Infernape (Singles) [GP 2/2]

bobochan

slow mo my bobo
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
10sabsh.png

[OVERVIEW]

Infernape stands out as a great suicide lead in Battle Spot, while also boasting a vast movepool and the offensive stats to be a powerful mixed attacker. It sits at an impressive Speed tier of base 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp and Landorus-T. Access to support moves such as Encore and Taunt makes Infernape a threat that is almost impossible to set up on and can grant its teammates ample opportunities to set up themselves. Infernape's nice offensive typing allows it to check common Dark-, Grass-, and Steel-types such as Hydreigon, Serperior, and Mega Mawile. However, this leaves Infernape weak to Ground-, Water-, and Dragon-types, which are very common in the metagame. Additionally, Infernape is also extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily knock it out. Infernape also relies heavily on its Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb, and it is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent. As a lead, Infernape has difficulties with two other common leads seen in Battle Spot, Breloom and Mamoswine. Infernape is generally outclassed by Blaziken in all offensive roles, which limits its usefulness, as Stealth Rock isn't a necessity on every team.

[SET]
name: Standard
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe

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

Stealth Rock allows Infernape to break the omnipresent Focus Sash and put pressure on the opposing team in general, which is extremely useful for setup Pokemon such as Mega Salamence so that a foe's Focus Sash or Sturdy does not ruin a potential sweep. Rock Tomb can be used to OHKO the threats that resist Infernape's STAB moves such as Talonflame, Volcarona, and Mega Charizard Y and slow down a faster threat such as Thundurus so Infernape can KO it the following turn before it can finish off with Thunderbolt. Close Combat is Infernape's most reliable Fighting STAB move, OHKOing Mega Kangaskhan and Greninja and 2HKOing Ferrothorn and Normal-types like Porygon2 and Chansey. Encore is the best move to use in the last slot. Not only does it prevent Infernape from getting set up on, but it also locks the foe into a move, whether it be attacking or non-attacking, so that the next team member can potentially have a free turn. Overheat is Infernape's most powerful Fire-type STAB move, easily OHKOing Steel-types such as Ferrothorn, Mega Scizor, and Mega Mawile. It is preferred over Flare Blitz because it is a non-contact move that will not be affected by Intimidate or King's Shield, not to mention that Flare Blitz's unnecessary residual damage from self-recoil, Rough Skin and Iron Barbs, or Rocky Helmet makes it counterproductive with Focus Sash. Will-O-Wisp is viable in the last slot, as it can be used to cripple and soften the damage from physical attackers, notably Garchomp, Landorus-T, and Azumarill.

Set Details
========

A Jolly nature along with full investment in Attack and Speed is a must on Infernape, allowing it to be as fast as possible while still maximizing its damage output. The remaining 4 EV points should be allocated to Special Defense so that Porygon2 does not get a boost in Special Attack from Download. A Naive nature should be used if you decide to run Overheat in the last slot so that the move will not be hindered by a lower Special Attack stat. It is important to note that maximum Attack should be run even with a Naive nature to ensure the best chance at OHKOing Mega Kangaskhan. Focus Sash is a must on Infernape, allowing it to function effectively as a lead either by getting Stealth Rock up or using Encore before going down to a super effective attack. Blaze goes well with Focus Sash, as Infernape is guaranteed to survive a hit, significantly increasing the power of Overheat at low health.

Usage Tips
========

Stealth Rock leads such as Infernape are normally only found on very offensive teams, since balance and stall teams do not need something that just gets entry hazards up and faints. Offensive teams, on the other hand, appreciate having Stealth Rock on the opposing side or a foe locked into a move via Encore to create the necessary opportunities to set up safely. Infernape is normally used as a dedicated lead, since you want get Stealth Rock up as soon as possible or just Encore something for your next Pokemon to set up. That being said, you can use Team Preview to your advantage, since the opponent will more than likely think about having to face Infernape in the lead matchup by sending in something that can counter it, such as Mega Sableye. Therefore, in matchups where Stealth Rock isn't necessary, it might be wise to bench Infernape entirely to avoid situations where you cannot afford to be effectively one Pokemon down. It is usually safe to go for Stealth Rock in common lead matchups such as against Garchomp, Landorus-T, and Mamoswine so that you can Encore them into their own Stealth Rock or Earthquake, allowing your Flying-type to come in safely next turn. However, be careful when facing Mamoswine, as the combination of Earthquake + Ice Shard will finish off Infernape unless it is running Mach Punch. Breloom is another lead that Infernape struggles with, as it threatens to put something to sleep right away due to its Focus Sash being in tact, while Mach Punch is only a 2HKO; therefore, breaking its Focus Sash is Infernape's optimal play. When you're going up against Greninja, Rock Tomb should be used over Close Combat in the event Greninja uses Shadow Sneak, breaks Infernape's Focus Sash, and proceeds to finish it off with a Water- or Psychic-type STAB move. As lead Rotom tends to carry Choice items, they might be worth scouting for by switching into your Mega Pokemon. Otherwise, it is generally preferred to 2HKO it with Close Combat. Focus Sash can be utilized not only to get Stealth Rock up but also to just go for the 2HKO with Close Combat on threats such as Porygon2 and Chansey if your team really appreciates one of them being gone.

Team Options
========

Mega Salamence is one of the best partners for Infernape in terms of synergy, as it can easily set up on a foe locked into Earthquake and appreciates Infernape's Stealth Rock, while Infernape easily eliminates the Rock- and Ice-types that may cause Mega Salamence trouble such as Tyranitar, Greninja, and Weavile. Mega Charizard X, Volcarona, and Dragonite are other great offensive sweepers that appreciate Infernape in the same manner as Mega Salamence does. Greninja beats the Ground-, Dragon-, Flying-, and Psychic-types that Infernape struggles with, such as Landorus-T, Garchomp, Thundurus, and Slowbro, with its impressive coverage and appreciates Stealth Rock for breaking any potential Focus Sashes. Azumarill can threaten every Dragon- and Ground-type that Infernape struggles with, including Garchomp, Mega Salamence, Landorus-T, and Hippowdon. Infernape can also lock these threats in a non-damaging move with Encore so that Azumarill has a chance to set up Belly Drum, as well as eliminate Grass- and Steel-types for Azumarill such as Serperior, Ferrothorn, and Mega Scizor. Suicune is another Water-type that can comfortably set up on Mega Sableye, something that Infernape really struggles with and cannot break through, while also being able to deal with the aforementioned Dragon- and Ground-types due to its excellent bulk and defensive typing. Togekiss is another Fairy-type that is excellent at walling Dragon-types such as Garchomp and Dragonite, and it is able to cripple foes further when running Thunder Wave or Trick and can easily switch into Choice-locked Earthquake. In return, Infernape deals with the Rock- and Ice-types that Togekiss might struggle with such as Tyranitar, Ice Beam Greninja, and Weavile. Grass-types such as Serperior can easily set up on the Water-types that wall Infernape, such as Rotom-W, Suicune, and Slowbro. Serperior can also cripple faster switch-ins with Glare, such as Mega Gengar and Blaziken, while also being able to comfortably come in Breloom's Spore. Raikou, Rotom-W, and Thundurus lessen the pressure on Infernape by reliably checking Flying-types such as Talonflame, so Infernape does not always have to rely on its Focus Sash to deal with it, as well as switching into Thunder Wave. Rotom-W is notable for being able to wall both Landorus-T and Mamoswine, two threats Infernape really struggles to deal with. Mega Gengar can trap and eliminate an foe crippled by Encore when the opportunity arises, such as using Disable on Suicune's Scald, forcing it to use Struggle.

