Infernape (revamp) [QC 3/3] [GP 2/2]

Albacore

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[OVERVIEW]

While it may not be a popular choice in OU due to how much competition it suffers from other Fighting-type wallbreakers such as Keldeo and Terrakion as well as Fire-types like mixed Victini and bulky Mega Charizard X, Infernape still has a few tools at its disposal that make it a decent choice on certain teams. It sports a unique typing that, despite not being particularly good, enables it to check powerful threats like Bisharp, Weavile, and Scizor. It also has an outstanding movepool, with not only multiple coverage moves that give it the ability to deal significant damage to the vast majority of the OU tier, especially given its mixed offensive capabilities enabling it to break past both physical and special walls, but also a great support movepool, with moves like Slack Off, Will-O-Wisp, Taunt, and Stealth Rock. Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are lacking, and while 104 / 104 / 108 offenses aren't bad, by ORAS standards they aren't very impressive either. Furthermore, Infernape's weaknesses to Water, Ground, Psychic, and Flying are all very crippling, given how common all of these types are in OU.

[SET]
name: All-Out-Attacker
move 1: Close Combat
move 2: Fire Blast / Flare Blitz
move 3: Gunk Shot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
ability: Blaze
nature: Naive
evs: 100 Atk / 156 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is Infernape's primary STAB move, as it hits hard and has good neutral coverage. Fire Blast hits many Pokemon immune or resistant to Fighting, such as Sableye, Gengar, and Celebi. The fact that it inflicts special rather than physical damage also enables it to hit certain physically bulky Pokemon such as Landorus-T and Mega Manectric harder. Flare Blitz can also be used for its higher accuracy and its ability to hit Assault Vest Tornadus-T, Volcarona, and specially defensive Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothorn and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Mega Gardevoir, the former two hard checking Infernape and the latter two beating it one-on-one otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard Y, Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon that otherwise walls it, as well as hit specially defensive Hippowdon, Starmie, and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, Hidden Power Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T, and Dragonite for a huge amount of damage. If Hidden Power Ice is run, Flare Blitz is preferred over Fire Blast because most Pokemon that are hit harder by Fire Blast than Flare Blitz are hit even harder by Hidden Power Ice. Mach Punch can be used as a way to revenge kill the likes of Mega Lopunny and Choice Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Mega Charizard Y and also hits certain Water-types like Gyarados, Tentacruel, and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying-types in general, particularly Talonflame, Mega Charizard Y, and Gyarados.

Set Details
========

Life Orb gives extra firepower to both Infernape's physical and its special attacks. Blaze is the preferred ability on Infernape, as it gives its Fire-type STAB moves extra power when it's weakened. If Thunder Punch or Mach Punch is being used, Iron Fist is the better ability, as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile, and Scizor while being as fast as possible and keeping both its offensive stats intact. The given spread enables Infernape to 2HKO standard Slowbro with Grass Knot while Speed tying with Keldeo and Terrakion. If 2HKOing Slowbro isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rock with Gunk Shot. If you run Hidden Power Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO Choice Scarf variants of Landorus-T.

Usage Tips
========

This set should be used to clean through weakened teams after Pokemon that can revenge kill or counter Infernape are gone. Hence, it should usually be kept for the late-game. However, Infernape can also be used early on in the battle to lure and KO certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send Infernape in mid-game and proceed to hit Slowbro with Grass Knot as it switches in. Be careful, though, as once you reveal a certain move, you will not be able to catch your opponent off guard again. Try to predict around certain checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape through Aqua Jet. However, the opponent may well have multiple checks to Infernape, and is therefore guaranteed to send in the one you expect. He also may not send in any Pokemon at all, instead opting to sacrifice the Pokemon currently in if he feels like it isn't needed anymore. Therefore, be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team, like Bisharp, Weavile, and Scizor. However, avoid switching it directly on these Pokemon because all of these can severely weaken Infernape; Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in the late-game, it's usually better to handle these threats differently if you can.

Team Options
========

A good answer to Talonflame and Latios and Latias, two of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, acting not only as a great Talonflame check but also as a reliable way to Pursuit trap Latios and Latias. Tyranitar can also Pursuit trap several bulky Psychic-types like Reuniclus, Cresselia, and Slowking, which can cause a lot of trouble for Infernape. Other Pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, with Weavile's high Speed and access to priority helping a lot against the likes of Tornadus-T and Choice Scarf Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via entry hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon, and Slowbro, and Icy Wind Gengar can remove Gliscor, all of which can handle certain variants of this set. Certain Pokemon benefit from Infernape's ability to lure and KO certain threats and therefore make for good partners for it. For instance, Mega Charizard X appreciates Infernape's ability to eliminate Slowbro, Quagsire, Hippowdon, Azumarill, and Mega Altaria, all of which can check or counter Mega Charizard X. Infernape can have a hard time finding opportunities to switch in, so it pairs well with a slow Volt Switch user such as Rotom-W, U-turn user such as defensive Landorus-T, or Baton Pass user such as Celebi, which can even pass Substitutes, Nasty Plots, (AC) or Swords Dances to it. Celebi is a particularly good partner because it also easily takes care of the Ground- and Water-types that can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to paralysis and poison. Thus, a Healing Wish user can provide good support for it. Latias is a particularly good option, as it check certain Water-, Ground-, and Dragon-types that threaten Infernape, which, in return, takes care of Steel- and Dark-types, which pose a huge threat to Latias. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, as it is 2HKOed by both of these Pokemon.

[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Slack Off
move 3: Taunt
move 4: Low Kick
ability: Blaze
item: Leftovers
nature: Jolly
evs: 248 HP / 88 Def / 124 SpD / 48 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp disables physical attackers Infernape is supposed to check such as Scizor, cripples common switch-ins like Gyarados, Azumarill, Hippowdon, and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt disables defensive Pokemon like Clefable, Celebi, Mew, and Amoonguss by shutting down their recovery and utility moves and allows Infernape to stallbreak when combined with burn damage from Will-O-Wisp. Low Kick is the preferred offensive move on this set, as it hits Heatran, a very common Will-O-Wisp absorber, very hard. Close Combat can be used instead for more consistent power and much more damage against the likes of Rotom-W, Manaphy, and Diancie. However, the defense drops are detrimental to the defensive nature of this set. Flare Blitz can be used in order to OHKO Ferrothorn, Excadrill, Serperior, and Mega Scizor, 2HKO Skarmory, and deal far more damage to Clefable, Tornadus-T, and Mega Gardevoir as they switch in. However, this leaves Infernape completely helpless against Heatran, and the recoil damage it causes can be detrimental to a defensive set like this. Finally, Stealth Rock can be used over Taunt on this set if your team doesn't have another setter; however, this leaves Infernape very vulnerable to defensive Pokemon that it would much rather be able to handle, and it would enable Swords Dance Mega Scizor, a Pokemon Infernape is supposed to counter, to beat it instead.

