the likes of Garchomp and Mega-Diancie. It checks the former with Ground immunity while it has its Balloon and can tank any of Mega-Diancie's move while it has its balloon and OHKO it with Flash Cannon. It can also taunt very slow Stealth Rock setters with Taunt. Torkoal is an alternative Stealth Rock setter, and if you opt to use it, it frees up the option to run a more offensive set on Infernape. Finally, Volcanion provides much needed Water-immunity while threatening Water-, Fire- and Ground-types like Swampert and Gastrodon with Solar Beam and Hippowdon and Mega-Camerupt with Steam Eruption.
[STRATEGY COMMENTS]
Other Options
=============
Fire
--------
A mixed Life Orb set with Hidden Power Ice, Mach Punch, Close Combat, and Fire Blast with Iron Fist is capable of OHKOing Landorus and 2HKOing Specially Defensive Zapdos with Drought active, making the latter an ineffective switchin. The set also deals significant damage to threats such as Excadrill and Garchomp. Grass Knot is an option over Close Combat on a mixed set to deal with Swampert and Gastrodon, but Mega Charizard Y with Solar Beam is a better option for dealing with dual Water- / Ground-types.
Checks and Counters
===================
Fire
--------
**Hippowdon**: Hippowdon is a common lead for Ground teams. Its slow Speed makes it a threat to Infernape, as if the latter does not click Taunt or switches out, Hippowdon will set Stealth Rock. If Infernape clicks Taunt so Hippowdon cannot use Stealth Rock, Hippowdon can instead use Earthquake. The combination of Earthquake and sand chip damage will KO Infernape.
**Gengar**: Its 130 base Special Attack and 110 Speed make Gengar a nightmare to deal with for Fire teams. Gengar is the only viable Ghost-type that can pressure Fire teams, as its other options find themselves too slow to exert the same pressure. Gengar is a particular threat to Infernape because it walls Infernape unless it is running Flare Blitz.
**Mega-Diancie**: At base 110 Speed and Diamond Storm, it's not hard to see why Mega-Diancie is so threatening. Additionally, Diancie's low base Speed before Mega Evolving allows it to hit Infernape with a slow attack, making Endeavor useless in that scenario. Diancie gains Magic Bounce upon Mega Evolving, rendering Taunt and Stealth Rock ineffective options.
**Mental Herb**: While this item is single use and almost exclusively seen on Shuckle, Pokemon carrying Mental Herb can use Stealth Rock without worrying about Taunt.
[CREDITS]
- Written by: [[<Omega-Xis>]]
- <Type> analysis by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]] ]
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