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

When you're using Naive Infernape, an alternative EV spread of 4 Atk / 252 SpA / 252 Spe allows it to KO Mega Gengar with the combination of Rock Tomb + Overheat more than 70% of the time, although this is outclassed by the physical variant, as the damage decrease on Rock Tomb makes it miss out on crucial OHKOs on numerous threats such as Volcarona. A mixed attacking set with Life Orb allows Infernape to net several KOs that would normally not be possible for a Focus Sash set, such as Close Combat OHKOing Mega Kangaskhan, even for a special variant, and Overheat directly OHKOing both Mega Gengar and Aegislash and also reliably 2HKOing Mega Sableye after the Special Attack drop. If Infernape is packing Grass Knot, it can OHKO physically defensive Hippowdon and take on a few other threats that it might struggle with such as Mega Slowbro, Mega Swampert, and Gastrodon. Mach Punch is great for finishing off Focus Sash users, especially those that can finish off Infernape with a priority move, such as Mamoswine. Iron Fist should be used over Blaze if running Mach Punch, as it increases the move's damage output. Do note, however, that the mixed attacking set is somewhat outclassed by Blaziken, as the only niche Infernape has over it is access to Grass Knot and Mach Punch, and it loses out on Speed Boost. Hidden Power Ice is notable for being able to 2HKO Garchomp, Mega Salamence, and Landorus-T even with a Jolly nature. Taunt helps Infernape against users of Spore, Thunder Wave, Yawn, and Stealth Rock such as Breloom, Porygon2, Hippowdon, and Garchomp. Fake Out works great to break Focus Sashes on foes such as Mamoswine and Breloom. Endeavor works well with Focus Sash by allowing Infernape to bring the foe down to 1 HP for the next team member to finish off. This is especially helpful against foes that resist Infernape's dual STAB moves, such as Slowbro, Gyarados, and Dragonite.

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

**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burned, Encored into a move, or Taunted and can even bounce back Stealth Rock. It is immune to Close Combat and can easily wall Infernape and use it as setup fodder for Calm Mind unless it is running Life Orb, in which case it can 2HKO Mega Sableye with Overheat.

**Priority Attackers**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, and Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet and Breloom's Mach Punch 2HKO it. Though it fears Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if its Focus Sash is broken. Greninja is able to pick off Infernape if it is packing a Water-type STAB move such as Scald or Surf by finishing it off with priority Shadow Sneak or Water Shuriken.

**Dragon-types**: Mega Salamence, Dragonite, and Mega Altaria resist both of Infernape's STAB moves while taking little from Rock Tomb and threatening to KO Infernape with their own STAB move of choice.

**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T, Gliscor, and Hippowdon, have an easy time with Infernape. The former two commonly run Choice Scarf while the last walls Infernape that lack Grass Knot and easily breaks its Focus Sash thanks to its ability Sand Stream. Each of them can also threaten to KO Infernape with STAB Earthquake.

**Water-types**: Water-types like Rotom-W, Suicune, Azumarill, and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate with their powerful Water-type STAB moves. Neither Azumarill nor Gyarados can afford to take a Will-O-Wisp, though.

**Psychic-types**: Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Toxic or Moonlight. Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. However, the former needs to watch out for Grass Knot, though the latter can outspeed Infernape and even use Trick to lock it into one move. Espeon is faster and can set up Calm Mind on Infernape without fearing Encore at all due to Magic Bounce.
 
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Bobo amazing analysis. I think you've covered everything. Just one more thing:-
Hidden power ice deserves a mention in OO as it does 2HKO landorus, garchomp, and m-salamence even with a jolly nature.
 
[OVERVIEW]

-While Infernape stands out as one of the best suicide leads in Battle Spot, it also boasts a vast movepool and the offensive stats to be a powerful mixed attacker.
-Infernape sits at an impressive Speed tier of 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp, Mamoswine and Landorus-T.
-It also has access to support moves such as Encore and Taunt, which makes Infernape a threat that is almost impossible to set up on, while granting its teammates ample opportunities to set up.
-On the other hand, Infernape is extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily OHKO.
-Infernape also relies heavily on its item Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb.
-Infernape is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent.
(I'd also talk a little bit about its typing. How great its typing is offensively and the flaws it brings.)

[SET]
name: Standard (Stealth Rock Lead or Suicide Lead because that's what this set is about honestly.)
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe

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


-Stealth Rock is a staple move on the set, as it allows Infernape to break the omnipresent Focus Sash and pressure on the opposing team in general.
-Rock Tomb can be used to OHKO the threats which resists Infernape's STAB moves such as Talonflame, Volcarona and Mega Charizard Y.
-While also slowing down faster threats such as Thundurus so Infernape can KO it the following turn before it can finish off with Thunderbolt.
-Close Combat is Infernape's most reliable Fighting STAB move, OHKOing Mega Kangaskhan and Greninja, while 2HKOing Ferrothorn and Normal-types like Porygon2 and Chansey.
-Encore is the best move in the last slot. Not only does it prevent Infernape from getting set up on, but locks the foe into a move, whether it be attacking or non-attacking so that the next team member can potentially have a free turn. (Not all that clear but you meaning for Infernape to use that as an advantage in order to switch into a more dangerous threat to the opposing team?)
-Overheat is Infernape's most powerful Fire-type STAB move, easily OHKOing Steel-types such as Ferrothorn, Mega Scizor, and Mega Mawile.
-Overheat is preferred over Flare Blitz because it is a non-contact move that will not be affected by Intimidate, King's Shield or make Infernape take unnecessary residual damage from either self-recoil, Rough Skin abilities or Rocky Helmet.
-Will-O-Wisp is viable in the last slot which can be used to cripple and soften the damage from physical attackers notably Garchomp, Landorus-T and Azumarill.

Set Details
========


-A Jolly nature along with full investment in Attack and Speed is a must on Infernape, allowing it to be as fast as possible while still maximizing its damage output.
-The remainder 4 EV points are allocated to Special Defense so that Porygon2 does not get a boost in Special Attack when coming in on Infernape.
-A Naive nature should be used if you decide to run Overheat in the last slot, so that the move will not be hindered by a lower Special Attack stat.
-Focus Sash is a must on Infernape, allowing it to function more effectively as a lead either by being able getting Stealth Rock up or using Encore before it goes down to a super effective attack.
-The ability Blaze goes well with Focus Sash, as Infernape is guaranteed to live a hit, significantly increasing the power of Overheat at low health.

Usage Tips
========


-Infernape is normally used as a dedicated lead since you would want get Stealth Rock up as soon as possible or just Encore something for your next teammate to set up.
-That being said, you may use Team Preview to your advantage, since the opponent will more than likely think about having to face Infernape in the lead matchup by sending something that may counter it, such as Mega Sableye.
-It is usually safe to go for Stealth Rock against common lead matchups such as Garchomp, Landorus-T and Mamoswine.
-So that you can Encore them into their own rocks or Earthquake, allowing your Flying-type to come in safely next turn.
-Be very careful when facing Mamoswine though, as the combination of Earthquake + Ice Shard will finish off Infernape unless it is running Mach Punch.
-As for other leads in the metagame such as Charizard X, Rock Tomb is your safest bet as you can lock it into Dragon Dance if you wish, and even slow down the switch in.
-When going up against Greninja, Rock Tomb should be used over Close Combat, in the event Greninja uses Shadow Sneak and breaks your sash, then proceeds to finish Infernape off with Water- or Psychic STAB move.
-As lead Rotoms tend to carry Choice items, it might be worth scouting for by switching into your Mega Pokemon, as Infernape is immune to Will-O-Wisp, something with Lightning Rod such as Mega Manectric will benefit greatly from this. (I'd
-Cloyster can be a troublesome match up for Infernape to face, as it cannot be encored first turn due to its slower Speed, and Infernape cannot OHKO it due to possible Sash.
-Cloyster is able to outspeed Infernape after a Shell Smash, with Rock Blast easily OHKOing Infernape due to Skill Link.