Set Details
========

Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flare Blitz is used, while Iron Fist should be used if Fire Punch is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed everything up to neutral-natured base 95 Speed Pokemon and positive-natured base 80 Speed Pokemon, all the while having enough physical bulk to avoid the OHKO from a burned Mega Gyarados's +1 Waterfall and the 2HKO from Hippowdon's Earthquake as well as enough special bulk to avoid the OHKO from Kyurem-B's Earth Power and Rotom-W's Hydro Pump. However, a faster spread of 252 HP / 48 Def / 208 Spe enables Infernape to outspeed and burn Garchomp and helps it check Mega Charizard Y by stalling out sun turns with a faster Slack Off.

Usage Tips
========

Infernape should be sent in against the Steel-, Dark-, and Grass-types it counters, such as Bisharp, Scizor, and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but it must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use because it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burned, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, especially when it is weakened, so that it can consistently switch into threats to your team. Try to get Stealth Rock up before sending Infernape out, as its best checks are weak to it. This makes Will-O-Wisp even more of a risk-free move, as the main risk is that a Fire-type like Talonflame will absorb it, and in order to do so, it will have to take hefty damage from Stealth Rock. Taunt should be used against defensive Pokemon like Clefable and Celebi and entry hazard setters that can't threaten Infernape, such as Ferrothorn, Heatran, and burned Garchomp or Hippowdon. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, making it almost always a better move to use in that scenario.

Team Options
========

This Infernape set fits well on defensive teams that require a bulky Fire-type with stallbreaking capabilities that can also act as a check to certain Dark-types and Steel-types such as Bisharp, Weavile, Scizor, and Heatran, as well as a Knock Off and burn absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good, as it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the two as well as Gardevoir and Diancie, two big threats to Infernape, makes it another good partner. Most Fire-types easily switch in on Infernape because they can absorb Will-O-Wisp, so Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire or a Dragon-type like Latias or Mega Altaria. Grass-types such as Ferrothorn, Celebi, and Serperior can also make for good Infernape partners, as they check Water-types that pose a huge threat to Infernape.

[STRATEGY COMMENTS]

Other Options
=============

name: Choice Scarf
move 1: U-turn
move 2: Close Combat
move 3: Flare Blitz
move 4: Gunk Shot
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

This set acts both as a fast revenge killer with the ability to keep up momentum and as a way to bait Psychic-types like Latios and Latias and hit them very hard with U-turn, gaining momentum in the process. It works very well with a Pursuit trapper, as Infernape can get it in safely against a Psychic- or Ghost-type, which its teammate can then Pursuit trap so that Infernape can much more easily clean with Close Combat later on in the battle.

Infernape is a very versatile Pokemon with many options at its disposal. It can be used as a Stealth Rock lead, with the distinction of being able to check Weavile, a Pokemon most suicide leads are very weak to. Infernape can also run a boosting set with either Swords Dance or Nasty Plot, both of which enable it to set up on Sableye as opposed to being walled by it. However, Infernape's poor bulk makes it very difficult for it to find opportunities to set up, and its lack of good priority options combined with its low Speed compared to that of most offensive threats makes it very easy to revenge kill. A Choice Band set can take advantage of a powerful U-turn, but its unremarkable speed makes it hard for it to threaten offensive teams, and its inability to switch moves combined with its lack of raw power makes it difficult for it to pressure defensive teams, especially with its heavy reliance on Flare Blitz cutting its longevity. Encore can be used to provide setup opportunities for sweepers and lock defensive Pokemon like Slowbro and Hippowdon into their recovery move, while Fake Out can be used to break Focus Sashes and get chip damage on faster Pokemon; however, both are very hard to fit on Infernape's set.

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

**Psychic-types**: Psychic-types that either resist Infernape's Fire-type STAB moves or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-turn on the switch. Starmie can also take Infernape on very well unless it switches into a super effective coverage move, Slowbro can counter any Infernape set that does not run Grass Knot, and Slowking can even take a Grass Knot well but fears Thunder Punch and U-turn. Mew can easily deal with any set provided it runs Psychic-type coverage, as it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infernape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't carry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychic-types such as Mega Gallade, Alakazam, and Mega Metagross can easily switch in on Infernape's Fighting-type STAB moves and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.

**Water-types**: Water-types can usually check Infernape decently, although most of them have a hard time switching in; Azumarill works particularly well thanks to its access to super effective priority, although it hates Gunk Shot and Will-O-Wisp. Suicune handles non-Grass Knot sets with ease thanks to its great bulk, as does Alomomola. Gyarados takes little damage from Infernape's most common moves thanks to Intimidate and its natural special bulk, but it dislikes Stone Edge and Thunder Punch. Tentacruel resists most of Infernape's coverage moves, but it lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape one-on-one and can even take a Close Combat relatively well thanks to its natural bulk, but it needs to win the Speed tie to actually switch into Infernape properly, unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well and easily walls it with a Calm Mind set. Weather sweepers such as Kingdra and Kabutops make quick work of Infernape under rain, provided that they don't switch into a Close Combat. While uncommon, Jellicent acts as a decent answer to Infernape, although physically defensive variants fear Grass Knot and specially defensive variants take a lot of damage from Gunk Shot.

**Ground-types**: While they do not necessarily resist either of Infernape's STAB types, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to super effective STAB moves. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, and Gliscor in particular is immune to burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted Hidden Power Ice. Other Ground-types such as Hippowdon, Mega Swampert, Quagsire, and physically defensive Gastrodon can handle any set not running Grass Knot.

**Dragon-types**: Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOes Infernape with Earthquake and deals massive recoil damage back with Rough Skin and Rocky Helmet when hit by Close Combat; however, it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake but does not have the Defense or the recovery to take repeated hits. Dragonite takes Infernape on rather easily, only fearing the uncommon Hidden Power Ice, which is mitigated by Multiscale and can even be taken advantage of with a potential Weakness Policy, and it can even heal a burn if it runs a Lum Berry.

**Flying-types**: Flying-types serve as solid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its priority Flying-type STAB moves. Tornadus-T can take both Close Combat and Fire Blast from Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infernape's Fire-type STAB moves and KO back with Aerial Ace provided it does not get burned.

