Infernape [QC 0/3]

Overview:
Infernape, is an ape, that is fast and furious and hits hard:
  • He has high speed and a good mixed attacker
  • Defenses are so thin, but not the thinnest, 76/71/71
  • He has a versatile moveset.
  • Due to that, he kinda has the four moveslot syndrome
  • There are a ton of fire fighting users (jk) but really though there are many fragile, quick attackers
  • However, it has more to offer than them to your group, so it may outclass the others


All-Out Attacker:
Name: Physical Offense
move 1: Flare Blitz
move 2: Close Combat
move 3: U-Turn
move 4: Thunderpunch/Mach Punch
ability: Iron Fist
item: Choice Band
nature: Jolly
evs: 4 HP/252 Atk/252 Spe

Moves
========
Nothing really changed from his past moveset, because he's awesome like that :)
  • Flare Blitz is for the most powerful STAB
  • Close Combat is for the same reason
  • U-Turn is for scouting
  • Thunderpunch is for destroying water and flying types
  • Mach Punch is a priority move for revenge killing or just getting that last damage on that target before he goes down.

Set Details
========
  • EVs are for killing fast and furious with. Little bit of HP to hold on
  • Jolly is for saying screw Mixed Attacker and Speedy Physical Attacker
  • Choice Band is to balance out not going adamant nature

Usage Tips
========
  • Scouting is awesome with this fellow
  • Revenge killing is what he does best, if you go Mach Punch hit faster targets, if not just hit -108 Speed targets

Team Options
========
  • Mixed walls are really good, like Suicune, so he can safely U-Turn out and not worry
  • Typing Synergy: The 3 Sinnoh starters? :P Suicune Infernape Ferrothorn, for example.
  • Wallbreakers like Hydreigon and Haxorus

Anti-Lead:
Name: Leader to Kill
move 1: Fake-Out
move 2: Overheat
move 3: Close Combat
move 4: Stealth Rock
ability: Blaze
item: Focus Sash
nature: Naive
evs: 252 Atk/4 Sp.Atk/252 Spe

Moves
========
Weather nerf to stuff means that people won't use them as much to counter you :)
  • Fake-Out makes for an annoying attack
  • Overheat is for the blazing fire attack that does so much at 1 HP
  • Stealth Rock so you get some setup while waiting to hit 1 HP
  • Close Combat is for fire resisted pokemon and when your Overheat stops doing damage
Set Details
========
  • EVs are mostly for boosting Close Combat and Fake-Out
  • Naive, you could use Hasty, it doesn't matter
  • Focus Sash for Overheat and annoying damage
Usage Tips
========
  • Lead only, you do it to destroy most leads
  • Fake-Out a non ghost, SR, Overheat (or Close Combat depending on the situation)
Team Options
========
  • Offensive Teams appreciate fast set up who also packs a punch
  • Defensive Teams like it for maybe wallbreaking the other team's lead
Ty to Labyrinthine and Alexwolf(stole my first name... jerk)
Mixed Attacker:
Name: Mixnape
move 1: Fire Blast/Overheat
move 2: Close Combat
move 3: Thunder Punch/Grass Knot
move 4: Hidden Power Ice/U-turn/Mach Punch
ability: Iron Fist
item: Life Orb / Expert Belt
nature: Naive / Hasty
evs: 64 Atk / 192 SpA / 252 Spe

Moves
========
The DPP set!
  • Fire Blast for 2 turn fights, Overheat for 1 turn.
  • Close Combat for Fighting STAB
  • Thunderpunch for Water, Grass for heavy or Ground pokemon
  • HP Ice for Dragons and Sp.Atk, U-Turn for scouting, and Mach Punch for priorty
Set Details
========
  • EVs are mostly for Mixed Attacks and destroying Landorus-T with an OHKO after rocks, Labyrinthine credit
  • Naive, you could use Hasty, it doesn't matter usually.
  • Life Orb for extra damage, Expert Belt if you can get many SE moves .
Usage Tips
========
  • Walbreaker, destroys walls, that are limited to one defefense
  • Throw it out to destroy any wall giving you trouble.
Team Options
========
  • Drought Support like Charizard-Y and Ninetales
  • Anything that needs a wallbreaker
Other Options
########
  • Choice Scarf, Mixed Attacker
  • Endeavor for Anti-Lead to make it even more suicide
  • Even set-up moves are available, such as Nasty Plot, Swords Dance, Work Up, and Calm Mind
  • You can make an all Sp.Atk set with Vacuum Wave as the priority, Focus Blast for Fighting STAB
  • Encore for support, Slack Off for Life Orb sets

Checks & Counters:
  • On the regular one, Water Ground type pokemon: Swampert, Quagsire, and Gastrodon or Water Ghost like jellicent or... only jellicent lol
  • Anyone physically defensive like for example Aggron, especially if you're stuck on something bad.
  • Latias and Latios, who resist his STABs and outspeed him
  • On the Anti-Lead one, Stuff like regular gyarados(water/flying) destroy it
  • Needed repeat use of Overheat on a Sp.Def wall, ESPECIALLY IF IT'S GHOST
  • On the Mixed one it's the same, but the wall has to be mixed
 
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Hi cellgoondude. (not qc so take this with a grain of salt)

You should probably add a mixed attacking set from the other options into a whole set. Mixed Infernape is really great just because it's so hard to wall and it puts both of Infernape's decent attacking stats to use. It'd most likely look something like this:

move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Thunder Punch
move 4: Hidden Power Ice / U-turn
ability: Iron Fist
item: Life Orb / Expert Belt
nature: Naive / Hasty
evs: 64 Atk / 192 SpA / 252 Spe (I tweaked these EVs to ensure 100% ko after rocks on lando-t with new hp mechanics)

I haven't used the Sash Lead set in gen 6 but I doubt its viability considering Defog now exists and the set was already questionable in terms of viability in BW2. Dedicated leads are no longer as relevant as they once were. As for the mixed set, the aforementioned BW2 set carries over fairly well.

It might also be a good idea to be more specific in the teammates section. I'd recommend mentioning Drought support (from Ninetales or Charizard-Y) as well as Pokemon that can lure Infernape's defensive counters.

You should definitely mention Latias and Latios in the checks & counters section as well, now that they're available. They resist both of Infernape's STABs and can outspeed and KO it. Jellicent is another great Pokemon for this section as well. I'd personally remove Heatran as a whole just because every set you mentioned has Close Combat to kill it.
 
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Definitely go with the set that Labyrinthine posted. It gets the best possible coverage and has the best wallbreaking potential, though i would go with Fire Blast > Overheat, as two Fire Blast have more power than two Overheat and it makes Infernape harder to play around and force out. For example, Fire Blast always 2HKOes max HP Mega Venusaur with SR or 1/3 of the time without it, while Overheat only has a ~50% chance to 2HKO with SR in play. Finally, Mach Punch should be slashed last on the last slot.
 
2 things:
  1. At least try and have the format be consistent. It is 100% important that your format match the given gen 6 format in every way.
  2. Don't double post with a bump literally less than an hour after your last post. We'll get to it when we get to it.
 
2 things:
  1. At least try and have the format be consistent. It is 100% important that your format match the given gen 6 format in every way.
  2. Don't double post with a bump literally less than an hour after your last post. We'll get to it when we get to it.
Sorry bout the double bump. I got bored
Wait what format part I didn't follow. I c and p'd.
 
I'm rejecting this. The formatting is still incorrect, your bullets are terribly informative, your language isn't what Smogon looks for, and I have a strong feeling you have very little competitive knowledge to make this a worthwhile read.
QC REJECT 1/3
 
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