Team Options
========


-Mega Salamence is one of the best partners for Infernape in terms of synergy. Mega Salamence can easily set up on an encored Earthquake.
-While Infernape easily eliminates the Rock- and Ice-types that may cause Mega Salamence trouble such as Tyranitar, Greninja and Weavile.
-Greninja beats the Ground-, Dragon-, Flying- and Psychic-types that Infernape struggles with.
-Such as Landorus-T Garchomp, Thundurus and Slowbro with its impressive coverage and appreciates rocks on the field by breaking any potential sashes.
-Azumarill can threaten every Dragon- and Ground-types that Infernape struggles with, including Garchomp, Mega Salamance, Landorus-T and Hippowdon.
-Suicune is another Water-type that can comfortably set up on Mega Sableye, something which Infernape really struggles with and cannot break through.
-Suicune can also deal with the aforementioned Dragon- and Ground-types due to its excellent bulk and defensive typing.
-While Infernape can help Azumarill eliminate Grass- and Steel-types such as Serperior, Ferrothorn and Mega Scizor.
-Togekiss is another Fairy-type for its notorious reputation at walling Dragon-types such as Garchomp and Dragonite, and is able to cripple the foes further when running Thunder Wave or Trick. (Also switch into potential Choice Ground-type moves. Additionally protecting Infernape from getting hit by any Dragon-type moves due to its immunity.)
-Infernape deals with the Rock- and Ice-types which Togekiss might struggle with such as Tyranitar, Ice Beam Greninja and Weavile.
-Grass-types such as Serperior and Breloom can easily set up on the Water-types that wall Infernape, namely Rotom-W, Suicune and Slowbro.
-The former can provide Glare support and the latter Spore support which the whole team benefits from. Serperior can also come in on opposing Breloom's Spore.
-Raikou lessens the pressure on Infernape by reliably checking Flying-types such as Talonflame, and is immune to Thunder Wave, (From the likes of Thundurus and Klefki) so Infernape does not always have to rely on its Focus Sash to deal with Talonflame.
-Mega Manectric does a similar job to Raikou in that it can also benefit from switching into Thunder Wave and Thunderbolt prior to Mega Evolution.

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


-When using Naive Infernape, an alternative EV spread of 4 Atk / 252 SpA / 252 Spe allows you to KO Mega Gengar with a combination of Rock Tomb + Overheat more than 70% of the time.
-Although this is outclassed by the physical variant as the decrease damage in Rock Tomb misses out crucial OHKOs on numerous threats including Volcarona.
-A mixed attacking set with Life Orb allows Infernape to net several KOs that would normally not be possible on a Focus Sash set.
-Such as Close Combat OHKOing Mega Kangaskhan on Special variant, Overheat directly OHKOing both Mega Gengar and Aegislash before it can Shadow Sneak to finish off Infernape.
-While also reliably 2HKOing Mega Sableye after the Special Attack drop. If Infernape is also packing Grass Knot, it will OHKO physically defensive Hippowdon.
-Grass Knot also targets the threats that Infernape might struggle with such as Mega Slowbro, Mega Swampert and Gastrodon.
-Taunt helps Infernape against Spore, Thunder Wave, Yawn and opposing Stealth Rock users such as Breloom, Porygon2, Hippowdon and Garchomp.
-Mach Punch is great for finishing off Focus Sash users such as Mamoswine before it has an opportunity to finish Infernape off with priority Ice Shard. Note that the ability Iron Fist should be used if running it as it increases the damage output.
-Fake Out works great to break opposing Focus Sash users such as Breloom, before it has a chance to Spore.
-Lum Berry allows Infernape to get a +2 Attack boost from common Swagger users such as Thundurus and Klefki, has very limited usage outside of this.

  • (I'd also mention Endeavor + Focus Sash because that can work well with Infernape as being a lead and bring bigger threats to 1 HP for either Infernape or one of its teammates to finish off. It's also #6 so you could slash that in somewhere in the set. I'm not QC but it definitely deserves a mention.)
  • (Thunderpunch gives Infernape coverage against Water-types such as Gyarados, Suicune, and Azumarill. Can also be used with the ability Iron Fist to get a boost. (That's really up to you.))


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


**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burnt, encored into a move, or taunted and can even bounce back Stealth Rocks. It is immune to Close Combat and can easily wall Infernape unless it is running Life Orb in which it can 2HKO with Overheat.

**Priority**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet is a 2HKO. Though fearing Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if sash is Broken.

**Dragon-types**: Mega Salamence, Dragonite and Mega Altaria resists both of Infernape's STAB moves while taking little from Rock Tomb, while threatening to KO Infernape with their own STAB move of choice.

**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T and Hippowdon, have an easy time with Infernape. The former two are common Choice Scarf users while the latter walls Infernape that lack Grass Knot, easily breaking Focus Sash with sand damage. Each of them can also threaten to KO Infernape with STAB Earthquake.

**Water-types**: Water-types like Rotom-W, Suicune, Azumarill and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate back with their powerful Water-type STAB moves. Rotom-W can even Trick a Choice Specs or Scarf onto Infernape, potentially crippling it. Both Azumarill and Gyarados cannot afford to take a Will-O-Wisp though.

**Psychic-types**: Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Thunder Wave or Toxic. Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. The former needs to watch out for Grass Knot while the latter can outspeed Infernape and even Trick into locking Infernape into one move. Espeon is faster and can set up Calm Minds on Infernape without being troubled at all due to Magic Bounce.
  • (I'd Also mention that Mega Sableye can use Infernape as a setup fodder due to Calm Mind. It's not bothered by the Speed drop from Rock Tomb and with Infernape using Overheat it'll take less damage on Mega Sableye and it can Recover to stall it out.)
  • (Suicune isn't bothered by Will-O-Wisp, as it can use Rest to get rid of the burn and can use Infernape to set up with Calm Mind.
  • (I assume that Cresselia outspeeds Infernape after it uses Thunder Wave if I'm not mistaken.)

I don't have much to say but excellent job overall senpai!

Just some places that needs wording because a few sentences are out of place.
 
10sabsh.png

[OVERVIEW]

-While Infernape stands out as one of the best suicide leads in Battle Spot, it also boasts a vast movepool and the offensive stats to be a powerful mixed attacker. i wouldnt overhype it this much. i dont think it's one of the best. just say that it stands out as a good suicide lead because of the vast movepool you mention here.
-Infernape sits at an impressive Speed tier of 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp, Mamoswine and Landorus-T. i would just take out the mention of mamo here since scarf is a pretty rare set on mamo especially compared to chomp and lando-t
-It also has access to support moves such as Encore and Taunt, which makes Infernape a threat that is almost impossible to set up on, while granting its teammates ample opportunities to set up.
-On the other hand, Infernape is extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily OHKO.
-Infernape also relies heavily on its item Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb.
-Infernape is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent.

i would probably mention somehwere here that nape's usefulness is also not too great just because 'suicude' leads in general aren't amazing in battle spot, since rocks arent necessary on every team.

i'd also mention nape has a hard time vs the two most common sash leads, breloom and mamo.

[SET]

name: Standard
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe

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


-Stealth Rock is a staple move on the set, as it allows Infernape to break the omnipresent Focus Sash and pressure on the opposing team in general. mention this can be very useful damage for set up sweeper teammates
-Rock Tomb can be used to OHKO the threats which resists Infernape's STAB moves such as Talonflame, Volcarona and Mega Charizard Y.
-While also slowing down faster threats such as Thundurus so Infernape can KO it the following turn before it can finish off with Thunderbolt.
-Close Combat is Infernape's most reliable Fighting STAB move, OHKOing Mega Kangaskhan and Greninja, while 2HKOing Ferrothorn and Normal-types like Porygon2 and Chansey.
-Encore is the best move in the last slot. Not only does it prevent Infernape from getting set up on, but locks the foe into a move, whether it be attacking or non-attacking so that the next team member can potentially have a free turn.
-Overheat is Infernape's most powerful Fire-type STAB move, easily OHKOing Steel-types such as Ferrothorn, Mega Scizor, and Mega Mawile.
-Overheat is preferred over Flare Blitz because it is a non-contact move that will not be affected by Intimidate, King's Shield or make Infernape take unnecessary residual damage from either self-recoil, Rough Skin abilities or Rocky Helmet. mention sash specifically when talking about how flare blitz is not good, you dont wanna break your sash
-Will-O-Wisp is viable in the last slot which can be used to cripple and soften the damage from physical attackers notably Garchomp, Landorus-T and Azumarill.