**Ghost-types**: While they can rarely switch into its Fire-type STAB moves, Ghost-types serve as good checks to Infernape thanks to their Fighting immunity. Mega Sableye's ability to bounce back Taunts and Will-O-Wisps enables it to completely shut down defensive Infernape sets, although it struggles a lot more against offensive sets, especially ones running boosting moves. Gengar completely shuts down defensive Infernape via Taunt, and it can outspeed and OHKO offensive sets with Sludge Wave. Hoopa can handle Infernape sets that do not carry Flare Blitz, although Fire Blast and Gunk Shot both deal a good chunk of damage to it.
 
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Well, I'm crying. ;__;

I'll try to help you out, at least with the mixed set. For starters, (imo) Infernape works best in Bulky Offense so I guess make sure you mention Pokemon such as Latios, Celebi, Mega Scizor/Scarf Tar, and other Pokemon you'd generally see in that playstyle. Hidden Power Ice actually isn't as useful, and it's more or less just to OHKO Garchomp, Landorus-I takes a lot from Fire Blast so generally it will kill, and Gliscor can't really switch in on 2 Fire Blasts either.

I personally find Mach Punch to be much more worthy because Infernape in my teams is oftentimes my revenge killer, thanks to the fact that bulky offensive teams can have troubles finding priority. It also makes sure Bisharp is always scared of Infernape, even if Infernape is low HP.

If you have experience with Infernape and your set shows to be effective, you can ignore this. I'm just assuming that I have more experience than you haha, but if you're sure your set works well then don't be hesitant to keep it as such.
 
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Albacore

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I don't really like Mach Punch becuase of how situational it is compared to the other moves, it really removes from Ape's wallbreaking capabilities (Gunk Shot is basically mandatory, not just for Azu and Alt but also becuase it's a 120 BP move with solid neutral coverage, and GK lures some its best checks). Mach Punch doesn't really revenge kill much since pretty much everything fasyer than Infernape (Latios, Metagross, Altaria after a DD, Landorus after an RP Scarf Lando-T, Torn-T, Starmie, Gengar, Zam) either resists Mach Punch or is bulky enough to take very little damage from it, so you need to face something really, really weakened in order for it to actually pay off. It does let it revenge kill Lopunny, TTar and Bisharp after an SD, which is nice and defenitely makes it worth a mention in Set Details but I don't think that's really notable enough to be worth a full slash when it's more supposed to be used as a wallbreaker, and Mach Punch doesn't help at all against most balance and stall teams. (and Infernape should never be your answer to Lopunny anyway)

I'm not too much of a fan of HP Ice either, but the fact that Garchomp is basically the most common Pokemon in OU at this point and the fact that it causes huge problems for it otherwise (especially since it's commonly used on the kind of teams Infernape is supposed to beat) makes it worth a slash imo. And most Gliscor nowadays are SpD and actually take a Fire Blast rather well.

Thanks for the team options though, those are pretty solid and I'll implement them when I have time.

Before I write this though, I'd like to know details on the Sash Lead set, I know how it works and what it's for, but since I haven't used it at all I don't know what it runs spread or move wise nowadays or even if it's viable anymore.

I'd also like to know if Scarf should get its own set and if SpD should also get its own set/replace Phys Def since it handles most of the stuff Phys Def does and has the added bonus of checking YZard (minus BS Air Slash), Volcarona, Venusaur and to some extent Serperior. Even if it doesn't beat Bisharp or other physical attackers quite as convincingly.
 

AM

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I don't really like Mach Punch becuase of how situational it is compared to the other moves, it really removes from Ape's wallbreaking capabilities (Gunk Shot is basically mandatory, not just for Azu and Alt but also becuase it's a 120 BP move with solid neutral coverage, and GK lures some its best checks). Mach Punch doesn't really revenge kill much since pretty much everything fasyer than Infernape (Latios, Metagross, Altaria after a DD, Landorus after an RP Scarf Lando-T, Torn-T, Starmie, Gengar, Zam) either resists Mach Punch or is bulky enough to take very little damage from it, so you need to face something really, really weakened in order for it to actually pay off. It does let it revenge kill Lopunny, TTar and Bisharp after an SD, which is nice and defenitely makes it worth a mention in Set Details but I don't think that's really notable enough to be worth a full slash when it's more supposed to be used as a wallbreaker, and Mach Punch doesn't help at all against most balance and stall teams. (and Infernape should never be your answer to Lopunny anyway)

I'm not too much of a fan of HP Ice either, but the fact that Garchomp is basically the most common Pokemon in OU at this point and the fact that it causes huge problems for it otherwise (especially since it's commonly used on the kind of teams Infernape is supposed to beat) makes it worth a slash imo. And most Gliscor nowadays are SpD and actually take a Fire Blast rather well.

Thanks for the team options though, those are pretty solid and I'll implement them when I have time.

Before I write this though, I'd like to know details on the Sash Lead set, I know how it works and what it's for, but since I haven't used it at all I don't know what it runs spread or move wise nowadays or even if it's viable anymore.

I'd also like to know if Scarf should get its own set and if SpD should also get its own set/replace Phys Def since it handles most of the stuff Phys Def does and has the added bonus of checking YZard (minus BS Air Slash), Volcarona, Venusaur and to some extent Serperior. Even if it doesn't beat Bisharp or other physical attackers quite as convincingly.
name: SR Lead
move 1: Stealth Rock
move 2: Endeavor
move 3: Overheat / Fire Blast
move 4: Vacuum Wave
ability: Blaze
item: Focus Sash
evs: 4 HP / 252 SpA / 252 Spe
nature: Timid

This would be lead set. Deslashed Iron Fist cause Blaze gives you the extra power for Overheat / Fire Blast. Mention Taunt in moves but not slashed.

I'm gonna personally say no to SpDef set getting its own set unless there's a mixed spread that can provide utility for being both defensive and specially defensive so that you can check the majority of this stuff. Scarf is OO to me honestly.
 

kumiko

formerly TDK
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make wisp nape the first set; AM and myself both agree and are both fans of the set. it's easily the most viable in this meta and not just a niche option. it's really good right now because it lets you handle weavile and scizor which are both insanely common atm. also, in regards to wisp nape, make sr an early mention in set details, if not slash it with taunt. remove rock slide, as it really isn't worth luring anything on the utility set; that would be oo at best imo. mention flare blitz and put it before fire punch, and mention how blitz does more and is typically preferred even with recoil, but recoil can suck and hurt you in the long run. i know it has wisp and (probably) taunt but this is saddening lol (i can find more relevant calcs if need be):
0 Atk Infernape Flare Blitz vs. 252 HP / 252+ Def Skarmory: 152-182 (45.5 - 54.4%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
0 Atk Infernape Fire Punch vs. 252 HP / 252+ Def Skarmory: 96-114 (28.7 - 34.1%) -- 0.7% chance to 3HKO after Stealth Rock and Leftovers recovery
0 Atk Iron Fist Infernape Fire Punch vs. 252 HP / 252+ Def Skarmory: 116-138 (34.7 - 41.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

on the lo set, i think mentioning some supporting teammates, such as hw users and 'mons that can baton pass either boosts or substitutes, are appreciated. lo ape behind a sub can be really nice as it isn't really easy to switch into, and if you get it in with a free sub things got even harder.

