Infernape (Full Revamp) +

TAY

You and I Know
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The Infernape analysis was pretty severely outdated, still containing references even to Garchomp. Most of the sets were designed for a metagame with Garchomp, and so I changed several of the sets around and rewrote the bulk of all the analyses. Here is a list of major changes:
  • Changed the standard mix EV spread to only 192 Speed. The only pokemon you lose against in speed that was are Mismagius and other Infernape.
  • Added a physical based mix set.
  • Anywhere that Flamethrower was the main option has been switched to Fire Blast. It is relevant against things like Zapdos and Salamence, and with Gliscor use as low as it is I don't think accuracy is horribly important. Flamethrower is still discussed often, obviously.
  • Removed the all-special Life Orb set. Infernape without Close Combat is pretty much novelty, as it totally ruins LO Infernape's main purpose (wall breaking with mixed high base-power attacks). Even the Specs set works best with CC; any LO set should have it. Mentioned in Other Options.
  • Removed the Encore set. Nine out of the top ten OU Pokemon switch out of Infernape on a regular basis (#10 is Gengar). It doesn't need any more free turns. Mentioned in Other Options.
OK here we gooooooooo

http://www.smogon.com/dp/pokemon/infernape
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[SET]
name: Nasty Plot MixApe
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Close Combat / Vacuum Wave
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>To say this is good at taking out walls is a gross understatement. Even with only a small EV investment, the 120 base power STAB Close Combat will OHKO common switch-ins to Fire-type attacks, such as Tyranitar, Heatran, Snorlax, and Blissey (dealing a minimum of 98% damage on the now standard 148 HP / 252 Def). After a single Nasty Plot, Grass Knot will OHKO Suicune, Slowbro, and Milotic unless they're running Special Defense, and has a chance to OHKO Gyarados even without Stealth Rock. Vaporeon will take around 65% damage, and Swampert, Donphan and Hippowdon do not even stand a chance. With the bulky Water- and Ground-type Pokemon out of the way, Close Combat and Fire Blast can sweep almost unhindered.</p>

<p>Fire Blast is statistically better than Flamethrower, so it is the main option, but if you are worried about accuracy then Flamethrower is also a good choice. Notable downsides include missed OHKOes on Specially Defensive Zapdos, as well as OHKOes after Stealth Rock damage on Cresselia, Salamence, and Flygon. Hidden Power Ice is an option over Grass Knot if you fear Salamence, which will otherwise resist all of Infernape’s attacks. Although it is not in the spirit of a MixApe set, Vacuum Wave is an option over Close Combat. It is fantastic against Scarfed Heatrans who think they can revenge kill you, as well as Agility Empoleon, Swords Dance Lucario, Weavile, and any fast sweeper at low HP. Running the set without Close Combat may seem silly, but the things it is most relevant against (i.e. Blissey and Tyranitar) will almost never switch into Infernape until they see its entire set. Blissey still can be 2HKOed by Fire Blast after a Nasty Plot (though the chance is slim), and Tyranitar will be OHKOed by a +2 Vacuum Wave unless it is running a nature which boosts its Special Defense. </p>

<p>This set has problems against Salamence and some Cresselia, so try to make sure they're damaged or eliminated before setting this up. Gyarados can also be problematic if it switches in at full health, so try to make sure that you have Stealth Rock up in order to diminish these weaknesses.</p>

[SET]
name: Specially Based MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Grass Knot
move 4: Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>This set is similar to the MixApe above, except that instead of attempting to set up with Nasty Plot, you drop it to be able to gain better coverage with both Grass Knot and Hidden Power Ice. While the previous set was most useful as a wall breaker against stall teams, this set is more useful against balanced and offensive teams, which often cannot avoid a 2HKO when switching out of this set.</p>

<p>Choosing which moves you keep hidden is a useful trick for this Infernape. If you show your opponent Grass Knot and Fire Blast, they may switch in Salamence or Flygon, expecting to wall your set but receiving a swift OHKO via Hidden Power Ice instead. With the Fire + Fighting + Grass + Ice move combination, Infernape attains perfect type coverage; it will deal at least neutral damage to every Pokemon in the game.</p>

[SET]
name: Physical Based MixApe
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

[SET COMMENTS]
<p>While this set may not have the super effective type coverage of the specially based mix set, it does have several things going for it. Due to its high base power, Close Combat becomes quite a bit more damaging than on the special set, and this set’s Overheat is very nearly as strong as the Special based set’s Fire Blast (less than a 2% difference in damage). Stone Edge makes it much more deadly against Gyarados, and when also considering that Infernape’s Close Combat will easily 2HKO Vaporeon and Milotic after Stealth Rock damage, it is clear that losing Grass Knot is not a huge blow. Mach Punch is a decent option over Stone Edge, effectively ensuring that your team will not be swept by Lucario, and providing some insurance against Tyranitar, Weavile, and Agility Empoleon as well.</p>

<p>U-turn is really the key to this set, as it ensures that the few Pokemon that can safely switch into this set are dealt with by other members of your team. Additionally, max Attack U-turn allows Infernape to become a versatile early game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent’s team. Keep in mind also that many of the primary switch-ins to Infernape are Flying-types; they will take 25% damage from Stealth Rock as you switch to a counter and force them to come in with under 50% health the next time.</p>

<p>If you are willing to sacrifice some physical power, you can move 80 EVs from Attack to Special Attack (for a total or 144), and give Infernape Grass Knot instead of U-turn. This will allow Infernape to 2HKO Suicune and Milotic, and OHKO Swampert most of the time. In effect, you exchange the scouting ability of U-turn for better coverage, albeit with less physical power.</p>

[SET]
name: LeadApe
move 1: Fake Out
move 2: Stealth Rock
move 3: Fire Blast
move 4: Close Combat / Encore
item: Focus Sash
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>This Infernape is the quintessential offensive anti-lead. It is guaranteed to get Stealth Rock up against every common lead besides Aerodactyl, and all the others besides Hippowdon will be defeated in the process. The idea is that you Fake Out on the first turn to render the opponent's Focus Sash useless, and then either attack or lay Stealth Rock as the opponent does the same, while carrying the advantage of still holding Focus Sash. Naïve Azelf will always be KOed by Fire Blast, and things like Tyranitar and Jirachi are obviously not great at taking Infernape’s attacks.</p>

<p>Fire Blast and Close Combat finish off the set with two powerful, 120 base power STAB moves. Focus Sash allows you to easily activate Infernape’s Blaze ability, increasing Fire Blast’s already high damage by 50%. Close Combat is not only very powerful, but also has good coverage together with Fire Blast.</p>

<p> Encore is an option over Close Combat, but it is really only effective against slow leads. Given the excellent coverage of Fighting-type attacks, and the 120 base power paired with STAB on Infernape’s Close Combat, there is little reason to use Encore unless your team does poorly against stall teams.</p>

<p>The EV spread allows for 330 Speed, which outruns all base 100 Speed Pokémon and any base 115 Speed Pokemon with a neutral Speed nature. Due to the defense drops from Close Combat, any encounter with a fellow Infernape will almost always result in the slower ape winning, so in general it is a poor choice to increase Infernape’s Speed any further.</p>

[SET]
name: Endeavor Lead
move 1: Stealth Rock
move 2: Endeavor
move 3: Vacuum Wave
move 4: Overheat / Fire Blast
item: Focus Sash
nature: Naive / Hasty
evs: 252 SpA / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

[SET COMMENTS]

<p>Endeavor and Vacuum Wave, when paired together with Focus Sash, provide an unusual twist to Infernape's mixed sweeper Stats. After it sets up Stealth Rock, the fragile Infernape will likely take a hit which would be lethal but for Focus Sash, leaving it at 1 HP. Endeavor will bring the opponent’s Pokemon to 1 HP, and it can then be quickly dispatched with Vacuum Wave. Even if Infernape is KOed in the process, you can easily send out a faster Pokemon or one with a priority move to finish off the severely damaged foe. Note that if the opponent’s Pokemon is faster than Infernape, then you must use Endeavor on the same turn that Infernape is attacked.</p>

<p>While on paper Mach Punch may not seem like a bad idea, the split in EVs needed to boost the power of both Mach Punch and Overheat / Fire Blast will cause Infernape to lose critical OHKOs, most notably against opposing leads like Bronzong, which is why Vacuum Wave is recommended. It should be mentioned that Vacuum Wave lacks the power to 2HKO max HP / 0 SpD Tyranitar; though Tyranitar likely will not stay in on Infernape anyway. Additionally, Overheat is recommended over Fire Blast; despite the power drop it causes, it allows Vacuum Wave to KO most Bronzong after a single Fire attack.</p>

<p>With Focus Sash providing Infernape with a safety net against most attacks, the practical thing to do is maximize Speed and Special Attack in order to add as much force to Infernape's attacks as possible. Infernape's IVs in its Defense, Special Defense, and HP should all be set to 0. Enemy attacks will hit much harder, and it will ensure that Infernape’s HP is as low as possible when using Endeavor without a Focus Sash activation. This set only runs 504 EVs, since adding the extra EVs anywhere else will strengthen Infernape’s defenses.</p>

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

[SET COMMENTS]
<p>With a physical 120 base power STAB move (and maybe even two!), Swords Dance Infernape is a major threat in terms of both sweeping and breaking walls. After a Swords Dance, Close Combat will OHKO both Vaporeon and 252 HP / 0 Def Tentacruel, assuming Stealth Rock is in play, and Stone Edge will take out Salamence, Gyarados, and Zapdos. Since all of these are common Infernape switch-ins, you will usually not even have to worry about them switching out of your lethal attacks.</p>

<p> Flare Blitz can be a useful choice if you want to use Infernape for wall breaking, but overall Fire Punch is better since it scores the same OHKOs after a Swords Dance without causing recoil. Fire Punch easily OHKOs anything it deals super effective damage to after a Swords Dance, and Close Combat and Stone Edge will clean up everything else. While Stone Edge is preferred for coverage, Mach Punch should really not be overlooked as an option. It all but ensures that your team will not be swept by Swords Dance Lucario, it has a chance to OHKO Heatran and will always OHKO Dugtrio after a Swords Dance, and it is generally useful for taking down random fast Pokemon and Choice Scarf users at low HP.</p>

<p>If you do not want to rack up recoil damage from Life Orb, Fist Plate is a decent alternative. The increase in power granted to Close Combat, Infernape's main form of attack, is only slightly less than that from Life Orb, and it can boost Mach Punch as well. A third option is to use Wide Lens and give Infernape Blaze Kick over Fire Punch, which will result in only a small drop in Fire-type attacking damage due the increase in base power. Blaze Kick and Stone Edge will have their accuracies increased to 99% and 88%, respectively; and Infernape will still be guaranteed to OHKO Zapdos, Gyarados, and Salamence with Stone Edge after a Swords Dance (factoring in both Stealth Rock damage and Intimidate), though it will lose its OHKOes on Vaporeon and Milotic, and its chance at a OHKO on Swampert.</p>