Set Details
========


-A Jolly nature along with full investment in Attack and Speed is a must on Infernape, allowing it to be as fast as possible while still maximizing its damage output. mention that even when running overheat, max attack is necessary to ensure the best chance at OHKOing mega kang
-The remainder 4 EV points are allocated to Special Defense so that Porygon2 does not get a boost in Special Attack when coming in on Infernape.
-A Naive nature should be used if you decide to run Overheat in the last slot, so that the move will not be hindered by a lower Special Attack stat.
-Focus Sash is a must on Infernape, allowing it to function more effectively as a lead either by being able getting Stealth Rock up or using Encore before it goes down to a super effective attack.
-The ability Blaze goes well with Focus Sash, as Infernape is guaranteed to live a hit, significantly increasing the power of Overheat at low health.

Usage Tips
========


i would start off talking about how infernape(and suicide rock leads in general) are only really used on very offensive teams, since balance and stall dont really need a mon that sets rocks, does one thing and dies. offensive teams actually appreciate rocks and kinda need good opportunities for their sweeper to set up.
-Infernape is normally used as a dedicated lead since you would want get Stealth Rock up as soon as possible or just Encore something for your next teammate to set up.
-That being said, you may use Team Preview to your advantage, since the opponent will more than likely think about having to face Infernape in the lead matchup by sending something that may counter it, such as Mega Sableye.
-It is usually safe to go for Stealth Rock against common lead matchups such as Garchomp, Landorus-T and Mamoswine.
-So that you can Encore them into their own rocks or Earthquake, allowing your Flying-type to come in safely next turn.
-Be very careful when facing Mamoswine though, as the combination of Earthquake + Ice Shard will finish off Infernape unless it is running Mach Punch.
-As for other leads in the metagame such as Charizard X, Rock Tomb is your safest bet as you can lock it into Dragon Dance if you wish, and even slow down the switch in.
-When going up against Greninja, Rock Tomb should be used over Close Combat, in the event Greninja uses Shadow Sneak and breaks your sash, then proceeds to finish Infernape off with Water- or Psychic STAB move.
-As lead Rotoms tend to carry Choice items, it might be worth scouting for by switching into your Mega Pokemon, as Infernape is immune to Will-O-Wisp, something with Lightning Rod such as Mega Manectric will benefit greatly from this. not sure about this, mega manectric specifically is a weird mention as its very rare, so i think that part should definitely go. but in general im really not sure what you're trying to convey in this line. i assumed you meant scout for trick with the megas but then you talk about wisp and you lost me. you could also just go for the 2hko on specs rotom if you wanted to so idk how i feel about this rotom line being here. would like to hear another QC member's thoughts.
-Cloyster can be a troublesome match up for Infernape to face, as it cannot be encored first turn due to its slower Speed, and Infernape cannot OHKO it due to possible Sash.
-Cloyster is able to outspeed Infernape after a Shell Smash, with Rock Blast easily OHKOing Infernape due to Skill Link.

i dont think cloyster and zard x are very commonly used as leads. both are best used in the late game i think, especially zard x. i would probably take those out. if you want to mention common leads, use breloom as an example, which is actually bad matchup for nape since breloom can 2hko with mach punch. the best play vs loom will often probably be to just break its sash.

you could mention somewhere that it might often be useful to just go for a 2hko on something that your team would really like to take out, and nape can use its sash to its advantage in situations like this


Team Options
========


-Mega Salamence is one of the best partners for Infernape in terms of synergy. Mega Salamence can easily set up on an encored Earthquake.
-While Infernape easily eliminates the Rock- and Ice-types that may cause Mega Salamence trouble such as Tyranitar, Greninja and Weavile. mence also likes the rocks that nape provides
-Greninja beats the Ground-, Dragon-, Flying- and Psychic-types that Infernape struggles with.
-Such as Landorus-T Garchomp, Thundurus and Slowbro with its impressive coverage and appreciates rocks on the field by breaking any potential sashes.
-Azumarill can threaten every Dragon- and Ground-types that Infernape struggles with, including Garchomp, Mega Salamance, Landorus-T and Hippowdon. and napes encore can sometimes give azu an opportunity to set up BD
-Suicune is another Water-type that can comfortably set up on Mega Sableye, something which Infernape really struggles with and cannot break through.
-Suicune can also deal with the aforementioned Dragon- and Ground-types due to its excellent bulk and defensive typing.
-While Infernape can help Azumarill eliminate Grass- and Steel-types such as Serperior, Ferrothorn and Mega Scizor. <- move this point right after where you talk about azu, instead of after suicune.
-Togekiss is another Fairy-type for its notorious reputation at walling Dragon-types such as Garchomp and Dragonite, and is able to cripple the foes further when running Thunder Wave or Trick.
-Infernape deals with the Rock- and Ice-types which Togekiss might struggle with such as Tyranitar, Ice Beam Greninja and Weavile.
-Grass-types such as Serperior and Breloom can easily set up on the Water-types that wall Infernape, namely Rotom-W, Suicune and Slowbro.
-The former can provide Glare support and the latter Spore support which the whole team benefits from. Serperior can also come in on opposing Breloom's Spore. i don't really like breloom as a teammate since you can't run sash on both and i find other items for both these mons to be rather lackluster.
-Raikou (mention Rotom-W and Thundurus too imo since they're both good and do all these things as well, rotom also beats lando-t and some other grounds) lessens the pressure on Infernape by reliably checking Flying-types such as Talonflame, and is immune to Thunder Wave, so Infernape does not always have to rely on its Focus Sash to deal with Talonflame.
-Mega Manectric does a similar job to Raikou in that it can also benefit from switching into Thunder Wave and Thunderbolt prior to Mega Evolution.
i dont really like megamane as a teammate since you lose out on the chance to use much better megas

mention mega gengar as a teammate since it can use shadow tag to trap and ko a useless encored pokemon if the opportunity arises.

mention zard x, volcarona and dnite as other good set up sweepers, very similar to mence.


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


-When using Naive Infernape, an alternative EV spread of 4 Atk / 252 SpA / 252 Spe allows you to KO Mega Gengar with a combination of Rock Tomb + Overheat more than 70% of the time.
-Although this is outclassed by the physical variant as the decrease damage in Rock Tomb misses out crucial OHKOs on numerous threats including Volcarona.
-A mixed attacking set with Life Orb allows Infernape to net several KOs that would normally not be possible on a Focus Sash set.
-Such as Close Combat OHKOing Mega Kangaskhan on Special variant, Overheat directly OHKOing both Mega Gengar and Aegislash before it can Shadow Sneak to finish off Infernape.
-While also reliably 2HKOing Mega Sableye after the Special Attack drop. If Infernape is also packing Grass Knot, it will OHKO physically defensive Hippowdon.
-Grass Knot also targets the threats that Infernape might struggle with such as Mega Slowbro, Mega Swampert and Gastrodon.
-Taunt helps Infernape against Spore, Thunder Wave, Yawn and opposing Stealth Rock users such as Breloom, Porygon2, Hippowdon and Garchomp.
-Mach Punch is great for finishing off Focus Sash users such as Mamoswine before it has an opportunity to finish Infernape off with priority Ice Shard. Note that the ability Iron Fist should be used if running it as it increases the damage output.
-Fake Out works great to break opposing Focus Sash users such as Breloom and mamoswine, before it has a chance to Spore.
-Lum Berry allows Infernape to get a +2 Attack boost from common Swagger users such as Thundurus and Klefki, has very limited usage outside of this. also nice for twaves

-mention endeavor
-mention HP ice


-mention somewhere that the offensive sets that arent used as dedicated leads are usually outclassed by blaziken and you're only gonna be using it specifically for moves that nape has and blaziken doesnt, like grass knot and mach punch