is sd really worth a set and not OO? i personally haven't used it much; i tried it a few games on the ladder before posting, and it felt really lackluster. it really needs the boost to hit hard and it's going to be forced out a lot considering its typing and speed tier; lo mixed just seems like the better option if you want a wallbreaker. asking for your opinion, as i assume you've used it more than i have and have a better idea.

i'd remove the mentions of HP Ice and Rock Slide from mentions in the sash lead set. rock slide isn't actually that good because most talonflames nowadays are leftovers w/ sdef, which are always slower. endeavor + [priority attack] pick those off, and faster sets like sharp beak aren't that common, and sometimes it'd be better just accepting the fact nape is dying and getting your rocks up, instead of rock sliding and not getting rocks up. hp ice isn't that great because you don't even come close to ohkoing garchomp and you're going to sr vs it the majority of the time, even if you have hp ice.

mention starmie and manaphy in c&c.

1/3
 
Bulky Ape being possibly the only Pokemon to handle both Bisharp and ZardY (doesn't hurt that it owns the anti-metagame MZor as well) has helped it find its way onto many of my teams lately, I believe you XY kids call this role compression. I would definitely mention this, as well as a Jolly spread with speed to outrun 100s since it needs that to beat ZardY, also doesn't hurt to be able to revenge kill a weakened Manaphy; I haven't missed the obscene amounts of physical bulk that the current set has at all, I'm very happy with its performance. 248 HP / 40 Def survives +6 MZor BP from full if you want that, I throw the remaining EVs into SDef to tank those sunny Fire Blasts a little better.
 
[amateur suggestions inbound]

MixApe

Mention that leading with MixApe is an effective strategy, as it forces switches from hazards users like Ferrothorn, Heatran, and Skarmory. Because of these forced switches, it might be worth mentioning Stealth Rock in the last slot, but don't slash it. It's a good option for offensive teams that want a team member that can both hit hard and get hazards up. If you do add this, emphasize the fact that you lose out on a ton of coverage that you could be running.

Physically Defensive

It might be worth mentioning Taunt on the SR Lead set, as it can prevent hazard users like Lando-T from getting hazards up, and also guarantees a way to get your HP into range for Endeavor. If Infernape ends up not dying turn 1, it can also act as an emergency stallbreaker in a clutch situation, but is mostly used for hazard prevention.
 

soulgazer

I FEEL INFINITE
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BKC's spread for BulkyApe is better than the slow one IMO. It doesn't need that much bulk to do its job and outspeeding every chomps, stallbreaker Mew, Kyurem-B, and other 'mons wll come in handy way more often than having more bulk, especially since you are most likely using that set on builds that usually dislike facing Kyurem-B and Mew.
 
Warning Controversial changes

On mixed inferape set mach punch definitely deserve a slash by gunk shot. While Gunk shot is the serperior move in general the utility of mach punch is to good not the deserve a slash. U-turn deserve a mention, probably in the other option part or the mix set, since it lets it damage lati@s plus the monument is alway. On the defense set the current spread is the one that should be main one. 252 HP / 224 Def / 32 Spe with a Jolly should be main one. Inferape is a pretty sub pair answer garchomp/charizard answer. While you can stall out charizard-y sun you can't do much else to it. The only thing you can hope for it that they have fire blast you can pp stall that. Garchomp still doing around 65% inferape with eq. Your better off trying wil-o-wisp them on the switch in. Fake out also deserve a mention on the lead inferape set since lets you stop opposing leads.

td;lr Slash mach punch on mix set Gunk shot/ Mach punch, mention u-turn as an option, use 252 HP / 224 Def / 32 Spe jolly as the main set on defensive inferape, and mention Fake out on lead inferape set.
 

Albacore

sludge bomb is better than sludge wave
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Decided to slash Mach Punch on the mix set on the basis that you need it if you're using Infernape as your Bisharp/Weavile switchin. I slashed it with GK though, not Gunk Shot since Gunk Shot's coverage is generally way more important. Also changes the name to AoA since if you run Mach Punch you might as well make the set fully physical with Flare Blitz, and also made it clear that Mach Punch-less ape isn't an answer to Weavile or Bisharp.
 
Should probably slash Jolly on AoA then, no?
Fire Blast is much better than Flare Blitz most of the time on Infernape. Infernape at the very least gets the same KOs on the Pokemon he aims to beat while having an easier time with Hippowdon and more importantly not losing a crapton of it's HP from recoil because Infernape already has bulk issues as it is and Infernape needs all the preservation it can get. I've used Fire Blast and Mach Punch on the same moveset and things have been absolutely fine.
 
You're probably right, I'm just saying that if Flare Blitz is slashed, Jolly should be too. Don't know if it's actually a viable option or not.
 
I would put more emphasis on the competition Infernape faces as a wallbreaker, as Infernape's wallbreaking capabilities are pretty much mediocre compared to the vast number of wallbreakers available. Its advantages over other wallbreakers, such as Zard-Y, Hoopa-U, Keldeo, Manaphy, and LO Alakazam needs to be emphasized, as there are very few incentives to use Infernape over other wallbreakers, especially Keldeo.
 

Super Mario Bro

All we ever look for
If the current spread remains, I think the set should be named something other than "Physically Defensive", considering it only has 48 EVs in Defense and a stat total of 356 HP/190 Def, not exactly what I would call bulky by any stretch of the imagination. Something like "Utility" would make more sense.
 
Thunder Punch + Iron Fist deserves a mention for OHKOing Gyarados which is a common switchin on offense. It is also more consistent than Gunk Shot for hitting Azumarill, and it is its strongest move for both Starmie and Tentacruel.
 

Martin

A monoid in the category of endofunctors
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TBH, I think that Flare Blitz should be dropped to a moves mention on the AOA set. I can't see the appeal of impaling yourself on Ferrothorn and Garchomp or taking a chunk out of your health just to reliably take on healthy Scizor and Skarmory for the sake of hitting an extra 15% of the time tbh.
 
I think NP nape deserves a set and not just an OO. A simple set of:

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Focus Blast / Hidden Power Ice
- Grass Knot / Hidden Power Ice

This set can destroy many unprepared teams, especially balanced. Most teams nowadays have their fire resist as Garchomp or Heatran, both which get bopped by this set. Focus Blast is mandatory because it hits Pokemons such as Manaphy and Rotom-W which otherwise completely walls this set. If Grass Knot is used to hit Slowbro, Starmie, Azumarill, and Hippowdon, Focus Blast can be effectively used to OHKO TankChomp at +2.