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

[SET COMMENTS]

<p>Like most Choice Banders, the set requires a bit of prediction, but the potential payoff is huge. No Pokemon in OU will avoid a 2HKO from either Close Combat or Flare Blitz without resisting it, and everything that resists both of those is taken out by Stone Edge. U-turn allows Infernape to scout the opponent’s team and take the offensive, deal some Stealth Rock damage as the opponent switches, and hit the common switch-ins Starmie and Cresselia for super effective damage.</p>

<p>ThunderPunch is an option over Stone Edge or U-turn if you really do not like Gyarados, but the loss of scouting ability from U-turn and the loss of coverage from Stone Edge are significant. Additionally, a 75 base power Electric attack is a dangerous thing to be locked into, since even Pokemon which do not carry resistance or immunity take little damage, and they can use the opportunity to set up.</p>

[SET]
name: Choice Specs
move 1: Fire Blast
move 2: Grass Knot
move 3: Hidden Power Ice
move 4: Close Combat
item: Choice Specs
nature: Naive / Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Like with the Choice Band set, you will need good prediction to use this set effectively. Fire Blast is Infernape’s main attack, and it will put a good sized dent in anything without Fire-type resistance and decent Special Defense. Overheat and Flamethrower are also options, but you will not gain an OHKO on any Pokemon worth mentioning with Overheat, and with Flamethrower you will miss out on a OHKO and 2HKO on Zapdos and Salamence, respectively, after Stealth Rock damage. Grass Knot will 2HKO the bulky Water-types which will inevitably switch into Infernape, though Stealth Rock will need to be up to ensure a 2HKO on Gyarados. Hidden Power Ice will OHKO the Ice-weak dragons and Gliscor with little difficulty, but it is important to remember that Fire Blast will hit harder than HP Ice on everything else.</p>

<p>Attack EVs are not necessary, since any reasonable amount will not add any OHKOes or 2HKOes, and the damage gained would not be significant. Still, Close Combat is a much better choice than Focus Blast since it is able to 2HKO Blissey and will OHKO Tyranitar regardless; not to mention that Focus Blast only has 70% accuracy.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Close Combat
move 3: Hidden Power Ice
move 4: U-turn / Grass Knot
item: Choice Scarf
nature: Rash / Mild
evs: 24 Atk / 252 SpA / 232 Spe

[SET COMMENTS]

<p>Choice Scarf turns Infernape into a potent revenge killer, with fantastic type coverage from its four attacks . Hidden Power Ice will OHKO Salamence and Dragonite, and Choice Scarf gives Infernape the speed to make that an option. Close Combat will 2HKO Blissey and Heatran, and easily OHKO any Tyranitar. U-turn is a great move, allowing you to scout what your opponent switches to, and hitting both Starmie and Cresselia for super effective damage, but if you want to deal a bit more damage to the bulky Waters-types that commonly switch into Infernape, then Grass Knot is also an option.</p>

<p> These EVs with a neutral nature will let Infernape outspeed 463 Speed Choice Scarf Jirachi and the equivalent 309 Speed DD Salamence—the fastest you are likely to encounter—as well as +Speed, base 90 Pokemon holding a Choice Scarf. If you are worried about max speed Salamence and Choice Scarf Jirachi, Infernape will need a +Speed nature and 192 Speed EVs in order to guarantee that it will be faster. </p>


[Other Options]
<p>Vacuum Wave is a decent option on special sets; however, most of what is faster than Infernape, bar Weavile, is not weak to Fighting and the loss of coverage by opting for Vacuum Wave is very significant. Mach Punch can OHKO Dugtrio on the Swords Dance version about 50% of the time, almost all of the time with Stealth Rock, and all of the time if you're holding Life Orb. 232 EVs in Speed with a Speed boosting nature allows you to outspeed Adamant Dugtrio already, although most Dugtrio use Jolly for this very reason. Either of the Fighting-type priority attacks will deal about 70% damage to Lucario, and hit before it can use ExtremeSpeed, so if your team has major Lucario problems then one of those may be a good idea.</p>

<p>Focus Blast is available on the special sets and can OHKO Blissey with a Nasty Plot and Life Orb, but the 70% accuracy is a major turn-off, especially with the 100% accurate Close Combat as an option. Flare Blitz and Blaze Kick are interchangeable on the sets that use either; Flare Blitz has more power and full accuracy, while Blaze Kick does not cause recoil damage to Infernape’s already low HP. </p>

<p>Infernape learns Encore, and can sometimes use it to get free stat-ups. However, Infernape’s fantastic coverage forces so many switches anyway that using Encore just to get a free turn is really a waste of a moveslot, and if you Encore on one of those frequent switches you will have wasted a turn as well.</p>

<p>An all special, four attack Life Orb set without a Fighting-type attack can have some surprise value, as no one in their right mind will switch Tyranitar and Blissey into Infernape anyway, but overall the loss of Close Combat is too heavy. Despite hitting many Pokemon for super effective damage, the set misses quite a few OHKOes, and with Infernape’s poor defenses and only 104 base Special Attack it is better suited to strategic wall breaking than trying to muscle through teams.</p>

[EVs]
<p>Infernape is a Pokémon in its own Speed tier, and thus does not need to run max Speed to outspeed all threats. That having been said, given Infernape's fragility there is no real reason to not max Speed on an all physical or special set, since Infernape is not likely to survive more hits with a few extra Hit Points, and that Speed may come in useful in the event of a mirror match or against random Choice Scarf Pokémon. The Exceptions to this rule are the mixed sweeping sets, which drop down to 192 Speed EVs to score some key KOes and deal more damage in general. The only pokemon that Infernape will then fail to outspeed are Mismagius and other Infernape.</p>

<p>When designing your own Infernape set, it is generally a good idea to base it around either physical or special attacks in order to maximize damage output. Then, if you wish, you can add in an attack from the opposite side of the spectrum. Infernape’s proficiency un using this strategy with a wide selection of moves makes is what makes it the feared wall breaker that it is.</p>

<p>Since the most common Infernape do not run max speed and Mismagius is rarely seen in OU, any of the non-mix sets can drop down to 200 Speed EVs and put the extra points into HP. While this doe not allow Infernape to survive anything specific, the extra HP can be useful, and the risk is fairly low.</p>

[Opinion]

<p>Infernape has just the right stats in just the right places and the moves to abuse them, making it capable of kicking ass on both sides of the spectrum. It's one of the best users of Life Orb too, giving it just enough of a push to turn what would be a 2HKOes on many things into OHKOes. With the ability to viably use both Swords Dance and Nasty Plot, Infernape is aided by its unpredictability, and is very difficult to counter without knowing its whole set.</p>

<p>Infernape’s main drawback is its frailty. Just about any neutral attack will deal over 70% damage to it, and it will almost never survive a super effective hit. When using Infernape it is important to understand its role on your team, and use it appropriately. On an offensive team, Infernape functions best as an early game wall breaker with either Swords Dance or Nasty Plot. In this case you should consider that it pairs well with Gyarados, as they are countered by many of the same things (bulky Water-types, Zapdos) and can be used to weaken the opponent’s counters to enable a later sweep. On a more balanced team, on which Infernape might be one of only two or three sweepers, it is likely best to save it for late game, since your somewhat defensive team should be able to stall for a bit to clear out the correct Pokemon to allow Infernape to sweep. Due to its poor defenses and defensive typing, Infernape is wholly ill-suited for stall teams.</p>

[Counters]

<p>Water-types are the most common counter to Infernape. Here, the lighter the Pokemon, the better, as that means Grass Knot does less damage. Suicune's high all-around stats make it a great counter; however like Milotic it needs a reasonable Special Defense investment to take on Nasty Plot Life Orb Grass Knots. Gyarados can take on any Infernape which does not carry Stone Edge or ThunderPunch, but it needs a high HP investment to not be taken down by Grass Knot if your opponent has Stealth Rock in play. Vaporeon is a great Pokemon to switch into Infernape; not only does it have naturally high HP and decent Special Defense, but it is very light, causing only 60 base power from Grass Knot. Tentacruel is the best counter to the most common set, the mixed Nasty Plotter, with a resistance to Flamethrower and Close Combat and high Special Defense to take neutral Grass Knots. Starmie is also a useful switch-in, as it is faster than and OHKOes Infernape, and can Recover off any damage taken in the process.</p>

<p>Salamence resists nearly every move the typical Infernape has, and thanks to Intimidate it doesn't take much from physical attacks. However, Infernape is faster and sometimes carries Hidden Power Ice for the sole purpose of taking down the popular Dragon. Dragonite has the same resistances as Salamence and better defenses, but lacks Intimidate to help ease Close Combat damage.</p>

<p>If you are sure that Infernape is physical or holding a Choice item, then Hippowdon and Swampert can take on Infernape. However, Infernape usually opts to use Grass Knot, so neither is a good initial switch-in.</p>

<p>Dugtrio can trap and kill Infernape, but you must be sure to use Jolly or you may be outsped. Dugtrio also cannot switch into any attack aside from ThunderPunch or Stone Edge, so it will usually need to come in on Nasty Plot, after Infernape KOs something, or by predicting Infernape's switch-in.</p>

<p>Azelf can come in on anything but Fire Blast or Flare Blitz and OHKO Infernape with Psychic. Aerodactyl is not weak to any of Infernape’s common attacks, and it has enough defenses to survive one good hit as it comes in, and then OHKO Infernape with 130 base Speed and Earthquake. </p>

<p>With max HP, Cresselia cannot be OHKOed by Infernape even if it uses Nasty Plot or Swords Dance as Cresselia comes in; However, Cresselia will have little effect on Infernape without Psychic or Thunder Wave. Togekiss has the defenses to take a Nasty Plotted Fire Blast or a Close Combat and can OHKO back with Air Slash. It needs 252 HP, 120 Special Defense, and a Calm nature to survive Nasty Plot Life Orb Fire Blast from Naive Infernape 100% of the time.</p>

<p>Infernape is extremely frail, so it has difficulties switching in except after one of its team members faints. As long as you are throwing out attacks that Infernape doesn't resist, it won't find time to come in. Additionally, if Infernape gets paralyzed it will be of little use, so anything with Thunder Wave or Stun Spore can severely reduce Infernape’s effectiveness.</p>
 
<p>Attack EVs are not necessary, since any reasonable amount will not add any OHKOes or 2HKOes, and the damage gained would not be significant. Still, Close Combat is a much better choice than Focus Blast since it is able to OHKO Blissey and will OHKO Tyranitar regardless; not to mention that Focus Blast only has 70% accuracy.</p>

This is from the Choice Specs set. 245 Attack Infernape's Close Combat will actually never OHKO 0 HP / 252 Def Calm Blissey and only has a 58% chance if Stealth Rock is in play. I wasn't sure if you wanted to change the Attack EVs or not so I didn't change it directly. The investment is too significant to guarantee the OHKO with Stealth Rock though (76 Attack EVs are necessary) so it's probably not worth it.