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


**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burnt, encored into a move, or taunted and can even bounce back Stealth Rocks. It is immune to Close Combat and can easily wall Infernape unless it is running Life Orb in which it can 2HKO with Overheat.
**Priority**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet is a 2HKO. Though fearing Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if sash is Broken. breloom mach punch is also a 2hko
**Dragon-types**:
Mega Salamence, Dragonite and Mega Altaria resists both of Infernape's STAB moves while taking little from Rock Tomb, while threatening to KO Infernape with their own STAB move of choice.
**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T and Hippowdon, have an easy time with Infernape. The former two are common Choice Scarf users while the latter walls Infernape that lack Grass Knot, easily breaking Focus Sash with sand damage. Each of them can also threaten to KO Infernape with STAB Earthquake.
**Water-types**: Water-types like Rotom-W, Suicune, Azumarill and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate back with their powerful Water-type STAB moves. Rotom-W can even Trick a Choice Specs or Scarf onto Infernape, potentially crippling it. Both Azumarill and Gyarados cannot afford to take a Will-O-Wisp though. i would mention with rotom-w, that specs set gets 2hko'd by CC, so it's mostly the sitrus sets that deal with nape. so probably take out the trick mentions imo
**Psychic-types**:
Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Thunder Wave or Toxic. (you cant really encore twave so just mention Moonlight instead) Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. The former needs to watch out for Grass Knot while the latter can outspeed Infernape and even Trick into locking Infernape into one move. Espeon is faster and can set up Calm Minds on Infernape without being troubled at all due to Magic Bounce.
comments in bold as usual. let me know when this stuff is implemented, i'll look it over again just in case and after that should be 1/2
 
Implemented most of anirav and Lucy's checks (except the part about Suicune being able to set up CM on Infernape, coz it can't really due to Encore).
Implemented EVERYTHING from NOVED the godsend's check (phew).
Tagging so I can get a cool stamp ASAP.
NOVED
 
[OVERVIEW]

-While Infernape stands out as a great suicide lead in Battle Spot, while boasting a vast movepool and the offensive stats to be a powerful mixed attacker also.
-Infernape sits at an impressive Speed tier of 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp and Landorus-T.
-It also has access to support moves such as Encore and Taunt, which makes Infernape a threat that is almost impossible to set up on, while granting its teammates ample opportunities to set up.
-Infernape's nice offensive typing allows it to check common Dark-, Grass- and Steel-types such as Hydreigon, Serperior and Mega Mawile.
-Although defensively, this leaves Infernape weak to Ground-, Water- and Dragon-types which are very common in the metagame.
-On the other hand, Infernape is also extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily OHKO.
-Infernape also relies heavily on its item Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb.
-Infernape is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent.
-As a lead, Infernape also has difficulties with two other common leads seen in Battle Spot, Breloom and Mamoswine.
-The former can threaten to 2HKO with priority Mach Punch while the latter does the same with Earthquake plus Ice Shard.
-Suicide lead isn't all that of a useful role in the metagame, as Stealth Rock aren't a necessity on every team, which makes Infernape sort of outclassed by fellow Fighting-type Blaziken.
-Who has a superior ability in Speed Boost, being able to function as an effective Baton Passer with the Focus Sash set.
I don't think you need to go to in depth on these guys in the intro, since you talk about them more later in the article. Other than that, looks good, nice work bobo

1/2
 
Ok getting to this before I get double sniped again like I did with Blastoise. Comments in bold but I've cut out most of the stuff that I have no comments on.

[OVERVIEW]

Suicide lead isn't all that of a useful role in the metagame, as Stealth Rock aren't a necessity on every team, which makes Infernape sort of outclassed by fellow Fighting-type Blaziken. The phrasing of this sentence makes it tougher to understand why Blaziken outclasses Infernape and makes it seem like the lesser importance of SR makes Blaziken better which is a little misleading. I'd rephrase that last part to read something like "and Infernape is generally outclassed by Blaziken in all offensive roles which limits its usefulness." Kind of a GP thing though so idk

[SET]

name: Standard
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe
Endeavor is actually more common than Wisp, I personally think it warrants a slash in the 4th slot alongside the other moves instead of being OO but that's up to you, other thoughts on this would be cool.

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


No comments

Set Details
========


No comments

Usage Tips
========


I think it's worth mentioning that with a dedicated suicide lead it's important to note what matchups you can afford to deal with being down one Pokemon early on. Typically if Stealth Rock doesn't appear very useful then you probably don't want to bring Infernape. The HP Ice mention in the final sentence also doesn't seem necessary here since that's an OO thing.

Team Options
========


No real comments but I also second NOVED's point about Manectric being okay without the mention.

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


Lum Berry allows Infernape to get a +2 Attack boost from common Swagger users such as Thundurus and Klefki while being immune to Thunder Wave once, though it has very limited usage outside of this. A little unsure of how useful this actually is since technically any physical attacker could do this if they wanted to. It's also not particularly common unlike say, Lum Berry Volcarona, but I also don't see the harm in this staying here.

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


**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burnt, encored into a move, or taunted and can even bounce back Stealth Rocks. It is immune to Close Combat and can easily wall Infernape and use it as setup fodder for Calm Mind unless it is running Life Orb in which it can 2HKO with Overheat.

**Priority**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet and Breloom's Mach Punch is a 2HKO. Though fearing Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if sash is Broken. I think Greninja deserves the mention here or under Water-types since it's actually one of the most common opponents that have defeated it. Shadow Sneak or Water Shuriken can pick it off though neither Infernape has no easy way to win against it if it lacks the already uncommon Mach Punch.

**Dragon-types**: Mega Salamence, Dragonite and Mega Altaria resists both of Infernape's STAB moves while taking little from Rock Tomb, while threatening to KO Infernape with their own STAB move of choice.

**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T and Hippowdon, have an easy time with Infernape. The former two are common Choice Scarf users while the latter walls Infernape that lack Grass Knot, easily breaking Focus Sash with sand damage. Each of them can also threaten to KO Infernape with STAB Earthquake. Gliscor works here too, albeit less effectively than the above Ground-types. Can also use it for free Substitute setup.

**Water-types**: Water-types like Rotom-W, Suicune, Azumarill and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate back with their powerful Water-type STAB moves. Neither Azumarill nor Gyarados can afford to take a Will-O-Wisp though.

**Psychic-types**: Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Toxic and Moonlight. Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. The former needs to watch out for Grass Knot while the latter can outspeed Infernape and even Trick into locking Infernape into one move. Espeon is faster and can set up Calm Minds on Infernape without being troubled at all due to Magic Bounce.



That's about it, I think NOVED covered most of the rest of what I was going to mention and you've covered pretty much everything that needs to be said about Infernape. Mostly minor details I think could use a mention, the Endeavor bit is the only really major thing I have to say so once you've decided what to do there I'd say this is ready for its second imaginary stamp. 2/2 when this is all done.
 
I knew you were the chosen one. Implemented everything except the part with Endeavor.
I used S14 usage stats for this and Will-O was actually higher (since S15 has only been going for less than two weeks).
Removed Lum Berry also, since it was more a Breloom teammate thing but since that's gone it is no longer relevant.

Thank you and sending this to GP now!
 
if my count is accurate this should be my 600th GP check in c&c

hi bobo

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Infernape stands out as a great suicide lead in Battle Spot, while also boasting a vast movepool and the offensive stats to be a powerful mixed attacker also. Infernape It sits at an impressive Speed tier of base 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp and Landorus-T. Having Access to support moves such as Encore and Taunt (RC) makes Infernape a threat that is almost impossible to set up on (RC) while granting it can grant its teammates ample opportunities to set up themselves. Infernape's nice offensive typing allows it to check common Dark-, Grass- and Steel-types such as Hydreigon, Serperior, (AC) and Mega Mawile. Although defensively However, this leaves Infernape weak to Ground-, Water- and Dragon-types which are very common in the metagame. On the other hand Additionally, Infernape is also extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily knock it out. Infernape also relies heavily on its item Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb, (comma) Infernape and it is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent. As a lead, Infernape also has difficulties with two other common leads seen in Battle Spot, Breloom and Mamoswine. Infernape is generally outclassed by Blaziken in all offensive roles, (AC) which limits its usefulness as Stealth Rock aren't isn't a necessity on every team.