Some Calcs:

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 76 SpD Garchomp: 458-539 (109 - 128.3%) -- guaranteed OHKO
252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 192+ SpD Heatran: 320-377 (83.1 - 97.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Life Orb Infernape Focus Blast vs. 96 HP / 0 SpD Manaphy: 437-515 (119.7 - 141%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 8 SpD Rotom-W: 407-481 (134.3 - 158.7%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 252 HP / 24 SpD Slowbro: 455-536 (115.4 - 136%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Grass Knot (120 BP) vs. 252 HP / 252+ SpD Hippowdon: 515-606 (122.6 - 144.2%) -- guaranteed OHKO
252 SpA Life Orb Infernape Fire Blast vs. 252 HP / 8 SpD Landorus-T: 239-282 (62.5 - 73.8%) -- guaranteed 2HKO after Leftovers recovery


The only common Pokemon that can completely counter this set is Lati@s.
 
I think NP nape deserves a set and not just an OO. A simple set of:

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Focus Blast / Hidden Power Ice
- Grass Knot / Hidden Power Ice

This set can destroy many unprepared teams, especially balanced. Most teams nowadays have their fire resist as Garchomp or Heatran, both which get bopped by this set. Focus Blast is mandatory because it hits Pokemons such as Manaphy and Rotom-W which otherwise completely walls this set. If Grass Knot is used to hit Slowbro, Starmie, Azumarill, and Hippowdon, Focus Blast can be effectively used to OHKO TankChomp at +2.

Some Calcs:

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 76 SpD Garchomp: 458-539 (109 - 128.3%) -- guaranteed OHKO
252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 192+ SpD Heatran: 320-377 (83.1 - 97.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Life Orb Infernape Focus Blast vs. 96 HP / 0 SpD Manaphy: 437-515 (119.7 - 141%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 8 SpD Rotom-W: 407-481 (134.3 - 158.7%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 252 HP / 24 SpD Slowbro: 455-536 (115.4 - 136%) -- guaranteed OHKO
+2 252 SpA Life Orb Infernape Grass Knot (120 BP) vs. 252 HP / 252+ SpD Hippowdon: 515-606 (122.6 - 144.2%) -- guaranteed OHKO
252 SpA Life Orb Infernape Fire Blast vs. 252 HP / 8 SpD Landorus-T: 239-282 (62.5 - 73.8%) -- guaranteed 2HKO after Leftovers recovery


The only common Pokemon that can completely counter this set is Lati@s.
I have no experience with Infernape, but you are overselling this set. Infernape has a significant amount of issues setting up due to its relative fraility, and even if Infernape gets a Nasty Plot in, it will most likely lose a significant amount of health or be forced out by a faster Pokemon, since most teams are prepared for similar fast boosters like Thundurus, Keldeo, and Serperior (except for Zard X, but that's an entirely different story). Most teams will be fully prepared to deal with this set, and even if you succeed, it requires either a lot of skill or an inexperienced player to do so.
 
I have no experience with Infernape, but you are overselling this set. Infernape has a significant amount of issues setting up due to its relative fraility, and even if Infernape gets a Nasty Plot in, it will most likely lose a significant amount of health or be forced out by a faster Pokemon, since most teams are prepared for similar fast boosters like Thundurus, Keldeo, and Serperior (except for Zard X, but that's an entirely different story). Most teams will be fully prepared to deal with this set, and even if you succeed, it requires either a lot of skill or an inexperienced player to do so.
Yeah most HO teams are prepared for them, which Infernape can barely do anything because it lacks the speed of the likes of seperior and the bulk of keldeo

but against much bulkier builds of Balanced, Semi-Stall, and even Stall Infernape can shine. Sure infernape will lose health fast, but that's also true for thundurus ..., and they have close defenses. Most balanced teams are not prepared for an offensive fire type such as Infernape, which is why Magma Storm Heatran + Taunt usually puts in a lot of work vs. bulky balanced. (Especially because usually, the fastest mon there is like scarf t-tar, but besides that it's usually kyurem-b or something)
 

AM

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LCPL Champion
Lame mon but meh it's got to be done.

Sorry professional NP is bad and honestly any set up set for Infernape isn't going to find a whole lot of opportunities to set up.

Clean up / double check the preliminary a bit to reflect more relevancy towards the meta, most of it is there but it's been awhile since a check has happened. For example Cress isn't even close to relevant in the meta these days.

QC 2/3 once done
 

p2

Banned deucer.
Move MixApe up and move Physically Defensive down. Also remove SR lead since the whole qc team agrees that suicide leads are pretty garbage in ORAS, move it to OO.

Physically Defensive Team Options should have Grass types such as Mega Venusaur for beating Water types.

QC 3/3
 

Tokyo Tom

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I agree w/ the stuff that Fleggumfl said, but I still think there is a lot of stuff that needs to be fixed here before this analysis is moved onto GP. Here we go -

[OVERVIEW]

While it may not be a popular choice in OU, due to how much competition it sufffers from other Fighting-types like Keldeo and Terrakion, as well as Fire-types like Talonflame, Heatran and Victini
Infernape doesn't compete for a team slot with many of these Pokemon. Stuff like Talonflame (even the SpDef set) and Heatran fulfill completely different roles. I'd say that Infernape acts closest to Terrakion out of these Pokemon, only because no one uses either of them in ORAS OU. To be serious, mention WispZard as competition to the bulky Wisp set, and maybe the LureTini as competition to the mixed/breaker set.

Infernape still has a few tools at its disposal which makes it a decent choice on certain teams. It sprts a solid typing, not only offensively, but also defensively, giving it the ability to wall powerful threats like Bisharp, Weavile and Scizor
Fire/Fighting isn't exactly a typing that you would consider "solid" on the defensive side. Maybe mention that it is lacking defensively, but allows Infernape to check some very certain threats such as Scizor, Weavile, and Bisharp.

Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are too low to make good use of its solid defensive typing
Don't say anything about Infernape not being able to make good use of its defensive typing when you've got a set where Infernape makes use of its defensive typing a paragraph later. I would leave it at Infernape's move pool is impressive, and then just say that its typing and stats let it down.


