Infernape (Fire) (QC 1/2)

Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus
[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>]] ]
 
Last edited:

Cell

Birth By Sleep
MPL Champion
Omega-Xis, please try to get this into QC soon. If you need help, feel free to contact me or someone else from the QC team. I will include a template below since I noticed some formatting issues.
[OVERVIEW]

Type One
========

* Generalize what the Pokemon does in the metagame and as a whole and why you should or shouldn't consider using it on your teams, in a few sentences or less.
*
*

[SET]
name:
move 1:
move 2:
move 3:
move 4:
item:
ability:
nature:
evs:

[SET COMMENTS]
Paragraph 1:
- role that the Pokemon plays
- coverage moves that affect its role
- EV spread in one sentence or less

Paragraph 2:
- brief example of teammates that benefit from the Pokemon's presence
- brief example of foes that the Pokemon is vulnerable to + teammates to help cover them

[STRATEGY COMMENTS]
Other Options
=============

Type One
--------
* List some options for the Pokemon user that are plausible but not always recommended due to either being not consistent enough or too outclassed by other Pokemon in the metagame.
*
*
*

Checks and Counters
===================

Type One
--------
**Insert Threat Here**: Describe why the Pokemon is a threat.


[CREDITS]
- Written by: [[<username1>, <userid1>]]
- <Type> analysis by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]] ]
 
Last edited:

Cell

Birth By Sleep
MPL Champion
Add Remove Comments
[OVERVIEW]

Fire
========
Infernape's has high base Speed and can access to Taunt let it prevent opponents it outspeeds slower foes (opponent = opposing battler, foe = opposing Pokemon) from setting Stealth Rocks Stealth Rock or using other non-attacking moves with Taunt. In addition, its access to Endeavor allows it to take opposing leads that break its Focus Sash down to 1 HP, leaving it 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 your team net a lot of momentum. I'd like to see a bit more emphasis on Infernape's superior Speed tier as a lead compared to most other Stealth Rock setters in the meta.

[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 Def SpD / 252 Spe
Keep the above section in the same format as the template. Reflect in the first paragraph of the set description that Infernape should use Iron Fist with Mach Punch and Blaze if it's running Flare Blitz.
[SET COMMENTS]
Set Description
========

Infernape acts as a lead that can shuts down other leads with Taunt while setting up Stealth Rocks on the opponent. (talk about Endeavor here) Infernape setting up Stealth Rocks helps Fire teams immensely in the Dragon and Flying matchups, as Multiscale Dragonite is a common threat on both types that Fire struggles to deal with. Those choice between Mach Punch and Close Combat or Flare Blitz comes down to whether you feel your team needs Iron Fist-boosted Mach Punch to help can pick off weakened threats weakened by Infernape's Endeavor. that Infernape takes down to 1 HP after its Sash being consumed and using Endeavor. Sometimes, it's enough to take certain opponents down to 1 HP, as they can be managed by fast teammates or teammates with priority. Close Combat and Flare Blitz provide STAB coverage that can surprise opponents expecting Mach Punch who switch out to save a Pokemon from being picked off by Mach Punch. Close Combat covers Normal-, Rock-, and Dark-types like Chansey, Tyranitar, and Hydreigon. Flare Blitz allows Infernape to act as a suicide lead and take advantage of Blaze and sun. Talk about why it opts to use Focus Sash.

Defensive Rotom-H makes for a great teammate that can sponge Flying STAB for Infernape and also has Ground immunity thanks to Levitate. This is great utility against Fletchinder on opposing Fire teams and either version of Landorus on Flying. Volt Switch allows Rotom-H to act as a pivot that can spread burns, set screens or do a lot of indirect damage to opponents via Pain Split due to its low base HP, leaving enemies at low HP for Infernape to pick off with Mach Punch. Scarf Heatran provides speed control for Pokemon such as Mega-Diancie, which can handle Fire with ease with Diamond Storm. Tailwind Fletchinder helps Fire overall with speed control and priority Acrobatics to help deal with Fighting types such as Keldeo that Fire struggles with and Infernape would otherwise rely on a Speed tie to damage or lose to Scarfed variants.
This team options section is pretty outdated. I'll include a slightly modified version of a template I made for someone else below.
* Blanket statement that all of Infernape's teammates appreciate its ability to set Stealth Rock, deter opposing Stealth Rock setters, and create momentum early-game.
* Mega Charizard Y: Defogger that can threaten bulky Water-types and provide sun support)

* Choice Scarf users: Victini and Darmanitan can take care of faster threats such as... (also mention U-turn pivot support).
* Air Balloon Heatran can deter slower Stealth Rock setters with Taunt and act as a soft check to threats such as Garchomp and Mega Diancie.
* Volcarona: late game setup sweeper against Psychic teams that can also threaten bulky Water-types with Giga Drain.
* Torkoal: alternative Stealth Rock setter and spinner that frees up moveslots on Infernape to run a more offensive set.
* Volcanion: Water-immune teammate that can threaten certain Water-, Fire-, and Ground-types.