[SET]
name: Standard
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe

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

Stealth Rock is a staple move on the set, as it allows Infernape to break the omnipresent Focus Sash and put pressure on the opposing team in general, (comma) Having rocks on the opposing side of the field which is extremely useful for your set up teammates setup Pokemon such as Mega Salamence (RC) so that a Focus Sash or Sturdy does not ruin a potential sweep. Rock Tomb can be used to OHKO the threats which resists that resist Infernape's STAB moves such as Talonflame, Volcarona, (AC) and Mega Charizard Y (RC) while at the same time slowing down a faster threats such as Thundurus so Infernape can faint KO it the following turn before it can finish off with Thunderbolt. Close Combat is Infernape's most reliable Fighting STAB move, OHKOing Mega Kangaskhan and Greninja, while and 2HKOing Ferrothorn and Normal-types like Porygon2 and Chansey. Encore is the best move to use in the last slot. Not only does it prevent Infernape from getting set up on, but it also locks the foe into a move, whether it be attacking or non-attacking so that the next team member can potentially have a free turn. Overheat is Infernape's most powerful Fire-type STAB move, easily OHKOing Steel-types such as Ferrothorn, Mega Scizor, and Mega Mawile. It is preferred over Flare Blitz because it is a non-contact move that will not be affected by Intimidate or King's Shield, (AC) This is especially true since Infernape is holding a Focus Sash, which not to mention Flare Blitz's will cause it to take unnecessary residual damage from either self-recoil, Rough Skin abilities, (AC) or Rocky Helmet makes it counterproductive with Focus Sash. Will-O-Wisp is viable in the last slot, (AC) which as it can be used to cripple and soften the damage from physical attackers, (AC) notably Garchomp, Landorus-T, (AC) and Azumarill.

Set Details
========

A Jolly nature along with full investment in Attack and Speed is a must on Infernape, allowing it to be as fast as possible while still maximizing its damage output. The remainder 4 EV points should be allocated to Special Defense so that Porygon2 does not get a boost in Special Attack when coming in on Infernape from Download. A Naive nature should be used if you decide to run Overheat in the last slot (RC) so that the move will not be hindered by a lower Special Attack stat. It is important to note that maximum Attack should be run even with a Naive nature to ensure the best chance at OHKOing Mega Kangaskhan. Focus Sash is a must on Infernape, allowing it to function effectively as a lead either by being able getting Stealth Rock up or using Encore before going down to a super effective attack. The ability Blaze goes well with Focus Sash, as Infernape is guaranteed to live survive a hit, significantly increasing the power of Overheat at low health.

Usage Tips
========

Stealth Rock leads such as Infernape are normally only found on very offensive teams, since balance and stall teams does do not need something on their team that just gets rocks entry hazards up and faints. Offensive teams, (AC) on the other hand, (AC) appreciates having rocks Stealth Rock on the opposing side or a foe locked into a locked move via Encore to create necessary opportunities in order to set up safely. Infernape is normally used as a dedicated lead, (AC) since you would want get Stealth Rock up as soon as possible or just Encore something for your next teammate Pokemon to set up. That being said, you may can use Team Preview to your advantage, since the opponent will more than likely think about having to face Infernape in the lead matchup by sending something that may can counter it, such as Mega Sableye. Therefore, against in matchups where Stealth Rocks aren't isn't necessary, it might be wise to bench Infernape entirely, for situations where you cannot afford to be effectively one Pokemon down. It is usually safe to go for Stealth Rock against in common lead matchups such as against Garchomp, Landorus-T, (AC) and Mamoswine (RC) so that you may can Encore them into their own Stealth Rocks or Earthquake, allowing your Flying-type to come in safely next turn. However, be careful when facing Mamoswine, (AC) though, as the combination of Earthquake + Ice Shard will finish off Infernape unless it is running Mach Punch. Breloom is another lead that Infernape struggles with, threatening as it threatens to Spore something put something to sleep right away due to its Focus Sash being in tact, while Mach Punch is only a 2HKO; (SC) therefore, (AC) breaking its Focus Sash should be is Infernape's most optimal play. When you're going up against Greninja, Rock Tomb should be used over Close Combat, in the event Greninja uses Shadow Sneak and breaks your Infernape's Focus Sash (RC) then and proceeds to finish Infernape it off with a Water- or Psychic-type STAB move. As lead Rotoms tend to carry Choice items, it might be worth scouting for by switching into your Mega Pokemon. Otherwise, it is generally preferred to go for the 2HKO with Close Combat. Focus Sash can be utilized not only to get rocks Stealth Rock up (RC) but also to just go for the 2HKO with Close Combat so you can remove on (double check content please)threats such as Porygon2 and Chansey if your team really appreciates one of them being gone.

Team Options
========

Mega Salamence is one of the best partners for Infernape in terms of synergy, (comma) Mega Salamence as it can easily set up on an Encored Earthquake while appreciate and appreciates Infernape's Stealth Rock which Infernape provides, while Infernape easily eliminates the Rock- and Ice-types that may cause Mega Salamence trouble such as Tyranitar, Greninja, (AC) and Weavile. Mega Charizard X, Volcarona, (AC) and Dragonite are other great offensive sweepers that appreciate Infernape in the same manner as Mega Salamence does. Greninja beats the Ground-, Dragon-, Flying-, (AC) and Psychic-types that Infernape struggles with, such as Landorus-T Garchomp, Thundurus, (AC) and Slowbro, (AC) with its impressive coverage and appreciates rocks on the field by Stealth Rock for breaking any potential Focus Sashes. Azumarill can threaten every Dragon- and Ground-types that Infernape struggles with, including Garchomp, Mega Salamance, Landorus-T and Hippowdon. Infernape could potentially Encore a non-damaging move from can also lock these threats in a non-damaging move with Encore so that Azumarill has a chance to set up Belly Drum, (comma) Infernape can also help Azumarill as well as eliminate Grass- and Steel-types for Azumarill such as Serperior, Ferrothorn and Mega Scizor. Suicune is another Water-type that can comfortably set up on Mega Sableye, something which that Infernape really struggles with and cannot break through, (comma) Suicune can while also being able to deal with the aforementioned Dragon- and Ground-types due to its excellent bulk and defensive typing. Togekiss is another Fairy-type for its notorious reputation that is excellent (if that's what you're getting at? sorta hard to follow) at walling Dragon-types such as Garchomp and Dragonite, and it is able to cripple the foes further when running Thunder Wave or Trick, being able to and can easily switch into Choice-locked Earthquake. In return, (AC) Infernape deals with the Rock- and Ice-types which that Togekiss might struggle with such as Tyranitar, Ice Beam Greninja, (AC) and Weavile. Grass-types such as Serperior can easily set up on the Water-types that wall Infernape, namely such as Rotom-W, Suicune, (AC) and Slowbro. Serperior can also cripple faster switch-ins (AH) with Glare, (AC) such as Mega Gengar and Blaziken, while can also being able to comfortably come in Breloom's Spore. Raikou, Rotom-W, (AC) and Thundurus lessens the pressure on Infernape by reliably checking Flying-types such as Talonflame, and is they're immune to Thunder Wave, (<- maybe move that to the back of the sentence? looks out of place here) so Infernape does not always have to rely on its Focus Sash to deal with Talonflame. Rotom-W is notable for being able to wall both Landorus-T and Mamoswine, two threats Infernape really struggles to deal with. Mega Gengar could potentially can trap and eliminate an Encored mon foe when the opportunity arises, such as using Disable on Suicune's Scald, forcing it to struggle.