Just to preface the Wisp set, I think a spread of 248 HP / 88 Def / 124 SpD / 48 Spe with a Jolly nature is best. Infernape doesn't have much business outspeeding Zard-Y when it can't even comfortably check it and Garchomp when only offensive variants would use max Speed, and those would likely just SD on the Wisp. 248 HP / 88 Def / 124 SpD / 48 Spe Jolly allows Infernape to do a number of things:
  • Outspeeds everything up to neutral base 95s, including Kyurem-B, any Gyarados, Mamoswine, Dragonite, Diggersby, Adamant Excadrill, Adamant Landorus-T, Lucario, Heatran, Mega Scizor, Breloom, etc.
  • Prevents Kyurem-B from OHKOing you with Earth Power, whatever that means
  • Slightly buffers you from Zard-Y’s Fire Blasts in the sun and allows you to stall out its Focus Blasts outside of Sun
  • Lets you live Rotom-W’s Hydro Pump if you need to like, burn it or something
  • Lets you survive a burnt +1 Mega Gyarados Waterfall
  • Allows you to survive 2 burnt Hippowdon’s EQs factoring in Sand damage, so you can play those Taunt Slack Off games (beating it 1v1), and same with Tank Garchomp without Sand, factoring in Lefties
note - the coloured bullet points correspond to the coloured parts of the quoted text
[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Slack Off
move 3: Taunt / Stealth Rock
move 4: Close Combat / Low Kick
ability: Blaze
item: Leftovers
evs: 252 HP / 48 Def / 208 Spe
nature: Jolly

[SET COMMENTS]
Moves
========

Will-O-Wisp is a great move on Infernape which serves to disable physical attackers Infernape is supposed to check like Scizor, cripples common switchins like Gyarados, Azumarill, Hippowdon and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off is reliable recovery which gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt enables Infernape to disable defensive Pokemon like Clefable, Celebi, Mew and Amoonguss, and when paired up with Will-O-Wisp turns it into a decent stallbreaker. It can also prevent slower Pokemon like Altaria and Gyarados from using it as setup fodder, and Breloom from putting Infernape to sleep. However, Stealth Rock can also be used if your team doesn't have another setter. Close Combat is the preffered offensive move on this set, it hits Heatran very hard and is quite a powerful move in general. Low Kick is also a good option on this set, since it deals just as much damage to Heatran, and doesn't suffer from the unfortunate Defense and SpD drops caused by Close Combat. However, it is far less reliable and significantly weaker against the likes of Rotom-W, Manaphy and Diancie. Flamethrower can be used to deal solid damage to the likes of Clefable and Psychic Celebi, which otherwise wall Infernape. Flare Blitz can be used over Flamethrower to deal much more damage to specially bulky Pokemon like Gardevoir and Assault Vest Tornadus-T. However, the recoil damage it causes can be detrimental to a defensive set like this. Fire Punch is an alternative to Flare Blitz which doesn't cause any recoil, however it is significantly weaker.
  • Low Kick should honestly be the only slash in the fourth moveslot. Infernape doesn't have any business staying in and CCing into 'Mons like Diancie (which outspeeds and OHKOs Infernape after any residual damage w/ Earth Power), Rotom-W (which is usually defensive and simply OHKOs Infernape in return with Hydro Pump), or Manaphy (I can see this being marginally applicable vs. TG plus 3 but it is often in the same boat as Rotom-W). Also, the defense drops from CC are very very counterproductive for Infernape being a defensive Pokemon, especially given that Infernape is also hella fast which means it will take the full penalty for running CC. Low Kick hits pretty much everything this specific Infernape wants to be hitting in 1 attack (think Bisharp, Weavile, Ttar, Heatran, Ferrothorn, etc.), so it is by far the superior option here. I looked through the thread and saw no calcs of CC getting any relevant OHKOs or 2HKOs, so just remove all mentions of it in this set's write-up.
  • Taunt should be the only slash in the third moveslot, with mentions of SR being moved down to moves. Forgoing Taunt prevents Infernape from stall breaking, which prevents it from beating a very large number of defensive Pokemon (think Mew, Hippowdon, Clefable, Celebi, Skarm, Mega Venusaur, Mandibuzz). More importantly, forgoing Taunt will potentially let SD MegaZor beat you 1v1, which definitely isn't good considering the fact that countering SD MegaZor is one of Infernape's biggest sells.
  • I'd specifically mention the burn damage rather than Will-O-Wisp itself, and also mention the fact that Taunt shuts down the recovery of those defensive Pokemon. "and allows Infernape to stall-break when combined with burn damage from Will-O-Wisp.
  • There are few scenarios where you wouldn't rather Wisp the Gyarados before Taunting it or just switching out, so I'd remove that mention.
  • Just make sure to mention what you lose by forgoing Taunt.
  • Since the extra power gained by using Close Combat (to the extent of my knowledge) doesn't achieve any specific OHKOs or 2HKOs, just remove all mentions of it from here.
  • Remove the mention of Psychic Celebi because it's not really applicable (0 SpAtk Psychic does a minimum of 73% to Infernape anyway), and also mention why Flamethrower is useful against Clefable (since Magic Guard will ignore your burn damage). I'd honestly be inclined to remove Flamethrower completely, but if you want to keep it, make sure to remind the reader to change Infernape's nature to Timid (I'd put it here rather than in Set Details, since Flamethrower's niche is very small and probably won't warrant an extra mention)
  • The addition of Flare Blitz won't exactly help you beat Gardevoir or Tornadus-T in a 1v1 setting, but what it will do is OHKO Ferrothorn, Excadrill, Serperior, and MegaZor, 2HKO Skarmory, and push extra damage on many of the bulky Pokemon that Infernape can beat with Taunt (like Clefable) so you can mention those things. If you want to mention Gardevoir or Torn-T, you can maybe say Flare Blitz hitting them on the switch? Also add that this Fire coverage leaves Infernape next to helpless against 'Mons like Heatran or Tyranitar.
  • Either remove Fire Punch, or mention that the drop in damage is significant to the point where it's detrimental to Infernape (unlike Low Kick vs. Close Combat, where Low Kick does comparable damage to the specific targets of the Fighting coverage to the point where CC is redundant)

Set Details
========

Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flamethrower or Fire Blast or used, since that will boost up its power when Infernape is weakened, while Iron Fist should be used if Fire Punch or any other fist-based is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed and burn Garchomp, and helps it to check Charizard-Y by stalling out Sun turns with a faster Slack Off. A bulkier spread of 252 HP / 212 Def / 44 Spe with an Impish nature enables Infernape to take physical hits from the likes of Scizor and Tyranitar as well as possible, and gives it enough speed to outpeed Jolly Bisharp, Breloom and Metagross before it Mega Evolves. Alternatively, a spread of 252 HP / 224 Def / 32 Spe with a Jolly nature can act as a middle ground between the two spreads, letting Infernape outspeed Jolly Mega Altaria and Mega Gyarados. If Flamethrower is chosen, a Timid or Bold nature is preffered over a Jolly or Impish nature.