Edit: Blissey is fat bitch.
 
I'd slash in Mach Punch in the fourth slot of Swords Dance. It sounds really dumb, but it OHKOs 4 HP / 0 Def Heatran 87% of the time after SR, who would potentially just outspeed and kill you with Scarf. Mach Punch also works for DD Tyranitar relatively well, and OHKOes Weavile (and Dugtrio after a SD). It's damn useful for Scarf Porygon-Z, and other random Scarfers who may want to come in to take Infernape out. Mekkah and I have used this set extensively, and can attest to Mach Punch being perfectly viable. (I actually found it more useful than Stone Edge).
 
Ah infernape, a personal favorite

name: Physical Based MixApe
move 1: Close Combat
move 2: U-Turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

[SET COMMENTS]
<p>While this set may not have the super effective type coverage of the special based mix set, it does have several things going for it. Due to its high base power, Close combat becomes quite a bit more damaging than on the special set, and this set’s Overheat is very nearly as strong as the Special Based set’s Fire Blast (less than 2% difference in damage). Stone Edge makes it much more deadly against Gyarados, and when also considering that Infernape’s Close Combat will easily 2HKO Vaporeon and Milotic after Stealth Rock damage, it is clear that losing Grass Knot is not a huge blow.</p>

<p>U-Turn is really the key to this set, as it ensures that the few Pokemon that can safely switch into this set are dealt with by other members of your team. Additionally, max attack U-Turn allows Infernape to become a versatile early game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent’s team. Keep in mind also that many of the primary switch-ins to Infernape are Flying-types, which will take 25% damage from Stealth Rock as you switch to a counter and force them to come in under 50% health the next time.</p>


I would also make mention on this set that U-Turn does major damage to Starmie switching in, as Starmie is a top infernape counter most of the time.

I never actually thought about lowering the speed but now that I think about it, I support this decision, as Mismagius is extremely rare in OU. You might want to mention the old standard to hit 341 speed though as it is a bonus point.

On the scarf set, is that much speed really needed? Id personally just go with enough to outspeed timid scarftran, allowing you to pour all of those extra ev's into attack, allowing you to get the ohko on blissey and heatran instead of the 2hko, something that's kind of important. Scarf Jirachi hardly ever runs that much speed, and most plus speed mences just run max speed anyways.
 
Swords Dance is way better than physically based Mixape or most of the other sets on there. Basically people see mixape as a "wall breaker" but SDape basically 6-0's entire stall teams. It should be shifted up the analysis a bit IMO.

Also Fire Punch > Blaze Kick.
 
Well, blaze kick guarantees the ohko against max max impish skarmory, something that fire punch can't do without having skarmory take stealth rocks damage.
 
The kind of team SDape is on, an offensive team, would never lack Stealth Rock ever. I'd much rather never miss than be able to OHKO something that's OHKOed with SR anyway.
 
Seriously, Chris is me is correct. Of all the Infernapes I have ever used, Swords Dance has always worked best for me. Only a few Pokémon can come in safely, such as Hippowdon (who still loses a huge chunk of health from +2 Life Orb Close Combat), Gliscor, Gengar revenge kill, and a couple of others. Many stall teams use Tentacruel as their "surefire" Infernape counter, which gets destroyed. It is generally based on usage though :(.

I have also used both Fire Punch and Blaze Kick before and they are pretty evenly matched, I just preferred the little extra kick from Blaze Kick.
 
I'll do a full grammar check later, because I just woke up, but I spotted one thing just looking over it real quickly. You say "U-Turn" a lot in the set comments, but it's supposed to be "U-turn".
 
I'm glad someone is doing this.

Fire Blast's bigger problem IMO is not its accuracy, but rather its PP. Eight PPs seems to be a lot, but it's easy to blow all them off. I don't see too many mentions to that, so I think that needs to be thrown into the mix.
 
This looks good for the most part, TAY :) I'll do a proper check through later if no one else has, but for now I just have a small suggestion.

Since the Nasty Plot MixApe and MixApe are so similar, would it not be best to combine them into one set? It's fine either way though, I suppose.
 
Looks pretty good.

I think that the Mixape's should be combined. One move difference shouldn't warrant a whole new set, especially since they both meant to be breaking down walls.

I'm not really sure about the physical mixape. At least, it should have T-punch for Gyarados.

I know Infernape is frail, but it has really nothing to outspeed and you are just wasting EVs by maxing them. The analysis says that you don't survive anything from so little EVs - not true. Just 12 HP EVs let Ape survive a Life Orb shadow ball from Gengar, kill it, and not die from LO recoil. It also let's you do the same to a max SpA Jolteon who attacks with T-bolt. 32 HP EVs let you survive an Adaptability Tri Attack from Porygon-Z and not die to sandstorm afterwards. I'm sure there are other examples aswell. Simply put, you shouldn't max speed.

200 Speed EVs on things like the SD Ape let's you outspeed Mixape, and then you have 58 EVs for HP. If you say these are very situational, what's more situational is the need to outspeed a maxed Mismagius (most common pokemon with 105 base speed), as only 31% even run max speed.
 
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[SET]
name: Nasty Plot MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Nasty Plot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

[SET COMMENTS]
<p>To say this is good at taking out walls is a gross understatement. Even with only a small EV investment, the 120 base power STAB Close Combat will OHKO common Fire-type resistors such as Tyranitar, Heatran, Snorlax, and Blissey (it does a minimum of 98% damage on the now standard 148 HP / 252 Def). After a single Nasty Plot, Grass Knot will OHKO Suicune, Slowbro, and Milotic unless they're running Special Defense, and has a chance to OHKO Gyarados even without Stealth Rock. Vaporeon will take around 65% damage, and Swampert, Donphan, and Hippowdon do not even stand a chance. With the bulky Water- and Ground-type Pokemon out of the way, Close Combat and Fire Blast can sweep almost unhindered.</p>

<p>Fire Blast is statistically better than Flamethrower, so it is the main option, but if you are worried about accuracy then Flamethrower is also a good choice. Notable downsides include missed OHKOs on Zapdos, Machamp, and Cresselia (needs Stealth Rock damage and Sandstorm), as well as severely reduced damage against Salamence and Flygon. Hidden Power Ice is an option over Grass Knot if you fear Salamence, which will otherwise resist all of Infernape’s attacks.</p>

<p>This set has problems against Salamence and some Cresselia, so try to make sure they're damaged or eliminated before setting this up. Gyarados can also be problematic if it switches in at full health, so try to make sure that you have Stealth Rock up in order to diminish these weaknesses.</p>

[SET]
name: Specially Based MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Grass Knot
move 4: Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

[SET COMMENTS]
<p>This set is similar to the MixApe above, except that instead of attempting to set up with Nasty Plot, you drop it to be able to use both Grass Knot and Hidden Power Ice. While the previous set was most useful as a wall breaker against stall teams, this set is more useful against balanced and offensive teams, which often cannot switch out to avoid a 2HKO.</p>

<p>Choosing which moves you keep hidden is a useful trick for this Infernape. If you show your opponent Grass Knot and Fire Blast, they may switch in Salamence or Flygon, expecting to wall your set but receiving a swift OHKO via Hidden Power Ice instead. With the Fire + Fighting + Grass + Ice move combination, Infernape attains perfect type coverage; there is no Pokemon that resists all four of this Infernape's attacks.</p>

(I'm also against having two seperate sets, it would be easier just to murge them.)

[SET]
name: Physically Based MixApe
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

[SET COMMENTS]
<p>While this set may not have the super effective type coverage of the Special Based mix set, it does have several things going for it. Due to its high base power, Close Combat becomes quite a bit more damaging than on the special set, and this set’s Overheat is very nearly as strong as the Special Based set’s Fire Blast (less than a 2% difference in damage). Stone Edge makes it much more deadly against Gyarados, and when also considering that Infernape’s Close Combat will easily 2HKO Vaporeon and Milotic after Stealth Rock damage, it is clear that losing Grass Know is not a huge blow.</p>

<p>U-turn is really the key to this set, as it ensures that the few Pokemon that can safely switch into this set are dealt with by other members of your team. Additionally, max Attack U-turn allows Infernape to become a versatile early game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent’s team. Keep in mind also that many of the primary switch-ins to Infernape are Flying-types, which will take 25% damage from Stealth Rock as you switch to a counter and force them to come in under 50% health the next time.</p>

[SET]
name: LeadApe
move 1: Fake Out
move 2: Stealth Rock
move 3: Fire Blast
move 4: Close Combat / Encore
item: Focus Sash
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>This Infernape is the quintessential offensive anti-lead. It is guaranteed to get Stealth Rock up against every common lead besides Aerodactyl, and all the others besides Hippowdon will be defeated in the process. The idea is that you Fake Out on the first turn to render opposing Focus Sashes useless, and then either attack or lay Stealth Rock (remove 'yourself'). Naïve Azelf will always be KOed by Fire Blast, and things like Tyranitar and Jirachi are obviously not great at taking Infernape’s attacks.</p>

<p>Fire Blast and Close Combat finish off the set with two powerful, 120 base power STAB moves. Focus Sash allows you to easily activate Infernape’s Blaze, increasing Fire Blast’s already high damage by 50%. The two moves also have very good coverage with each other.</p>

<p>Encore is an option over Close Combat, but it is really only effective against slow leads. Additionally, given the excellent coverage of Fighting-type attacks, and the 120 base power paired with STAB on Infernape’s Close Combat, there is little reason to use Encore unless your team does poorly against stall teams.</p>

<p>The EV spread allows for 330 Speed, which outspeeds all base 100 Speed Pokémon and any base 115 Speed Pokemon with a neutral Speed nature. Due to the defense drops from Close Combat, any encounter with a fellow Infernape will almost always result in the slower ape winning, so in general it is a poor choice to increase Infernape’s Speed any further.</p>

[SET]
name: Endeavor Lead
move 1: Stealth Rock
move 2: Endeavor
move 3: Vacuum Wave
move 4: Overheat / Fire Blast
item: Focus Sash
nature: Naive / Hasty
evs: 252 SpA / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

[SET COMMENTS]

<p>Endeavor and Vacuum Wave, when paired together with Focus Sash, provide an unusual twist to Infernape's mixed sweeper stats. After it sets up Stealth Rock, the fragile Infernape will likely take a hit which would be lethal but Focus Sash saves it, leaving it at 1 HP. Endeavor will then bring the opponent’s Pokemon to 1 HP, and even if Infernape is KOed in the process, you can easily send out a faster Pokemon or one with a priority move to finish off the opposing Pokemon. If the opponent’s Pokemon is faster than Infernape, then you must use Endeavor on the same turn that Infernape is attacked, and Vacuum Wave will then finish off the weakened foe.</p>