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

When you're using Naive Infernape, an alternative EV spread of 4 Atk / 252 SpA / 252 Spe allows you it to KO Mega Gengar with a combination of Rock Tomb + Overheat more than 70% of the time, although this is outclassed by the physical variant, (AC) as the decrease damage decrease on in Rock Tomb misses makes it miss out on crucial OHKOs on numerous threats including such as Volcarona. A mixed attacking set with Life Orb allows Infernape to net several KOs that would normally not be possible on for a Focus Sash set, such as Close Combat OHKOing Mega Kangaskhan on a special variant, Overheat directly OHKOing both Mega Gengar and Aegislash before it can Shadow Sneak to finish off Infernape with Shadow Sneak (RC) and also reliably 2HKOing Mega Sableye after the Special Attack drop. If Infernape is packing Grass Knot, it will can OHKO physically defensive Hippowdon. Grass Knot targets and take on a few other threats that Infernape it might struggle with such as Mega Slowbro, Mega Swampert, (AC) and Gastrodon. Mach Punch is great for finishing off Focus Sash users such as Mamoswine before it has an opportunity to finish Infernape off with priority Ice Shard. Note that the ability Iron Fist should be used if running it, (AC) as it increases the damage output. Do note, (AC) however, that the mixed attacking set is somewhat outclassed by Blaziken, as the only niche Infernape has over it is having access to Grass Knot and Mach Punch while trading for losing out on Speed Boost. Hidden Power Ice is notable for being able to 2HKO Garchomp, Mega Salamence, (AC) and Landorus-T even with a Jolly nature. Taunt helps Infernape against Spore, Thunder Wave, Yawn, (AC) and opposing Stealth Rock users such as Breloom, Porygon2, Hippowdon, (AC) and Garchomp. Fake Out works great to break opposing Focus Sashes users on foes such as Mamoswine and Breloom (RC) before the latter has a chance to use Spore. Endeavor works well with Focus Sash and on leads such as Infernape, (unless it should not be "Infernape", this is pretty much extraneous) able allowing Infernape to bring the foe down to 1 HP for the next team member to finish off. This is especially helpful against foes that resists resist Infernape's dual STAB moves, such as Slowbro, Gyarados, (AC) and Dragonite.

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

**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burnt burned, Encored into a move, or Taunted and can even bounce back Stealth Rocks. It is immune to Close Combat and can easily wall Infernape and use it as setup fodder for Calm Mind unless it is running Life Orb, (AC) in which case it can 2HKO with Overheat.

**Priority**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, and Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet and Breloom's Mach Punch is are a 2HKO. Though fearing it fears Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if its Focus Sash is broken. Greninja is able to pick off Infernape if it is packing a Water-type STAB move such as Scald or Surf then finish by finishing it off with priority Shadow Sneak or Water Shuriken.

**Dragon-types**: Mega Salamence, Dragonite, (AC) and Mega Altaria resists resist both of Infernape's STAB moves while taking little from Rock Tomb, while and threatening to KO Infernape with their own STAB move of choice.

**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T, (AC) and Hippowdon, have an easy time with Infernape. The former two are common Choice Scarf users ("commonly run Choice Scarf"? considerably less clunky but may pose content issues)while the latter walls Infernape that lack Grass Knot, easily breaking Focus Sash with sand damage. Lastly, (AC) Gliscor doesn't have much trouble with Infernape either. Each of them can also threaten to KO Infernape with STAB Earthquake.

**Water-types**: Water-types like Rotom-W, Suicune, Azumarill, (AC) and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate back with their powerful Water-type STAB moves. Neither Azumarill nor Gyarados can afford to take a Will-O-Wisp, (AC) though.

**Psychic-types**: Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Toxic and or Moonlight. Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. However, (AC) the former needs to watch out for Grass Knot, (AC) while the latter can outspeed Infernape and even use Trick into locking Infernape it into one move. Espeon is faster and can set up Calm Minds on Infernape without being troubled at all due to Magic Bounce.
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[OVERVIEW]

Infernape stands out as a great suicide lead in Battle Spot, while also boasting a vast movepool and the offensive stats to be a powerful mixed attacker. (period) It sits at an impressive Speed tier of base 108, allowing it to become an effective scout when holding Focus Sash for common Choice Scarf users such as Garchomp and Landorus-T. Access to support moves such as Encore and Taunt makes Infernape a threat that is almost impossible to set up on while it and can grant its teammates ample opportunities to set up themselves. Infernape's nice offensive typing allows it to check common Dark-, Grass-, (AC) and Steel-types such as Hydreigon, Serperior, and Mega Mawile. However, this leaves Infernape weak to Ground-, Water-, (AC) and Dragon-types, (AC) which are very common in the metagame. Additionally, Infernape is also extremely frail, meaning it cannot switch into any attacks. Even neutral STAB moves such as Outrage can easily knock it out. Infernape also relies heavily on its Focus Sash to check Flying-types such as Talonflame and Thundurus with Rock Tomb, and it is also very predictable, though you can play this to your advantage at Team Preview; the same can be said for your opponent. As a lead, Infernape also (If the flaws you just stated also apply to its role as a lead, then you can leave this.) has difficulties with two other common leads seen in Battle Spot, Breloom and Mamoswine. Infernape is generally outclassed by Blaziken in all offensive roles, which limits its usefulness, (AC) as Stealth Rock isn't a necessity on every team.

[SET]
name: Standard
move 1: Stealth Rock
move 2: Rock Tomb
move 3: Close Combat
move 4: Encore / Overheat / Will-O-Wisp
item: Focus Sash
ability: Blaze
nature: Jolly / Naive
evs: 252 Atk / 4 SpD / 252 Spe

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

Stealth Rock allows Infernape to break the omnipresent Focus Sash and put pressure on the opposing team in general, which is extremely useful for setup Pokemon such as Mega Salamence so that a foe's Focus Sash or Sturdy does not ruin a potential sweep. Rock Tomb can be used to OHKO the threats that resist Infernape's STAB moves such as Talonflame, Volcarona, and Mega Charizard Y while at the same time and slowing (The move can't do those things at once) down a faster threat such as Thundurus so Infernape can KO it the following turn before it can finish off with Thunderbolt. Close Combat is Infernape's most reliable Fighting STAB move, OHKOing Mega Kangaskhan and Greninja and 2HKOing Ferrothorn and Normal-types like Porygon2 and Chansey. Encore is the best move to use in the last slot. Not only does it prevent Infernape from getting set up on, but it also locks the foe into a move, whether it be attacking or non-attacking, (AC) so that the next team member can potentially have a free turn. Overheat is Infernape's most powerful Fire-type STAB move, easily OHKOing Steel-types such as Ferrothorn, Mega Scizor, and Mega Mawile. It is preferred over Flare Blitz because it is a non-contact move that will not be affected by Intimidate or King's Shield, not to mention that Flare Blitz's unnecessary residual damage from self-recoil, Rough Skin abilities and Iron Barbs, or Rocky Helmet makes it counterproductive with Focus Sash. Will-O-Wisp is viable in the last slot, as it can be used to cripple and soften the damage from physical attackers, notably Garchomp, Landorus-T, and Azumarill.

Set Details
========

A Jolly nature along with full investment in Attack and Speed is a must on Infernape, allowing it to be as fast as possible while still maximizing its damage output. The remainder remaining 4 EV points should be allocated to Special Defense so that Porygon2 does not get a boost in Special Attack from Download. A Naive nature should be used if you decide to run Overheat in the last slot so that the move will not be hindered by a lower Special Attack stat. It is important to note that maximum Attack should be run even with a Naive nature to ensure the best chance at OHKOing Mega Kangaskhan. Focus Sash is a must on Infernape, allowing it to function effectively as a lead either by getting Stealth Rock up or using Encore before going down to a super effective attack. The ability Blaze goes well with Focus Sash, as Infernape is guaranteed to survive a hit, significantly increasing the power of Overheat at low health.

Usage Tips
========

Stealth Rock leads such as Infernape are normally only found on very offensive teams, since balance and stall teams do not need something that just gets entry hazards up and faints. Offensive teams, on the other hand, appreciate having Stealth Rock on the opposing side or a foe locked into a move via Encore to create the necessary opportunities in order to set up safely. Infernape is normally used as a dedicated lead, since you want get Stealth Rock up as soon as possible or just Encore something for your next Pokemon to set up. That being said, you can use Team Preview to your advantage, since the opponent will more than likely think about having to face Infernape in the lead matchup by sending in something that can counter it, such as Mega Sableye. Therefore, in matchups where Stealth Rock isn't necessary, it might be wise to bench Infernape entirely, for to avoid (I'm not sure what you were going for here) situations where you cannot afford to be effectively one Pokemon down. It is usually safe to go for Stealth Rock in common lead matchups such as against Garchomp, Landorus-T, and Mamoswine so that you can Encore them into their own Stealth Rock or Earthquake, allowing your Flying-type to come in safely next turn. However, be careful when facing Mamoswine, though, as the combination of Earthquake + Ice Shard will finish off Infernape unless it is running Mach Punch. Breloom is another lead that Infernape struggles with, as it threatens to put something to sleep right away due to its Focus Sash being in(remove space)tact, while Mach Punch is only a 2HKO; therefore, breaking its Focus Sash is Infernape's optimal play. When you're going up against Greninja, Rock Tomb should be used over Close Combat, (RC) in the event Greninja uses Shadow Sneak, (AC) and breaks Infernape's Focus Sash, (AC) and proceeds to finish it off with a Water- or Psychic-type STAB move. As lead Rotoms formes (or "lead Rotom tends," depending on which formes are used as leads) tend to carry Choice items, it they might be worth scouting for by switching into your Mega Pokemon. Otherwise, it is generally preferred to go for the 2HKO it (repetition) with Close Combat. Focus Sash can be utilized not only to get Stealth Rock up but also to just go for the 2HKO with Close Combat on threats such as Porygon2 and Chansey if your team really appreciates one of them being gone.