Usage Tips
========

Infernape should be sent in against the Steel-, Dark- and Grass-types it counters, like Bisharp, Scizor and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use since it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burnt, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, epseically when it is weakened, so that it can consistantly switch into threats to your team. Try to get Stealth Rocks up before sending Infernape out, since its best checks are weak to Stealth Rocks. This makes Will-O-Wisp even more of a risk-free move, since the main risk is that a Fire type like Talonflame will absorb it, and in order to do so, it will to take hefty damage from Stealth Rocks. Taunt should be used against defensive Pokemon like Clefable and Celebi, and entry hazard setters which can't threaten it like Ferrothorn and Heatran. It can also be used against hazard setters which can deal a lot of damage to Infernape like Garchomp and Hippowdon, but also comes at a risk that they will try to attack Infernape. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, and is almost always a better move to use in that scenario.

Team Options
========

This Infernape set fits well on defensive teams which require a bulky Fire-type with stallbreaking capabilities, but which can also act as a check to certain Dark types like Bisharp, Steel-types like Scizor and Fire-types like Mega Charizard Y, as well as a Knock Off absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good since it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the Lati twins as well as Gardevoir and Diancie, two big threats to Infernape, makes it a good partner to it as well. Most Fire-types easily switch in on Infernape, since they absorb Will-O-Wisp, therefore Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire, or a Dragon Type like Latias or Mega Altaria. Dragons are particularly good partners for Infernape since they also take care of Water-types, most of which handle Infernape very well.
  • Remove this, Fire Blast wasn't mentioned on the main set. It has low PP, dodgy accuracy (especially given that Infernape is a defensive Pokemon), and its extra power doesn't accomplish anything significant. Leaving the one Fire Punch mention here is fine imo.
  • I'd remove these. I think a specific mention of what the extra defense investment does would warrant the mention of a spread here on such a niche defensive Pokemon, and I believe the spread I mentioned at the beginning accomplishes most of the things these ones do. You can use this space to talk about the original 248 / 52 / 208+ spread, though, if people want more speed. Finally, I'd remove the mentions of Bold and Impish on the line directly below - I think one of the big sells of Infernape is its solid base speed.
  • Redundant imo. You could say that Taunt can be used against those 'Mons relatively safely once they are burnt, however.
  • Mention Infernape's immunity to burns, making it a solid Wisp/Plume switchin from the likes of Mew or Heatran. Also Infernape is a very shaky check to Zard-Y, so you might want to remove that (especially since you mention later that Infernape hates Fire-types). As a side note/tip in the future, GP tends to want you to say "such as" rather than "like", so it's a good habit to get into.
  • This is somewhat awkward wording and generally redundant info, I'd remove it.

[SET]
name: All-Out-Attacker
move 1: Close Combat
move 2: Fire Blast / Flare Blitz
move 3: Gunk Shot
move 4: Grass Knot / Hidden Power Ice / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive
evs: 100 Atk / 156 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is your primary STAB move, it hits hard and has good neutral coverage Fire Blast hits many Fighting resists such as Sableye, Gengar, Celebi and more. The fact that it hits on the special side rather than on the physical side enables it to hit certain physically bulky Pokemon like Landorus-T and Mega-Manectric harder. Flare Blitz can also be used for its higher accuracy and its ability to hit AV Tornadus-T, Volcarona and SpD Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothron and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Gardevoir, the former two hard checking it and the latter two beating it 1v1 otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard-Y, Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon which otherwise walls it, as well as hit SpD Hippowdon, Starmie and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, HP Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T and Dragonite for a huge amount of damage. If HP Ice is ran, Flare Blitz is more appropriate than Fire Blast since most Pokemon which are hit harder by Fire Blast than Flare Blitz are hit even harder by HP Ice. Mach Punch can be used as a way to revenge kill the likes of Lopunny and Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Charizard-Y and also hits certain water types like Gyarados, Tenatcruel and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying types in general, particulalry Talonflame, Mega Charizard-Y and Gyarados

Set Details
========

Life Orb is a necessity on this set, since it gives Infernape extra firepower both on the physical side and the special side. Blaze is the preffered ability on Infernape, since it gives its fire STAB extra power when it's weakened. If Thunder Punch or Mach Punch are being used, Iron Fist is the better ability as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile and Scizor while being as fast as possible and keeping both its offensive stats intact
- This spread enables Infernape to 2HKO standard Slowbro with Grass Knot while speed tying with Keldeo and Terrakion. If this isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rocks with Gunk Shot. If running HP Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO scarfed variants of Landorus-T.

Usage Tips
========

Should be used to clean through weakened teams after Pokemon which can either revenge kill or counter Infernape are gone. Hence, it should usually be kept for lategame. However, Infernape can also be used early on in the battle to lure certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send it in midgame and proceed to hit Slowbro with Grass Knot as it swicthes in. Be careful though, since once you reveal a certain move, you will not be able to use it to hit. Try to predict round ceratin checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape trhough Aqua Jet. However, the opponent may well have multiple checks to Infernape in which casehe is not guaranteed to send in the one you expect. He also may not send in any Pokemonb at all, instead opting to sacrifice the Pokemon he has currently sent in if he feels like it isn't needed anymore. So be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team like Bisharp, Weavile or Scizor. However, avoid switching it directly on these Pokemon since since all of these can severely weaken Infernape, Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in lategame, it's usually better to handle these threats differently if you can.

Team Options
========

A good answer to Talonflame and the Lati twins, 2 of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, not only acting as a great Talonflame check but also as a reliable way to pursuit trap Latios and Latias. Tyranitar can also pursuit trap several bulky Psychic types like Reuniclus, Cresselia and Slowking which can cause a lot of trouble for Infernape. Other pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, Weavile's high speed and acess to priority helping a lot against the likes of Torndaus-T and Scarfed Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon and Slowbro, and Icy Wind Gengar can lure opposing Gliscor, all of which can handle certin variants of this set. Certain Pokemon benefit from Infernape's ability to lure certain threats and therefore make for good partners for it. For instance, Mega Charizard-X is a good Infernape partner since, despite the type overlap, Infernape has the ability to lure Slowbro, Quagsire, Hippowdon, Azumarill and Altaria, all of which can check or counter Charizard X. It can have a hard time finding opportunities to switch in, so a slow Volt Switcher like Rotom-W, U-Turner like Defensive Landorus-T, or Baton Passer like Celebi, which can pass Substitutes, Nasty Plots or Sword Dances to it. Celebi is a particularly good partner since it easily takes care of the Ground and Water types which can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to Paralysis and Poison. Thus, a healing wish user like Latias can provide good support for it. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, since it is 2HKOed by both of these Pokemon.
Won't comment too much on MixApe; I haven't had a ridiculous amount of experience w/ it in ORAS and it looks good at a glance. I'd remove Mach Punch from the slashes and leave it as a mention in the analysis to tidy up the set a bit, and I don't think its niche is that useful besides hitting Lopunny, Weavile and Bisharp, and the latter two are two unlikely RKers to MixApe anyway (definitely not something to give up wall breaking/luring potential over). As a result of that, remove Iron Fist from the set itself.