<p>While on paper Mach Punch may not seem like a bad idea, the split in EVs needed to boost the power of both Mach Punch and Overheat / Fire Blast will cause Infernape to lose critical OHKOs, most notably against opposing leads like Bronzong, which is why Vacuum Wave is recommended. It should be mentioned that Vacuum Wave lacks the power to 2HKO max HP / 0 SpD Tyranitar; though (remove 'not like') Tyranitar won't be switching in on Infernape anytime soon. Additionally, Overheat is recommended over Fire Blast, despite the power drop it causes, because after using it, Vacuum Wave can then get the KO on Bronzong.</p>

<p>With Focus Sash basically providing Infernape with a safety net against most attacks, the practical thing to do is maximize Speed and Special Attack in order to add as much power to Infernape's attacks as possible. Infernape's IVs in its Defense, Special Defense, and HP should all be set to 0. This will make it much more difficult for your opponent to avoid lowering Infernape’s HP, and will ensure that Infernape’s HP is as low as possible when using Endeavor with more than 1 HP. This set only runs 504 EVs, since adding the extra EVs anywhere else will strengthen Infernape’s defenses.</p>

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

[SET COMMENTS]
<p>With a physical 120 base power STAB move (and maybe even two!), Swords Dance Infernape is a major threat in terms of both sweeping and breaking walls. After a Swords Dance, Close Combat will OHKO both Vaporeon and 252 HP / 0 Def Tentacruel, assuming Stealth Rock is in play, and Stone Edge will take out Salamence, Gyarados, and Zapdos. And since all of these are common Infernape switch-ins, you will usually not have to worry about them switching out of your lethal attacks.</p>

<p>Flare Blitz can be a useful choice if you want to use Infernape for wall breaking, but overall Blaze Kick is better since it scores the same OHKOs after a Swords Dance, but without the recoil. Blaze Kick easily OHKOs anything it deals super effective damage to after a Swords Dance, and Close Combat and Stone Edge will clean up everything else.</p>

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

[SET COMMENTS]

<p>Like most Choice Banders, the set requires a bit of prediction, but the potential payoff is huge. No Pokemon in OU will avoid a 2HKO from either Close Combat or Flare Blitz without resisting it, and everything that resists both of those is taken out by Stone Edge. U-turn allows Infernape to scout the opponent’s team and take the offensive, deal some Stealth Rock damage as the opponent switches, and hit the common switch-ins Starmie and Cresselia for super effective damage.</p>

<p>ThunderPunch is an option over Stone Edge or U-turn if you really do not like Gyarados, but the loss of scouting ability from U-turn and the loss of coverage from Stone Edge are significant. Additionally, a 75 base power Electric attack is a dangerous thing to be locked into, since even Pokemon which do not carry resistance or immunity take little damage, and they can use the opportunity to set up.</p>

[SET]
name: Choice Specs
move 1: Fire Blast
move 2: Grass Knot
move 3: Hidden Power Ice
move 4: Close Combat
item: Choice Specs
nature: Naive / Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Like with the Choice Band set, you will need good prediction to pull this set off well. Fire Blast is Infernape’s main attack, and it will put a good sized dent in anything without a Fire-type resistance and decent Special Defense. Overheat and Flamethrower are also options, but you will not gain an OHKO on any Pokemon worth mentioning with Overheat, and you will miss out on a OHKO and 2HKO on Zapdos and Salamence, respectively, after Stealth Rock damage if you choose to run Flamethrower. Grass Knot will 2HKO the bulky Water-types which will inevitable switch into Infernape, though Stealth Rock will need to be up to ensure a 2HKO on Gyarados. Hidden Power Ice will OHKO the Ice-weak dragons and Gliscor with little difficulty, but it is important to remember that Fire Blast will hit harder than HP Ice on everything else.</p>

<p>Attack EVs are not necessary, since any reasonable amount will not add any OHKOes or 2HKOes, and the damage gained would not be significant. Still, Close Combat is a much better choice than Focus Blast since it is able to OHKO Blissey and will OHKO Tyranitar regardless; not to mention that Focus Blast only has 70% accuracy.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Close Combat
move 3: Hidden Power Ice
move 4: U-turn / Grass Knot
item: Choice Scarf
nature: Rash / Mild
evs: 24 Atk / 252 SpA / 232 Spe

[SET COMMENTS]

<p>Choice Scarf turns Infernape into a potent revenge killer, with fantastic type coverage from its four attacks . Hidden Power Ice will OHKO Salamence and Dragonite, and Choice Scarf gives Infernape the speed to make that an option. Close Combat will 2HKO Blissey and Heatran, and easily OHKO (remove 'Dragon Dance Tyranitar') Maximum HP Tyranitar. U-turn is a great move, allowing you to scout what your opponent switches to, and hitting both Starmie and Cresselia for super effective damage, but if you want to deal a bit of damage to the bulky Water-types that commonly switch into Infernape, then Grass Knot is also an option. Note that Grass Knot will also allow you to switch in Infernape from another Pokemon’s U-turn and not be forced to use U-turn again.</p>

<p> These EVs with a neutral nature will let Infernape outspeed 463 Speed Choice Scarf Jirachi and the equivalent 309 Speed DD Salamence—the fastest you are likely to encounter—as well as +Speed, base 90 Pokemon holding a Choice Scarf. If you are worried about max Speed Salamence and Choice Scarf Jirachi, Infernape will need a +Speed nature and 192 Speed EVs in order to guarantee that it will be faster. </p>


[Other Options]
<p>Vacuum Wave is a decent option on special sets; however, most of what is faster than Infernape, bar Weavile, is not weak to Fighting and the loss of coverage by opting for Vacuum Wave is very significant. Mach Punch can OHKO Dugtrio on the Swords Dance version about 50% of the time, almost all of the time with Stealth Rock, and all of the time if you're holding Life Orb. 232 EVs in Speed with a Speed boosting nature allows you to outspeed Adamant Dugtrio already, although most Dugtrio use Jolly for this very reason. Either of the Fighting-type priority attacks will deal about 70% damage to Lucario, and hit before it can use ExtremeSpeed, so if your team has major Lucario problems then (space) one of those may be a good idea.</p>

<p>Focus Blast is available on the special sets and can OHKO Blissey with a Nasty Plot and Life Orb, but the 70% accuracy is a major turn-off, especially with the 100% accurate Close Combat as an option. Flare Blitz and Blaze Kick are interchangeable on the sets that use either; Flare Blitz has more power and full accuracy, while Blaze Kick does not cause recoil to Infernape’s already low HP. </p>

<p>Infernape has Encore, and can sometimes use it to get free stat-ups. However, Infernape’s fantastic coverage forces so many switches anyway that using Encore just to get a free turn is really a waste of a moveslot, and if you Encore on one of those frequent switches you will have wasted a turn as well.</p>

<p>An all special four attack Life Orb set without a Fighting-type attack can have some surprise value, as no one in their right mind will switch Tyranitar and Blissey into Infernape anyway, but overall the loss of Close Combat is too heavy. Despite hitting many Pokemon for super effective damage, the set misses quite a few OHKOes, and with Infernape’s poor defenses and only 104 base Special Attack it is better suited to strategic wall breaking than trying to muscle through teams.</p>

[EVs]
<p>Infernape is a Pokémon in its own Speed tier, and thus does not need to run max Speed to outspeed all threats. That being said, given Infernape's fragility there is no real reason to not max Speed on an all physical or special set, since Infernape is not likely to survive more hits with a few extra Hit Points, and that Speed may come in useful in the event of a Speed tie or against random Choice Scarf Pokémon. The exceptions to this rule are the mixed sweeping sets, which drop down to 192 Speed EVs to score some key KOes and deal more damage in general. The only pokemon that Infernape will then fail to outspeed are Mismagius and other Infernape.</p>

<p>When designing your own Infernape set, it is generally a good idea to base it around either physical or special attacks in order to maximize damage output. Then, if you wish, you can add in an attack from the opposite side of the spectrum. Infernape’s ability to use this strategy with such a large number of moves makes is what makes it the feared wall breaker that it is.</p>

[Opinion]

<p>Infernape has just the right stats in just the right places and the moves to abuse them, making it capable of kicking ass on both sides of the spectrum. It's one of the best users of Life Orb too, giving it just enough of a push to turn what would be a 2HKOes on many things into OHKOes. With the ability to viably use both Swords Dance and Nasty Plot, Infernape is aided by his unpredictability, and is very difficult to counter without knowing its whole set.</p>

<p>Infernape’s main drawback is its frailty. Just about any neutral attack will deal over 70% damage to it, and it will almost never survive a super effective hit. When using Infernape it is important to understand its role on your team, and use it appropriately. On an offensive team, Infernape works best as an early game wall breaker with either Swords Dance or Nasty Plot. In this case you should consider that it pairs well with Gyarados, as they are countered by many of the same things (bulky Water-types, Zapdos) and can be used to weaken the opponent’s counters to enable a later sweep. On a more balanced team, on which Infernape might be one of only two or three sweepers, it is likely best to save it for late game, since your somewhat defensive team should be able to stall for a bit to clear out the correct Pokemon to allow Infernape to sweep. Due to its poor defenses and defensive typing, Infernape is wholly ill-suited for stall teams.</p>

[Counters]

<p>Water(-)types are the most common counter to Infernape. Here, the lighter the Pokemon, the better, as that means Grass Knot does less damage. Suicune's high all-around stats make it a great counter; however, like Milotic it needs a reasonable Special Defense investment to take on Nasty Plot Life Orb Grass Knots. Gyarados can take on those Infernape without Stone Edge or ThunderPunch, but it needs a high HP investment to not be taken down by Grass Knot if your opponent has Stealth Rock in play. Vaporeon is a great Pokemon to switch into Infernape; not only does it have naturally high HP and decent Special Defense, but it is very light, causing only 60 base power from Grass Knot. Tentacruel is the best counter to the most common set, the mixed Nasty Plotter, with a resistance to Flamethrower and Close Combat and high Special Defense to take neutral Grass Knots. Starmie is also a useful switch-in, as it is faster (remove 'than') and OHKOes Infernape, and can Recover off any damage taken in the process.</p>

<p>Salamence resists nearly every move the average Infernape has, and thanks to Intimidate it doesn't take much from (remove 'any') physical attacks. However, Infernape is faster and will sometimes use Hidden Power Ice to give Salamence a big surprise. Dragonite has the same resistances as Salamence and better defenses, but lacks Intimidate to help ease Close Combat damage.</p>

<p>If you are sure that Infernape is physical or Choiced, then Hippowdon and Swampert can easily take on physical Infernape. However, Infernape usually opts to use Grass Knot, so neither is a good initial switch-in.</p>

<p>Dugtrio can trap and kill Infernape, but you must be sure to use Jolly or you may be outsped. Dugtrio also cannot switch into any attack aside from ThunderPunch or Stone Edge, so it will usually need to come in on Nasty Plot, after Infernape KOs something, or by predicting Infernape's switch-in.</p>

<p>Azelf can come in on anything but Fire Blast or Flare Blitz and OHKO Infernape with Psychic. Aerodactyl is not weak to any of Infernape’s common attacks, and it has enough defenses to survive one good hit as it comes in, and then OHKO Infernape with (remove 'with 130 base Attack') Earthquake. </p>

<p>With max HP, Cresselia cannot be OHKOed by Infernape even if it uses Nasty Plot or Swords Dance as Cresselia comes in. However, Cresselia will do little damage to Infernape without Psychic or Thunder Wave, which means you need another Pokemonto take down Infernape (remove 'with another Pokemon'). Togekiss has the defenses to take a Nasty Plotted Fire Blast or a Close Combat and can OHKO back with Air Slash. It needs 252 HP, 120 Special Defense, and a Calm nature to survive Nasty Plot Life Orb Fire Blast from Naive Infernape 100% of the time, however.</p>

<p>Infernape is extremely frail, so it has difficulties switching in except for after one of its team members faints. As long as you are throwing out attacks that Infernape doesn't resist, it won't find time to come in. Additionally, if Infernape gets paralyzed it will be of little use, so anything with Thunder Wave or Stun Spore can severely reduce Infernape’s effectiveness.</p>

Fixed some capitalization and comma errors, and some sentences were worded weirdly, so I tried my best to fix those. This is a big-un, though, so I probably missed some stuff.