Team Options
========

Mega Salamence is one of the best partners for Infernape in terms of synergy, as it can easily set up on an Encored foe locked into Earthquake and appreciates Infernape's Stealth Rock, while Infernape easily eliminates the Rock- and Ice-types that may cause Mega Salamence trouble such as Tyranitar, Greninja, and Weavile. Mega Charizard X, Volcarona, and Dragonite are other great offensive sweepers that appreciate Infernape in the same manner as Mega Salamence does. Greninja beats the Ground-, Dragon-, Flying-, and Psychic-types that Infernape struggles with, such as Landorus-T, (AC) Garchomp, Thundurus, and Slowbro, with its impressive coverage and appreciates Stealth Rock for breaking any potential Focus Sashes. Azumarill can threaten every Dragon- and Ground-type that Infernape struggles with, including Garchomp, Mega Salamance Salamence, Landorus-T, (AC) and Hippowdon. Infernape can also lock these threats in a non-damaging move with Encore so that Azumarill has a chance to set up Belly Drum, as well as eliminate Grass- and Steel-types for Azumarill such as Serperior, Ferrothorn, (AC) and Mega Scizor. Suicune is another Water-type that can comfortably set up on Mega Sableye, something that Infernape really struggles with and cannot break through, while also being able to deal with the aforementioned Dragon- and Ground-types due to its excellent bulk and defensive typing. Togekiss is another Fairy-type that is excellent at walling Dragon-types such as Garchomp and Dragonite, and it is able to cripple the (T-Wave does nothing to Chomp) foes further when running Thunder Wave or Trick and can easily switch into Choice-locked Earthquake. In return, Infernape deals with the Rock- and Ice-types that Togekiss might struggle with such as Tyranitar, Ice Beam Greninja, and Weavile. Grass-types such as Serperior can easily set up on the Water-types that wall Infernape, such as Rotom-W, Suicune, and Slowbro. Serperior can also cripple faster switch-ins with Glare, such as Mega Gengar and Blaziken, while also being able to comfortably come in Breloom's Spore. Raikou, Rotom-W, and Thundurus lessen the pressure on Infernape by reliably checking Flying-types such as Talonflame, so Infernape does not always have to rely on its Focus Sash to deal with Talonflame and they're immune it, as well as switching into Thunder Wave. Rotom-W is notable for being able to wall both Landorus-T and Mamoswine, two threats Infernape really struggles to deal with. Mega Gengar can trap and eliminate an Encored foe crippled by Encore when the opportunity arises, such as using Disable on Suicune's Scald, forcing it to struggle use Struggle.

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

When you're using Naive Infernape, an alternative EV spread of 4 Atk / 252 SpA / 252 Spe allows it to KO Mega Gengar with a the combination of Rock Tomb + Overheat more than 70% of the time, although this is outclassed by the physical variant, as the damage decrease on Rock Tomb makes it miss out on crucial OHKOs on numerous threats such as Volcarona. A mixed attacking set with Life Orb allows Infernape to net several KOs that would normally not be possible for a Focus Sash set, such as Close Combat OHKOing Mega Kangaskhan, even for on a special variant, and Overheat directly OHKOing both Mega Gengar and Aegislash before it can finish off Infernape with Shadow Sneak (Mega Gengar doesn't run Shadow Sneak iirc) and also reliably 2HKOing Mega Sableye after the Special Attack drop. If Infernape is packing Grass Knot, it can OHKO physically defensive Hippowdon and take on a few other threats that it might struggle with such as Mega Slowbro, Mega Swampert, and Gastrodon. Mach Punch is great for finishing off Focus Sash users, especially those that can finish off Infernape with a priority move, such as Mamoswine before it has an opportunity to finish Infernape off with priority Ice Shard. Note that the ability Iron Fist should be used over Blaze if running it Mach Punch, as it increases the move's damage output. Do note, however, that the mixed attacking set is somewhat outclassed by Blaziken, as the only niche Infernape has over it is access to Grass Knot and Mach Punch, and it loses while losing (not having Speed Boost is not part of its niche) out on Speed Boost. Hidden Power Ice is notable for being able to 2HKO Garchomp, Mega Salamence, and Landorus-T even with a Jolly nature. Taunt helps Infernape against users of Spore, Thunder Wave, Yawn, and opposing Stealth Rock users such as Breloom, Porygon2, Hippowdon, and Garchomp. Fake Out works great to break Focus Sashes on foes such as Mamoswine and Breloom before the latter has a chance to use Spore. (Then why mention Mamoswine? Not sure where you could put this.) Endeavor works well with Focus Sash by allowing Infernape to bring the foe down to 1 HP for the next team member to finish off. This is especially helpful against foes that resist Infernape's dual STAB moves, such as Slowbro, Gyarados, and Dragonite.

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

**Mega Sableye**: Due to Magic Bounce, Mega Sableye cannot be burned, Encored into a move, or Taunted and can even bounce back Stealth Rock. It is immune to Close Combat and can easily wall Infernape and use it as setup fodder for Calm Mind unless it is running Life Orb, in which case it can 2HKO Mega Sableye with Overheat.

**Priority Attackers**: Aegislash can beat Infernape with a combination of Shadow Ball + Shadow Sneak, and Mamoswine can do the same with Earthquake + Ice Shard. Azumarill's Aqua Jet and Breloom's Mach Punch are a 2HKO it. Though it fears Rock Tomb, Talonflame's Brave Bird can OHKO Infernape if its Focus Sash is broken. Greninja is able to pick off Infernape if it is packing a Water-type STAB move such as Scald or Surf by finishing it off with priority Shadow Sneak or Water Shuriken.

**Dragon-types**: Mega Salamence, Dragonite, and Mega Altaria resist both of Infernape's STAB moves while taking little from Rock Tomb and threatening to KO Infernape with their own STAB move of choice.

**Ground-types**: Common Ground-types seen in the metagame, such as Garchomp, Landorus-T, Gliscor, and Hippowdon, have an easy time with Infernape. The former two commely commonly run Choice Scarf while the latter last walls Infernape that lack Grass Knot, (RC) and easily breaking breaks its Focus Sash with sand damage thanks to Sand Stream (I think it should be clearly stated where the sand comes from, but it's your call). Lastly, Gliscor doesn't have much trouble with Infernape either. Each of them can also threaten to KO Infernape with STAB Earthquake.

**Water-types**: Water-types like Rotom-W, Suicune, Azumarill, and Gyarados have no problem walling Infernape due to their good bulk, and all can retaliate with their powerful Water-type STAB moves. Neither Azumarill nor Gyarados can afford to take a Will-O-Wisp, though.

**Psychic-types**: Cresselia easily walls Infernape but needs to watch out for Encore when using a non-attacking move such as Toxic or Moonlight. Both Slowbro and Latios can OHKO Infernape with their STAB Psychic. However, the former needs to watch out for Grass Knot, while though the latter can outspeed Infernape and even use Trick to lock it into one move. Espeon is faster and can set up Calm Minds on Infernape without being troubled fearing Encore (again, subjective change but I'd specify) at all due to Magic Bounce.
GP 2/2
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Snow for president! Everything has been implemented.
3 more analyses and I'll be taking on the C&C league! c:
 
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