I like Lead Ape because I think it does its job well as a lead, but the majority of the QC wants it gone so it can be regulated to OO.

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

Infernape is a very versatile Pokemon with many options at its disposal. It can opt for a Specially Defensive set as opposed to a physically defensive one in order to check Mega Charizard Y and Serperior better, however it loses out on bulk on the physical side. Infernape can also run a boosting set with either Swords Dance or Nasty Plot, both of which enable it to set up on Sableye, as opposed to being walled by it. However, Infernape is much easier to wall when only running 3 offensive moves, and has a hard time finding setup opportunities. A Choice Band set can abuse a very powerful U-Turn, but the inability to switch moves makes it easier for defensive teams to handle. Encore can be used to provide setup opportunities for setup sweepers and lock defensive Pokemon like Slowbro and Hippowdon into their recovery move, while Fake Out can be used to break Focus Sashes and get chip damage on faster Pokemon, however both are very hard to fit Finally, Calm Mind can be used on the Physically Defensive set in order for Infernape to serve as a win condition and not be walled by Sableye, however it usually much prefers immediate utility since it is veyr easy to revenge kill.
  • It's not very easy to wall even if it only has 3 offensive moves - remove the first part of this sentence. Make Infernape's low defensive stats one of the main points here (it finds little time to set up) and also the fact that its speed tier is just mediocre, and it doesn't have access to good priority options (many common somewhat fast 'Mons like Lati@s, Gengar, Starmie, Metagross, etc. can outspeed and OHKO it)
  • This is overstating CB Infernape's power. Just say that its STABs are exploitable but moreso it simply doesn't have the speed to adequately threaten offensive builds and doesn't have the raw power to adequately pressure defensive builds. Also relying on Flare Blitz as a main STAB option really cuts into Infernape's longevity, especially given that it gets boned by hazards.
  • Just remove the mention of CM, or say why NOT to use it over other boosting options (like one of those "x seems good but..." sentences) - because Infernape is not fast or powerful enough and would rather have immediate power.

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

**Psychic-types**: Psychic-types that either resist Infernape's Fire STAB or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-Turn. Starmie can also take Infernape on very well unless it switches into super-effective coverage, Slowbro can counter any Infernape set that does not run Grass Knot, while Slowking can even take a Grass Knot well, but fears Thunder Punch and U-Turn. Mew can easily deal with any set, provided it runs Psychic coverage, since it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infenrape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't cerry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychics such as Mega Gallade, Alakazam and Mega Metagross can easily switch in on its Fighting STAB and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.

**Ground-types**: While they do not necessarily resist either of Infernape's STAB, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to a super-effective STAB. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, Gliscor in particular is immune to Burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted HP Ice. Other grounds, such as Hippowdon, Mega Swampert, Quagsire and Gastrodon can handle any set not running Grass Knot provided that they run a physically defensive set, Finally, Dugtrio can trap and permanently remove Infernape, although, if Infernape is running a high amount of physical defense, it can beat Dugtrio 1v1 by burning it and then healing up.

**Dragon types** Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOs Infernape with Earthquake deals massive recoil damage back when hit by Close Combat, however it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake, however it does not have the physical defense or the recovery to reliably handle it. Dragonite takes it on rather easily provided it does not run Hidden Power Ice, and can even heal a burn if it runs a Lum Berry.

**Flying-types**: Flying-types serve as soid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its prioity Flying STAB. Mega Charizard Y is also a decent check to Infernape, although it takes a lot of damage from Gunk Shot. Gyarados can handle Infernape's most commn moves, and can bypass burns thanks to a Lum Berry or a RestTalk set. Tornadus-T can take both Close Combat and Fire Blast for Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infenrape's fire STAB and KO back with Aerial Ace provided it does not get burnt.

**Water-types**: Water-types can usually check Infernape decently, althugh most of them have a hard time switching in, particulary Azumarill thanks to its super-effectove Priority, although it hates Gunk Sht and Will-O-Wisp. Suicune handles non-Grass Kot sets with ease thannks to its great bulk, as does Alomomola. Tentacruel resists most of Infernape's coverage moves, bt lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape 1v1, and can even take a Close Comat relatively well thanks to its natural bulk, but it needs to win the speed tie to actually switch into it properly unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well, and easily walls it with a Calm Mind set. Rain sweepers like Kingdra, Kabutops and Omastar also make quick work of it, provided that Rain is up and they do not switch into a Close Combat

**Mega Sableye**: Thanks to its sheer bulk, Fighting immunity and its ability to bounce back Taunts, Will-O-Wisps and Stealth Rocks, Mega Sableye beats any Infernape set that does not run a booting move.
  • I just wouldn't mention Dugtrio. It's not used enough in OU to warrant a mention, and as you mention, it's already beaten by one of Infernape's sets.
  • Perhaps "take repeated hits" is better wording here
  • Mention something about Multiscale, and something about Weakness Policy in the case of HP Ice.
  • You gotta make up your mind about what checks what. I would say it's immune to Wisp and can batter at even Nape's defensive set with its powerful special attacks, and tone down all the other mentions in the analysis where Nape is a check to ZardY.
  • This isn't relevant enough to mention, especially given that Bulky Infernape can just Taunt RestTalk Gyarados. The overwhelming majority of non-Mega Gyarados carry Lefties for Sub, or Cheri.
  • This is better worded as "weather sweepers such as Kingdra and Kabutops make quick work of it under rain, provided that they don't switch into a Close Combat".
  • Standard Mega Sableye is 2HKOed by Fire Blast. You can mention that it completely shuts down the WispApe set, but Sableye is by no means a solid check to any other Infernape, which is implied here by giving Sableye its own section in C&C (and as you mention in OO, boosting sets use Sableye as set-up fodder). Putting a blanket section of "Ghost-types" on this might be better, with a mention of Gengar which can switch into any of Infernape's attacks besides its Fire move, and outspeed and OHKO MixApe or 2HKO WispApe. Hoopa-Normal and Jellicent might also be worth mentions here, but they are v. uncommon and the latter perhaps would be better in Water-types, if it's included at all. Your choice.
Alrite that was a bunch of stuff but after that this analysis should be ready for GP.
Here's the QC
3/3!
 

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