I'm unsure about the capitalization of "super effective" though, because I've seen it capitalized "Super effective", or the way you have it. o_o;


Thanks, have a nice day. ^_^

Edit: Okay, thanks Twash.
 
I feel OverHeat deserves a mention in the special based MixApe set, I mean, with 140 Base Power, and standing to be boosted by Blaze, its almost as effective as Salamence's Draco Meteor. I believe ChouToshio has used it to great effectiveness, as seen in this RMT.

12 on Leaderboard [6 Wall-Breakers]
 
This is from the Choice Specs set. 245 Attack Infernape's Close Combat will actually never OHKO 0 HP / 252 Def Calm Blissey and only has a 58% chance if Stealth Rock is in play....
This was supposed to be 2HKO.


Twash said:
I'd slash in Mach Punch in the fourth slot of Swords Dance...
Not sure why I removed it at all >_> The only set I added (physical mixape) is one of my long-time favorites, and I used mach punch over Stone Edge the whole time to beat Lucario / TTar. I guesss it just seemed like Ape had better things to do with an attack boost? Oh well; I have added it back in.


I never actually thought about lowering the speed but now that I think about it, I support this decision, as Mismagius is extremely rare in OU. You might want to mention the old standard to hit 341 speed though as it is a bonus point.

On the scarf set, is that much speed really needed? Id personally just go with enough to outspeed timid scarftran, allowing you to pour all of those extra ev's into attack, allowing you to get the ohko on blissey and heatran instead of the 2hko, something that's kind of important. Scarf Jirachi hardly ever runs that much speed, and most plus speed mences just run max speed anyways.
I don't see why I would mention a stat increase which allows me to beat only a UU Pokemon. The way I see it, 192 speed EVs or max speed are the only options.

Scarfers are generally revenge killers, and while Blissey is important, being able to revenge Salamence is more important. 176 Speed with a +Speed nature is pretty common on Salamence, and by extension it should also be common on Scarf Jirachi, which is intended to revenge Salamence (though I understand that on Jirachi most people would not run that much). Anyway, a scarf infernape that can't beat DD Salamence is a bit pointless imo. Though really only like 10-12% of people use +Speed mence at all, so I would like to hear others' opinions on this.


Swords Dance is way better than physically based Mixape or most of the other sets on there. Basically people see mixape as a "wall breaker" but SDape basically 6-0's entire stall teams. It should be shifted up the analysis a bit IMO.
Lee brought this up on shoddy, and Caelum said that the order the sets go in doesn't matter at all. Personally I don't care either way; the order they're in now is the order i copy / pasted them from the current page so I could rewrite without doing all the formatting stuff. The physical mixape was added under the special mixape because and the Endeavor lead was added under the other lead set because they are somewhat of a pair, and it seemed appropriate. Swords Dance Infernape is rarely used anyway; it has a whopping 12 moves listed as "commonly used" by the statistics, and Swords Dance is not one of them.


Katherine said:
I'll do a full grammar check later, because I just woke up, but I spotted one thing just looking over it real quickly. You say "U-Turn" a lot in the set comments, but it's supposed to be "U-turn".
OK I'm fixing all the U-turns!


ExplorerAce said:
Fire Blast's bigger problem IMO is not its accuracy, but rather its PP. Eight PPs seems to be a lot, but it's easy to blow all them off. I don't see too many mentions to that, so I think that needs to be thrown into the mix.
Infernape's main sweeping move is Close Combat anyway; the only time Infernape will fun out of Fire Blast PP is if the opponent spams pressure users, which does happen, but seriously the number of times that I have run out of fire blast PP and it mattered is very very low


Havak said:
Since the Nasty Plot MixApe and MixApe are so similar, would it not be best to combine them into one set? It's fine either way though, I suppose.
While they are very similar in moveset, the roles and counters are very different. The non-NP set is pretty much exclusively a late game clean up mon (unless the opponent's team is poor build and he has no switch-in, but that's not what we should be discussiong). The NP set is more of an early game "bring on your walls i will defeat them!" sort of deal, since after a nasty plot the number of defensive pokemone that are not OHKOed is pretty damn small. The NP set is really an anti-stall mon, while the 4-attack set is really an anti-offense mon (as it misses a lot of OHKOes against stall teams).


MetaNite said:
I'm not really sure about the physical mixape. At least, it should have T-punch for Gyarados.

I know Infernape is frail, but it has really nothing to outspeed and you are just wasting EVs by maxing them. The analysis says that you don't survive anything from so little EVs - not true. Just 12 HP EVs let Ape survive a Life Orb shadow ball from Gengar, kill it, and not die from LO recoil. It also let's you do the same to a max SpA Jolteon who attacks with T-bolt. 32 HP EVs let you survive an Adaptability Tri Attack from Porygon-Z and not die to sandstorm afterwards. I'm sure there are other examples aswell. Simply put, you shouldn't max speed.

200 Speed EVs on things like the SD Ape let's you outspeed Mixape, and then you have 58 EVs for HP. If you say these are very situational, what's more situational is the need to outspeed a maxed Mismagius (most common pokemon with 105 base speed), as only 31% even run max speed.
Physical mixape is the set that I have the most experience with, and I can tell you right now that ThunderPunch is a total waste of time. After Intimidate it isn't even guaranteed to OHKO without SR damage on a 0 / 0 Gyarados, and while SR is usually up, it's really shitty that you're running tpunch just for this pokemon and cant even OHKO it. U-turn, Stone Edge, and Mach Punch are all better choices.

The HP EVs only matter if you are running a -SpDef nature (i.e. you're using a mixed set), and those sets really need the extra attack / special attack, especialy considering that if Infernape has attacked or switched into SR then the extra HP becomes pointless...also you could just switch to Hasty nature.

I agree that outspeeding mismagius is stupid. I'm going to mention your EV spread in the EVs section since it works for anything without a -def/spdef nature.


@Katherine: I edited in most of your grammar changes.


Ice Time said:
I feel OverHeat deserves a mention in the special based MixApe set, I mean, with 140 Base Power, and standing to be boosted by Blaze, its almost as effective as Salamence's Draco Meteor. I believe ChouToshio has used it to great effectiveness, as seen in this RMT.
I'm a bit iffy about this; the special based sweeper isn't really a hit-and-run mon; it has more of a late game clean-up role. If there is anything specific that it OHKOes then I'll add it, but generally I think fire blas (and even flamethrower) is a lot better.


Regarding Fire Punch vs Blaze Kick on the SD Ape set, I'm going to do some testing and weigh my options; I admit I have never used Fire Punch on Infernape. Also, does this mean that everyone thinks that Flare Blitz should not be a slashed option on the SD set?
 
Ok, set feedback from me:

[SET]
name: Nasty Plot MixApe
move 1: Flamethrower / Fire Blast
move 2: Close Combat
move 3: Nasty Plot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

Flamethrower is main option. Missing with Infernape is fatal. Also, Machamp takes 102% minimum from +2 Flamethrower, and a Bold Zapdos takes minimum 98%, so I don't even know why that statement is there.


[SET]
name: Specially Based MixApe
move 1: Flamethrower / Fire Blast
move 2: Close Combat
move 3: Grass Knot
move 4: Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

Same thing here.

name: Physical Based MixApe
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

This set is alright, but I'm wondering what was different from this set than the set that I posted on my peer edit earlier:

name: Wall-breaker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Thunderpunch / Stone Edge
move 4: Grass Knot
item: Life Orb
nature: Naive
evs: 172 Atk / 144 SpA / 192 Spe

[SET COMMENTS]

<p> This is a variation of Mixape that is specifically designed to break walls. To say that switching into this is a challenge is an understatement. To play this set effectively, you have to clear a path for Infernape to get in and force something out. Overheat should always be your first move until you've spotted Infernape's counter, as it will punish anything that doesn't resist it. From there, the next move you use decides on what switches in. Thunderpunch will make short work of Gyarados and Tentacruel, always defeating both if they switch into Overheat with Stealth Rock into play. Stone Edge cannot guarantee the KO on Bulkier varients of Salamence and Gyarados after switching into an Overheat, but can finish offensive varients.</p>

<p> After spotting Infernape's counter, it becomes a simple matter of choosing the correct move. Aside from always OHKOing any form of Blissey, Close Combat has a 60% chance to 2HKO Max HP / Max Def Vaporeon switching into Stealth Rock. Grass Knot will still always get the 2HKO on Milotic and Suicune, as well as destroying bulky grounds. Cresselia, Mesprit, and Uxie can withstand these assaults but will take heavy damage from Overheat. Therefore, Fire Blast is an option to clear them out with a second hit if they have taken damage over the course of the battle.</p>

<p> The EVs have been tailored for maximum effectiveness in breaking walls. The Naive nature and 192 Speed still places Infernape above positive natured base 100s, with the additional speed being placed into its offensive stats.</p>


[SET]
name: LeadApe
move 1: Fake Out / Encore
move 2: Stealth Rock
move 3: Fire Blast
move 4: Close Combat
item: Focus Sash
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

I've been using this lately, and Encore is more useful than Fake Out IMO, since this Infernape becomes less than suicidal if Azelf and Aero actually go for the Stealth Rock (which 90% of the time they do). If Azelf Psychics, your Scizor / Tyranitar gets a free kill and Stealth Rock won't be on the field.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Fire Punch / Flare Blitz (In set comments mention Blaze Kick)
move 4: Stone Edge / Mach Punch (In set comments mention Encore and Thunderpunch)
item: Life Orb / Fist Plate / Wide Lens
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

It would get very cluttered, but this is easily Infernape's most dangerous set as Chris is Me said. For starters, Fire Punch should be the main option because of accuracy. Flare Blitz shouldn't be dismissed either, because you get the OHKO on Zapdos if you use Mach Punch, and you also OHKO Gliscor, Dusknoir, and do a ton to Cresselia.. its a good "suicide" measure for some bulkier pokemon. Blaze Kick should be given a mention with Wide Lens, which moves that accuracy to 99% and Stone Edge to 88%, which are noticable differences. Encore needs to be mentioned in the last slot since you removed the Encore + Swords Dance set, and Thunderpunch is a more reliable option for Gyarados and Tentacruel if you do not use fancy Stone Edge for its sucky accuracy. Fist Plate should be given an item mention, since Close Combat is the main attack and it gives it a 20% boost, rather than the Life Orb recoil which really sucks in Sandstorm.