[STRATEGY COMMENTS]
Other Options
=============

Fire
--------
A mixed Life Orb set with Hidden Power [Ice] Ice, Mach Punch, Close Combat,(AC) and Fire Blast with Blaze (If this set has Mach Punch, then wouldn't you rather use Iron Fist?) and Life Orb helps it be effective at is capable of OHKOing Landorus-Incarnate and 2HKOing Specially Defensive Zapdos with Drought active, making it the latter an ineffective switchin. The set also deals significant damage to threats such as Excadrill and Garchomp, so minimal chip before can help eliminate these threats. Grass Knot (over what move?) is an option on a mixed set to deal with Swampert and Gastrodon, but Mega Charizard Y with Solarbeam Solar Beam is a better option for dealing with dual Water / Ground types Water- / Ground-types.

Checks and Counters
===================

Fire
--------

**Hippowdon**: (slower EQ + sand chip OHKOes Infernape. Also threatens to set Stealth Rock if Infernape switches out or doesn't click Taunt)

**Gengar**: (only viable Ghost-type that can exert offensive pressure against Fire teams. Mention that Infernape is walled by Gengar unless the former 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. The best answer is Scarf Heatran or Tailwind from Fletchinder to give any other teammates, such as Iron Head Entei, the ability to outspeed Mega-Diancie. Talk about Magic Bounce and Diancie's ability to hit Infernape with a slow attack prior to Mega Evolving, rendering Endeavor useless in that specific scenario.

**Excadrill**: Sand Rush Excadrill is a menace, as the doubled Speed prevents viable Scarf Fire types from outspeeding it against Ground teams while the Sand is active. Not much that separates Excadrill as a check from other faster threats.


**Dragon-types**: The lack of access to powerful Ice-type moves, strong abilities like Dragonite's Multiscale backed by Latios or Latias defog outspeeding Infernape's Taunt and bulky, offensive powerhouses like Garchomp makes playing against Dragon an uphill battle for not only Infernape, but Fire as a whole.

**Mental Herb**: While this item is single use and almost exclusively seen on Shuckle, Pokemon carrying Mental Herb can use Stealth Rock, so not only would Taunt be completely ineffective, the opposing team would get Stealth Rock up on your Fire team in the same turn without worrying about Taunt.

Please remember to change the thread tag from WIP to QC once it's ready.

6/12: Made some changes to the above check. You can mark this as QC: 1/2 after implementing.

 
Last edited:

Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus
I'll take care of the team options and a few of the other comments in the afternoon. Addressed the blue and red and some of the purple. Thanks Cell!
 

roxie

https://www.youtube.com/@noxiousroxie
is a Tutoris a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
[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. [I would talk about the role it plays on Fire teams. Something like "infernape is an amazing lead on fire teams" because of yadayadayada and its access to Taunt. I don't even think you need to go into detail on what exactly taunt does because you are already doing it inside of the Set details section ya feel. K.I.S.S Keep it short and simple.] 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. [Expand on this a little bit so its not a simple sentence. I would also mention this after the first sentence so it flows better. A term you could use here is "Speed Tier] 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. [put this in the moves section]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. [Feel like something you just establish in the first sentence so this feels like fluff. Usually the downside of the pokemon goes here]

[SET]
name: Lead (Fire)
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 shut down other leads slower Stealth Rock setters like Mew and Garchomp with Taunt while setting Stealth Rock and prevent setup from sweepers like [insert some examples of a setup sweeper that would take advantage of infernape without taunt] thanks to Taunt. [Insert the Endeavor line here. When talking about Endeavor I would focus on Infernape being able to survive a Super effective attack from pretty much any Pokemon thanks to focus sash and how it can revenge kill a fast threat with Mach Punch. Go into detail, what faster Pokemon do we have? Latios and even weather sweepers. Don't be afraid to go into detail and provide examples for the reader]. Iron Fist-boosted Mach Punch can pick off threats weakened by Infernape's Endeavor. [Insert Close Combat here] Alternatively, Infernape can opt for Blaze over Iron Fist to [insert your stuff on why its used over x and explain blitz in this sentence] 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.
[remove this spacing]
Mega Charizard Y provides Defog support if Stealth Rock is set on your team and can threaten bulky Water-types [examples and how]. 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.
[remove this spacing]
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. [Just a tad bit long, I'd merge the Air Baloon + Ground immunity points in one sentence, I don't think you need to state that Flash Cannon does this when you said its already checking it] 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. [Mention that this set is used normally with a different sr setter, try to fit it in this simple sentence also] 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>]]
Use this video for easier implementing, tag me once this is done!

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