
[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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