[SET]
name: Endeavor Lead
move 1: Stealth Rock
move 2: Endeavor
move 3: Vacuum Wave
move 4: Overheat / Fire Blast
item: Focus Sash
nature: Naive / Hasty
evs: 252 SpA / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

This is a prediction heavy set and it sucks IMO. If you SR, you lose to Aerodactyl and Azelf if they taunt you or attack. If you just go for endeavor, you may do nothing in the case they SR, or you kill them but never get Stealth Rock. This set is meh...

The rest of the sets are fine.. thats my feedback.
 
You could list Expert Belt as an option on the Swords Dance set so you can use Flare Blitz without such enormous recoil.
 
@RaikouLover: Mentioning Machamp was a mistake, and I was referring to Special Defensive Zapdos. Fire Blast is still the main option, since it can OHKO Salamence after SR damage (or 2HKO on the switch if you don't run NP), and it can get KOs on Cress and Flygon as well. It isn't like I'm saying "don't use Flamethrower!"; Fire Blast is just generally more useful. And you can say that "missing with ape is fatal", but so is failing to KO your opponent.

----------------

In all honestly I never saw the thread with that set. It was back in November, why was it never added to the site >_> At any rate, the main difference between our sets is that I have U-turn over Grass Knot, with Higher Atk and lower SpAtk. Honestly U-turn is really vital, as mixape without NP or SD misses so many OHKOs that racking up some SR damage first is vital. I'll add mention that set at the end of the current physical mixape comments, in case someone wants to beat Suicune and Milo on the switch.

----------------

Adding Encore to the leadape set.

----------------

Fist Plate is a good idea on the SD set, but Wide Lens is a bit shaky. You increase accuracy and maintain OHKOs on zapdos, mence, gyara; but you lose them on all the bulky waters (bar suicune who isnt ohkod anyway). I'll mention it in set comments i suppose, with the warning *make sure you can deal with bulky waters*. Encore is already mentioned in Other Options; as I said at the start, Infernape already has no trouble forcing switches, and the loss of coverage is too great. There is no was I am adding Thunderpunch. Even without Life Orb, Gyarados needs a +Defense Nature to avoid OHKO by a +1 Stone Edge.

----------------

You may be right about the Endeavor lead; it was certainly pwoerful for a while but now most of the common leads beat it, and the frequency of priority means it is likely not getting a second Endeavor. I would like some more opinions before removing it, though..

----------------

@Great Sage: Everything it hits for SE damage is going to faint anyway; I would still probably rather use fist plate to boost CC / Mach Punch; or else Flame Plate along with Flare Blitz to make Stone Edge less necessary and allow room for Mach Punch.
 
[SET]
name: Nasty Plot MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Nasty Plot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

[SET COMMENTS]
<p>To say this is good at taking out walls is a gross understatement. Even with only a small EV investment, the 120 base power STAB Close Combat will OHKO common Fire resistors such as Tyranitar, Heatran, Snorlax, and Blissey (dealing a minimum of 98% damage on the now standard 148 HP / 252 Def). After a single Nasty Plot, Grass Knot will OHKO Suicune, Slowbro, and Milotic unless they're running Special Defense, and has a chance to OHKO Gyarados even without Stealth Rock. Vaporeon will take around 65% damage, and Swampert, Donphan and Hippowdon do not even stand a chance. With the bulky Water- and Ground-type Pokemon out of the way, Close Combat and Fire Blast can sweep almost unhindered.</p>

Blissey doesn't resist Fire.

min / min Gyarados takes 73.41% - 86.40% from +2 LO Grass Knot (100bp). You need SR to KO it.

<p>Fire Blast is statistically better than Flamethrower, so it is the main option, but if you are worried about accuracy then Flamethrower is also a good choice. Notable downsides include missed OHKOes on Specially Defensive Zapdos, as well as OHKOes after Stealth Rock damage on Cresselia, Salamence, and Flygon. Hidden Power Ice is an option over Grass Knot if you fear Salamence, which will otherwise resist all of Infernape’s attacks.</p>

HP Ice isn't needed, since min / min Salamence takes 79.15% - 93.35% (OHKO with SR) from +2 LO Fire Blast. BTW, it takes 62.54% - 73.72% from +2 LO Flamethrower. I guess HP Ice is viable if you choose Flamethrower, but Grass Knot is by far the superior choice.

<p>This set has problems against Salamence and some Cresselia, so try to make sure they're damaged or eliminated before setting this up. Gyarados can also be problematic if it switches in at full health, so try to make sure that you have Stealth Rock up in order to diminish these weaknesses.</p>
79.15% - 93.35%

[SET]
name: Specially Based MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Grass Knot
move 4: Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 192 Spe / 252 SpA

[SET COMMENTS]
<p>Choosing which moves you keep hidden is a useful trick for this Infernape. If you show your opponent Grass Knot and Fire Blast, they may switch in Salamence or Flygon, expecting to wall your set but receiving a swift OHKO via Hidden Power Ice instead. With the Fire + Fighting + Grass + Ice move combination, Infernape attains perfect type coverage; there is no Pokemon that resists all four of this Infernape's attacks.</p>

That's great coverage but it's deceptive to say that nothing resists all four types. It's impossible for any Pokemon to resist all four attacks of any halfway decent all-out attacker. Saying that everything takes at least neutral damage sounds better.

[SET]
name: Physical Based MixApe
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

[SET COMMENTS]
<p>While this set may not have the super effective type coverage of the specially based mix set, it does have several things going for it. Due to its high base power, Close Combat becomes quite a bit more damaging than on the special set, and this set’s Overheat is very nearly as strong as the Special Based set’s Fire Blast (less than a 2% difference in damage). Stone Edge makes it much more deadly against Gyarados, and when also considering that Infernape’s Close Combat will easily 2HKO Vaporeon and Milotic after Stealth Rock damage, it is clear that losing Grass Knot is not a huge blow.</p>

<p>U-turn is really the key to this set, as it ensures that the few Pokemon that can safely switch into this set are dealt with by other members of your team. Additionally, max Attack U-turn allows Infernape to become a versatile early game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent’s team. Keep in mind also that many of the primary switch-ins to Infernape are Flying-types, which will take 25% damage from Stealth Rock as you switch to a counter and force them to come in under 50% health the next time.</p>

Mention Mach Punch in the comments.


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

[SET COMMENTS]
<p>With a physical 120 base power STAB move (and maybe even two!), Swords Dance Infernape is a major threat in terms of both sweeping and breaking walls. After a Swords Dance, Close Combat will OHKO both Vaporeon and 252 HP / 0 Def Tentacruel, assuming Stealth Rock is in play, and Stone Edge will take out Salamence, Gyarados, and Zapdos. And since all of these are common Infernape switch-ins, you will usually not have to worry about them switching out of your lethal attacks.</p>

<p> Flare Blitz can be a useful choice if you want to use Infernape for wall breaking, but overall Blaze Kick is better since it scores the same OHKOs after a Swords Dance without causing recoil. Blaze Kick easily OHKOs anything it deals super effective damage to after a Swords Dance, and Close Combat and Stone Edge will clean up everything else. While Stone Edge is preferred for coverage, Mach Punch should really not be overlooked as an option. It all but ensures that your team will not be swept by Lucario, it has a chance to OHKO Heatran and will always OHKO Dugtrio after a Swords Dance, and it is useful in general for taking down random fast pokemon and Choice Scarf users at low HP.</p>

[SET]
name: Choice Specs
move 1: Fire Blast
move 2: Grass Knot
move 3: Hidden Power Ice
move 4: Close Combat
item: Choice Specs
nature: Naive / Hasty
evs: 4 Atk / 252 SpA / 252 Spe

Why not copy the Nasty Plot EVs to power up Close Combat? Like you said, 192 Spe is all that is really needed.

[SET COMMENTS]

<p>Like with the Choice Band set, you will need good prediction to pull this set off well. Fire Blast is Infernape’s main attack, and it will put a good sized dent in anything without Fire-type resistance and decent Special Defense. Overheat and Flamethrower are also options, but you will not gain an OHKO on any Pokemon worth mentioning with Overheat, and with Flamethrower you will miss out on a OHKO and 2HKO on Zapdos and Salamence, respectively, after Stealth Rock damage. Grass Knot will 2HKO the bulky Water-types which will inevitable switch into Infernape, though Stealth Rock will need to be up to ensure a 2HKO on Gyarados. Hidden Power Ice will OHKO the Ice-weak dragons and Gliscor with little difficulty, but it is important to remember that Fire Blast will hit harder than HP Ice on everything else.</p>

<p>Attack EVs are not necessary, since any reasonable amount will not add any OHKOes or 2HKOes, and the damage gained would not be significant. Still, Close Combat is a much better choice than Focus Blast since it is able to 2HKO Blissey and will OHKO Tyranitar regardless; not to mention that Focus Blast only has 70% accuracy.</p>

I don't think that Choice Specs deserves its own set, since the Specially Based MixApe set is identical with a Life Orb instead. I'd just slash Choice Specs in that Specially Based MixApe set next to Life Orb.

The order of EVs are: Atk / Def / SpA / SpD / Spe, Speed last.

The writing looks awesome. Great Job!
 
@yokie: I have take your suggestions, with two exceptions:

First, Grass Knot is 120 base power against Gyarados, not 100, which explains your huge difference in calculation.

Second, The Choice Specs set runs max speed to outrun other Infernape. Close Combat is not the main form of attack, so there is no point in throwing extra EVs into Special Attack when it won't net any additional 2HKOes. And Infernape is still top 10 in usage, you know!
 
I'm thinking that there should be a pure special set with exact same set as NP Mixape except for EVs and Vacuum Wave over CC. Vacuum wave. has pretty much the same use as Mach punch in the SD set does. It's quite a powerful sweeper and deserves an analysis.
 
I'm thinking that there should be a pure special set with exact same set as NP Mixape except for EVs and Vacuum Wave over CC. Vacuum wave. has pretty much the same use as Mach punch in the SD set does. It's quite a powerful sweeper and deserves an analysis.

But there's a huge difference: Blissey.

The SD set can 2HKO just about every Pokemon. Even with Nasty Plot, you fail to 2HKO Blissey which is why Close Combat is always better.
 
I'm thinking that there should be a pure special set with exact same set as NP Mixape except for EVs and Vacuum Wave over CC. Vacuum wave. has pretty much the same use as Mach punch in the SD set does. It's quite a powerful sweeper and deserves an analysis.

TAY said:
  • Changed the standard mix EV spread to only 192 Speed. The only pokemon you lose against in speed that was are Mismagius and other Infernape.
  • Added a physical based mix set.
  • Anywhere that Flamethrower was the main option has been switched to Fire Blast. It is relevant against things like Zapdos and Salamence, and with Gliscor use as low as it is I don't think accuracy is horribly important. Flamethrower is still discussed often, obviously.
  • Removed the all-special Life Orb set. Infernape without Close Combat is pretty much novelty, as it totally ruins LO Infernape's main purpose (wall breaking with mixed high base-power attacks). Even the Specs set works best with CC; any LO set should have it. Mentioned in Other Options.
  • Removed the Encore set. Nine out of the top ten OU Pokemon switch out of Infernape on a regular basis (#10 is Gengar). It doesn't need any more free turns. Mentioned in Other Options.
 
http://www.smogon.com/dp/pokemon/infernape
395.png

--------------------------------------------

[SET]
name: Nasty Plot MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Nasty Plot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>To say this is good at taking out walls is a gross understatement. Even with only a small EV investment, the 120 base power STAB Close Combat will OHKO common switch-ins to Fire-type attacks, such as Tyranitar, Heatran, Snorlax, and Blissey (dealing a minimum of 98% damage on the now standard 148 HP / 252 Def). After a single Nasty Plot, Grass Knot will OHKO Suicune, Slowbro, and Milotic unless they're running Special Defense, and has a chance to OHKO Gyarados even without Stealth Rock. Vaporeon will take around 65% damage, and Swampert, Donphan and Hippowdon do not even stand a chance. With the bulky Water- and Ground-type Pokémon out of the way, Close Combat and Fire Blast can sweep almost unhindered.</p>

<p>Fire Blast is statistically better than Flamethrower, so it's the main option. If you're worried about accuracy, then Flamethrower is also a good choice. Notable downsides from using Flamethrower include missing OHKOes on Specially Defensive Zapdos, as well as OHKOes after Stealth Rock damage on Cresselia, Salamence, and Flygon. Hidden Power Ice is an option over Grass Knot if you fear Salamence, which will otherwise resist all of Infernape’s attacks.</p>

<p>This set has problems against Salamence and Cresselia, so try to make sure they're damaged or eliminated before setting this up. Gyarados can also be problematic if it switches in at full health, so try to make sure that you have Stealth Rock up in order to diminish these weaknesses.</p>

[SET]
name: Specially Based MixApe
move 1: Fire Blast / Flamethrower
move 2: Close Combat
move 3: Grass Knot
move 4: Hidden Power Ice
item: Life Orb
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>This set is similar to the MixApe above, except that instead of attempting to set up with Nasty Plot, you drop it to be able to use both Grass Knot and Hidden Power Ice. While the previous set is useful as a wall breaker against stall teams, this set is more effective against balanced and offensive teams, which often cannot avoid a 2HKO when switching out of this set.</p>

<p>Choosing which moves you keep hidden is a useful trick for this Infernape. If you show your opponent Grass Knot and Fire Blast, they may switch in Salamence or Flygon, expecting to wall your set but receiving a swift OHKO via Hidden Power Ice instead. With the Fire + Fighting + Grass + Ice move combination, Infernape attains perfect type coverage; this will deal at least neutral damage to every Pokémon in the game.</p>

[SET]
name: Physical Based MixApe
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge / Mach Punch
move 4: Overheat
item: Life Orb
nature: Naive / Hasty
evs: 252 Atk / 192 Spe / 64 SpA

[SET COMMENTS]
<p>While this set may not have the super effective type coverage of the Specially based mix set, it does have several things going for it. Due to its high base power, Close Combat becomes quite a bit more damaging than on the special set, and this set’s Overheat is very nearly as strong as the Special based set’s Fire Blast (less than a 2% difference in damage). Stone Edge makes it much more deadly against Gyarados, and when also considering that Infernape’s Close Combat will easily 2HKO Vaporeon and Milotic after Stealth Rock damage, it is clear that losing Grass Knot is not a huge blow. Mach Punch is a decent option over Stone Edge, effectively ensuring that your team is not swept by Lucario, and providing some insurance against Tyranitar, Weavile, and Agility Empoleon as well.</p>

<p>U-turn is really the key to this set, as it ensures that the few Pokémon that can safely switch into Infernape are dealt with by other members of your team. Additionally, max Attack U-turn allows Infernape to become a versatile early game attacker, forcing switches to rack up Stealth Rock damage and scout the opponent’s team. Keep in mind that many of the primary switch-ins to Infernape are Flying-types; they'll take 25% damage from Stealth Rock as you switch to a counter, forcing them to come in under 50% health the next time unless they have Roost.</p>

<p>If you are willing to sacrifice some physical power, you can move 80 EVs from Attack to Special Attack (for a total or 144), and give Infernape Grass Knot instead of U-turn. This will allow Infernape to 2HKO Suicune and Milotic, and OHKO Swampert most of the time. In effect, you exchange the scouting ability of U-turn for better coverage, albeit with less physical power.</p>

[SET]
name: LeadApe
move 1: Fake Out
move 2: Stealth Rock
move 3: Fire Blast
move 4: Close Combat / Encore
item: Focus Sash
nature: Naive / Hasty
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
<p>This Infernape is the quintessential offensive anti-lead. It is guaranteed to get Stealth Rock up against every common lead besides Aerodactyl, and all others besides Hippowdon will be defeated in the process. The idea is that you Fake Out on the first turn to render the opponent's Focus Sash useless. Then you can either attack or lay Stealth Rock as the opponent does the same, while netting the advantage of still holding Focus Sash. Naïve Azelf will always be KOed by Fire Blast, and things like Tyranitar and Jirachi are obviously not great at taking Infernape’s attacks.</p>

<p>Fire Blast and Close Combat finish off the set with two, powerful, 120 base power STAB moves. Focus Sash allows you to easily activate Infernape’s Blaze ability, increasing Fire Blast’s muscle by 50%. Close Combat is not only very powerful, but has good coverage with Fire Blast.</p>

<p> Encore is an option over Close Combat, but it is really only effective against slow leads. Given the excellent coverage of Fighting-type attacks, and the 120 base power paired with STAB on Infernape’s Close Combat, there is little reason to use Encore unless your team does poorly against stall teams.</p>

<p>The EV spread allows for 330 Speed, which outruns all base 100 Speed Pokémon and any base 115 Speed Pokémon with a neutral Speed nature. Due to the defense drops from Close Combat, any encounter with a fellow Infernape will almost always result in the slower ape winning; In general, it's a poor choice to increase Infernape’s Speed any further.</p>

[SET]
name: Endeavor Lead
move 1: Stealth Rock
move 2: Endeavor
move 3: Vacuum Wave
move 4: Overheat / Fire Blast
item: Focus Sash
nature: Naive / Hasty
evs: 252 SpA / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

[SET COMMENTS]

<p>Endeavor and Vacuum Wave, when paired together with Focus Sash, provide an unusual twist to Infernape's mixed sweeper Stats. As it sets up Stealth Rock, the fragile Infernape will likely take a heavy hit, leaving it at 1 HP thanks to the saving grace of Focus Sash. Endeavor will then bring the opponent’s Pokémon to 1 HP, where it is vulnerable to a timely KO from Vacuum Wave. Even if Infernape is KOed in the process, you can easily send out a faster Pokémon or one with a priority move to finish the weakened enemy. If the opponent’s Pokémon is faster than Infernape, then you should use Endeavor on the same turn that Infernape is attacked; Vacuum Wave will then KO the foe the following round.</p>

<p>While on paper Mach Punch may not seem like a bad idea, the split in EVs needed to boost the power of both Mach Punch and Overheat / Fire Blast will cause Infernape to lose critical OHKOs, most notably against opposing leads like Bronzong, which is why Vacuum Wave is recommended. It should be mentioned that Vacuum Wave lacks the power to 2HKO max HP / 0 SpD Tyranitar; though Tyranitar likely will not stay in on Infernape anyway. Additionally, Overheat is recommended over Fire Blast; despite the power drop it causes, it allows Vacuum Wave to KO most Bronzong after a single Fire attack.</p>

<p>With Focus Sash providing Infernape a safety net against most attacks, the practical thing to do is maximize Speed and Special Attack in order to add as much force to Infernape's attacks as possible. Infernape's IVs in its Defense, Special Defense, and HP should all be set to 0. Enemy attacks will hurt Infernape’s HP harder, and will ensure that Infernape’s HP is as low as possible when using Endeavor with more than 1 HP. This set only runs 504 EVs, since adding the extra EVs into Infernape’s defenses is counter-effective to the goal of this set.</p>

name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Blaze Kick / Flare Blitz
move 4: Stone Edge / Mach Punch
item: Life Orb / Fist Plate
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>With a physical 120 base power STAB move (maybe even two!), Swords Dance Infernape is a major threat in terms of both sweeping and breaking walls. After a Swords Dance, Close Combat will OHKO both Vaporeon and 252 HP / 0 Def Tentacruel, assuming Stealth Rock is in play, and Stone Edge will take out Salamence, Gyarados, and Zapdos. Since all of these are common Infernape switch-ins, you will usually not have to worry about them switching out of your lethal attacks.</p>

<p> Flare Blitz can be a useful choice if you want to use Infernape for wall breaking, but overall Blaze Kick is better since it scores the same OHKOs after a Swords Dance without causing recoil. Blaze Kick easily OHKOs anything it deals super effective damage to after a Swords Dance, and Close Combat and Stone Edge will clean up everything else. While Stone Edge is preferred for coverage, Mach Punch should really not be overlooked as an option. It all but ensures that your team will not be swept by Lucario, it has a chance to OHKO Heatran and will always OHKO Dugtrio after a Swords Dance; It's useful in general for taking down unexpectedly faster Pokémon and Choice Scarf users at low HP.</p>

<p>If you do not want to rack up recoil damage from Life Orb, Fist Plate is a decent alternative. The increase in power granted to Close Combat, Infernape's main form of attack, is only slightly less than that from Life Orb, and it can boost Mach Punch as well. A third option is to use Wide Lens, which will increase the accuracies of Blaze Kick and Stone Edge to 99% and 88%, respectively. Infernape will still be guaranteed to OHKO Zapdos, Gyarados, and Salamence with Stone Edge after a Swords Dance (factoring in Stealth Rock damage and Intimidate), but it will lose its OHKOes on Vaporeon and Milotic, and its chance at a OHKO on Swampert.</p>

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

[SET COMMENTS]

<p>Like most Choice Banders, the set requires a bit of prediction, but the potential payoff is huge. No Pokémon in OU will avoid a 2HKO from either Close Combat or Flare Blitz without resisting it, and everything that resists both of those is taken out by Stone Edge. U-turn allows Infernape to scout the opponent’s team and take the offensive, deal some Stealth Rock damage as the opponent switches, and hit common switch-ins Starmie and Cresselia for super effective damage.</p>

<p>ThunderPunch is an option over Stone Edge or U-turn if you really do not like Gyarados, but the loss of scouting ability from U-turn and the loss of coverage from Stone Edge are significant. Additionally, a 75 base power Electric attack is a dangerous thing to be locked into, since even Pokemon which do not carry resistance or immunity take little damage, and they can use the opportunity to set up.</p>

[SET]
name: Choice Specs
move 1: Fire Blast
move 2: Grass Knot
move 3: Hidden Power Ice
move 4: Close Combat
item: Choice Specs
nature: Naive / Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Like with the Choice Band set, you will need good prediction to use this set efficiently. Fire Blast is Infernape’s main attack, and it will put a good sized dent in anything without Fire-type resistance and decent Special Defense. Overheat and Flamethrower are also options, but you will not gain an OHKO on any Pokemon worth mentioning with Overheat, and with Flamethrower you will miss out on a OHKO and 2HKO on Zapdos and Salamence, respectively, after Stealth Rock damage. Grass Knot will 2HKO the bulky Water-types which will inevitably switch into Infernape, though Stealth Rock will need to be up to ensure a 2HKO on Gyarados. Hidden Power Ice will OHKO the Ice-weak dragons and Gliscor with little difficulty, but it is important to remember that Fire Blast will hit harder than HP Ice on most everything else.</p>

<p>Attack EVs are not necessary, since any reasonable amount will not net any additional OHKOes or 2HKOes, and the damage gained isn't significant enough. Still, Close Combat is a much better choice than Focus Blast since it is able to 2HKO Blissey and will OHKO Tyranitar regardless, not to mention that Focus Blast only has 70% accuracy.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Close Combat
move 3: Hidden Power Ice
move 4: U-turn / Grass Knot
item: Choice Scarf
nature: Rash / Mild
evs: 24 Atk / 252 SpA / 232 Spe

[SET COMMENTS]

<p>Choice Scarf turns Infernape into a potent revenge killer, with fantastic type coverage from its four attacks. Hidden Power Ice will OHKO Salamence and Dragonite, and Choice Scarf gives Infernape the speed to make that an option. Close Combat will 2HKO Blissey and Heatran, and easily OHKO any Tyranitar. U-turn is a great move, allowing you to scout what your opponent switches to, and hitting both Starmie and Cresselia for super effective damage, but if you want to deal a bit more of damage to the bulky Waters-types that commonly switch into Infernape, then Grass Knot is also an option.</p>

<p> These EVs, with a neutral nature, will let Infernape out-speed 463 Speed Choice Scarf Jirachi and the equivalent 309 Speed DD Salamence—the fastest you are likely to encounter—as well as +Speed, base 90 Pokemon holding a Choice Scarf. If you are worried about max speed Salamence and Choice Scarf Jirachi, Infernape will need a +Speed nature and 192 Speed EVs in order to guarantee that it will be faster. </p>


[Other Options]
<p>Vacuum Wave is a decent option on special sets; however, most of what is faster than Infernape, bar Weavile, is not weak to Fighting and the loss of coverage by opting for Vacuum Wave is very significant. Mach Punch can OHKO Dugtrio on the Swords Dance version about 50% of the time, almost all of the time with Stealth Rock, and all of the time if you're holding Life Orb. 232 EVs in Speed with a Speed boosting nature allows you to out-speed Adamant Dugtrio already, although most Dugtrio use Jolly for this very reason. Either of the Fighting-type priority attacks will deal about 70% damage to Lucario, and hit before it can use ExtremeSpeed, so if your team has major Lucario problems then one of them should be considered.</p>

<p>Focus Blast is available on the special sets and can OHKO Blissey with a Nasty Plot and Life Orb, but the 70% accuracy is a major turn-off, especially with the 100% accurate Close Combat as an option. Flare Blitz and Blaze Kick are interchangeable on the sets that use either; Flare Blitz has more power and perfect accuracy, while Blaze Kick does not inflict recoil damage to Infernape’s already poor HP. </p>

<p>Infernape can learn Encore, and can sometimes use it to get free stat-ups. However, Infernape’s fantastic coverage forces so many switches anyway that using Encore just to get a free turn is just a waste of a move-slot. If you Encore on one of those frequent switches you will have wasted a turn as well.</p>

<p>An all-Special, four-attack Life Orb set without a Fighting-type move can have some surprise value; No one in their right mind will switch Tyranitar and Blissey into Infernape anyway, but overall the loss of Close Combat is rather heavy. Despite hitting many Pokemon for super effective damage, the set misses quite a few OHKOes, and with Infernape’s poor defenses (and only 104 base Special Attack) it is better suited to strategic wall breaking than trying to muscle through teams.</p>

[EVs]
<p>Infernape is a Pokémon in its own Speed tier, and thus does not need to run max Speed to out-speed all threats. That having been said, given Infernape's fragility there is no real reason to not max Speed on an all physical or special set, since Infernape is not likely to survive more hits with a few extra Hit Points, and that Speed may come in useful in the event of a mirror match or against random Choice Scarf Pokémon. The Exceptions to this rule are the mixed sweeping sets, which drop down to 192 Speed EVs to score some key KOes and deal more damage in general. The only Pokémon that Infernape will then fail to out-speed are Mismagius and other Infernape.</p>

<p>When designing your own Infernape set, it is generally a good idea to base it around either physical or special attacks in order to maximize damage output. Then, if you wish, you can add in an attack from the opposite side of the spectrum. Infernape’s proficiency to use this strategy with a considerable selection of moves is what makes it the feared wall breaker that it is.</p>

<p>Since the most common Infernape do not run max speed and Mismagius is rarely seen in OU, any of the non-mix sets can drop down to 200 Speed EVs and put the extra points into HP. While this does not allow Infernape to survive anything specific, the extra HP can be useful, and the risk is fairly low.</p>

[Opinion]

<p>Infernape has just the right stats in just the right places and the moves to abuse them, making it capable of kicking ass on both sides of the spectrum. It's one of the best users of Life Orb too, giving it just enough of a push to turn what would be a 2HKOes on many things into OHKOes. With the ability to viably use both Swords Dance and Nasty Plot, Infernape is aided by its unpredictability, and is very difficult to counter without knowing its whole set.</p>

<p>Infernape’s main drawback is its frailty. Just about any neutral attack will deal over 70% damage to it, and it will almost never survive a super effective hit. When using Infernape it is important to understand its role on your team, and use it appropriately. On an offensive team, Infernape functions best as an early game wall breaker with either Swords Dance or Nasty Plot. In this case you should consider that it pairs well with Gyarados, as they are countered by many of the same things (bulky Water-types, Zapdos) and can be used to weaken the opponent’s counters to enable a later sweep. On a more balanced team, on which Infernape might be one of only two or three sweepers, it is likely best to save it for late game, since your somewhat defensive team should be able to stall for a bit to clear out hampering Pokémon to allow Infernape to sweep. Due to its poor defenses and defensive typing, Infernape is wholly ill-suited for stall teams.</p>

[Counters]

<p>Water-types are the most common counters to Infernape. Here, the lighter the Pokémon, the better, as that means Grass Knot does less damage. Suicune's high all-around stats make it a great counter; however, like Milotic it needs a reasonable Special Defense investment to take on Nasty Plot Life Orb Grass Knots. Gyarados can take on any Infernape which does not carry Stone Edge or ThunderPunch, but it needs considerable HP investment to a knock out by Grass Knot if your opponent has Stealth Rock in play. Vaporeon is a great Pokémon to switch into Infernape; not only does it have naturally high HP and decent Special Defense, but it is very light, reducing Grass Knot's strength to 60 base power. Tentacruel is the best counter to the most common set, the mixed Nasty Plotter, with a resistance to Flamethrower and Close Combat, and high Special Defense to take neutral Grass Knots. Starmie is also a useful switch-in, as it out-paces and OHKOes Infernape. It also can Recover off any damage taken in the process.</p>

<p>Salamence resists nearly every move the typical Infernape has, and thanks to Intimidate it doesn't take much from physical attacks. However, Infernape is faster and may occasionally carry Hidden Power Ice to give Salamence a big surprise. Dragonite has the same resistances as Salamence and better defenses, but lacks Intimidate to help ease Close Combat damage.</p>

<p>If you are sure that Infernape is physical or holding a Choice item, then Hippowdon and Swampert can take on Infernape. However, Infernape usually opts to use Grass Knot, so neither is a good initial switch-in.</p>

<p>Dugtrio can trap and kill Infernape, but you must be sure to use Jolly or you may be out-sped. Dugtrio also cannot switch into any attack aside from ThunderPunch or Stone Edge, so it will usually need to come in on Nasty Plot, after Infernape KOs something, or by predicting Infernape's switch-in.</p>

<p>Azelf can come in on anything but Fire Blast or Flare Blitz and OHKO Infernape with Psychic. Aerodactyl is not weak to any of Infernape’s common attacks, and it has enough defenses to survive one good hit as it comes in, and then OHKO Infernape with 130 base Speed and Earthquake. </p>

<p>With max HP, Cresselia cannot be OHKOed by Infernape even if it uses Nasty Plot or Swords Dance as Cresselia comes in; However, Cresselia will have little effect on Infernape without Psychic or Thunder Wave. Togekiss has the defenses to take a Nasty Plotted Fire Blast or a Close Combat and can OHKO back with Air Slash. It needs 252 HP, 120 Special Defense, and a Calm nature to survive Nasty Plot Life Orb Fire Blast from Naive Infernape 100% of the time.</p>

<p>Infernape is extremely frail, so it has difficulties switching in except when one of its team members faints. As long as you are throwing out attacks that Infernape doesn't resist, it won't find time to come in. Additionally, if Infernape gets paralyzed it will be of little use, so anything with Thunder Wave or Stun Spore can severely reduce Infernape’s effectiveness.</p>

Fixed some additional grammar and spelling mistakes, and cut down on word/phrase repetition.

Also, this phrase, from the Choice Scarf set:

Note that Grass Knot will also allow you to switch in Infernape from another Pokemon’s U-turn and not be forced to use U-turn again.

was omitted because that's just a glitch on Shoddy, and is not found in Platinum cartridges. I'm not sure if that has been corrected yet on the simulator.
 
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