If Salamence can run Roost why can't Infernape run Slack Off? Slack Off would be good this Gen because of the increased amount of Sandstorm and Infernape's ability to force switches would let him Slack Off easily. Surely it could since the moveslot that takes up Grass Knot is not as important this Gen with the lack of Hippowdon and Swampert. Grass Knot's only good target now is Jellicent, but I doubt Infernape would stay on him anyway because of the lack of Sp. Atk investment in MixApe. Would the utility of U-turn be equal to having more longevity with Slack Off?
Edit: This could be his moveset:
Overheat / Close Combat / Stone Edge / Slack Off with Life Orb
If Salamence can run Roost why can't Infernape run Slack Off? Slack Off would be good this Gen because of the increased amount of Sandstorm and Infernape's ability to force switches would let him Slack Off easily. Surely it could since the moveslot that takes up Grass Knot is not as important this Gen with the lack of Hippowdon and Swampert. Grass Knot's only good target now is Jellicent, but I doubt Infernape would stay on him anyway because of the lack of Sp. Atk investment in MixApe. Would the utility of U-turn be equal to having more longevity with Slack Off?
Edit: This could be his moveset:
Overheat / Close Combat / Stone Edge / Slack Off with Life Orb
also, starmie has better:
defensive typing: although being a pursuit-trappable poke, it has useful resistances to fighting, steel, water, ice, and more.
utility: unlike infernape, ghosts will often switch in to take the expected rapid spin which gives you a free turn to recover
coverage: just between three moves tarmie achieves perfect coverage, meaning most pokes will switch out fearing the incoming SE attack.
Infernape is a wallbreaker and running Slack Off takes away a move slot that should be used to get better SE coverage, because his 104/104 offenses are often not enough to get through bulkier Pokemon with neutral hits especially not when you need to split EVs.
Running Recover on offensive Starmie isn't that great either, because its Pursuit weak, and Rapid Spin is alot more useful unless you most of your team is immune, resistant to SR/Spikes and even then having both Hydro Pump and Surf can be more useful.
Salamence can use Roost, because it has far better defensive stats and a great defensive typing. Salamence also covers everything with Dragon Move+Fire Blast+EQ and you can actually drop EQ for DMeteor, because it only helps with Tran and SDef Jirachi.
To get back on Infernape i have use and SD set with CC,Flare Blitz and T-Punch as a partner for Lucario and its great, i also used ScarfTar as a partner to remove the Latis/Starmie/Gengar and they form a great offensive core. I also think that Infernape can use Expert Belt quite well to fake a choice item and reduce the passive damage.
Quagsire and Gastrodon are all the rage though, especially in Rain.Surely it could since the moveslot that takes up Grass Knot is not as important this Gen with the lack of Hippowdon and Swampert. Grass Knot's only good target now is Jellicent
Starmie and Infernape are too frail to use recovery moves effectively, especially i you factor in other things such as LO recoil and the defences drop from Close Combat. Having a recovery move also reduces their much-praised coverage.I think a proper comparaison would be Starmie. Both Starmie and Infernape are fast attackers that enjoy Life Orb and have fantastic coverage moves.
Standard Starmie set: Hydro Pump / Thunderbolt / Ice Beam / Recover
Starmie (65/85/85) isn't much bulkier than Infernape (76/71/71). Yet, it can fantastically use Recover to heal off from Life Orb recoil when forcing switches. Infernape could work like that as well.
FlashFire Candle walls this big time. However with uturn or stone edge that problem goes away lolIn my mind the most viable moveset in my mind for Infernape is:
Infernape@ Iron Fist
Evs: 252 atk 252 speed and 4 hp
Adamant@ Life Orb
U-turn
Mach Punch
Close Combat
Fire Punch
This set will take advantage of Infernape's Iron Fist ability and make it abuse it like a Scizor with Technician. U-turn is to take care of those pesky psychic types, but only if they're slow. Mach punch is the basic priorty STAB move what, with Iron Fist, can be used like a Technician Scizor's bullet punch. Close Combat is the STAB move that hurts every thing that is not resistant and has moderate defense for a hopeful OHKO. Fire Punch is to take advantage of Iron Fist and to be a STAB move and to possibly burn a physically attacking for, also to take care of scizor.
Slack off is actually a really interesting Idea, I don't see an issue with running close combat, stone edge and overheat as your three moves as they still dent just about everything and I think he is in the same boat as starmie and salamence as offensive pokemon that can recover.
In saying that, I've used salamence and starmie as offensive life orb versions and find that even though they do get a lot of opportunities to use the move as they cause massive amounts of switches, I'm often more then not, wanting to hit the switch with a move instead.
Hydeous said:Quagsire and Gastrodon are all the rage though, especially in Rain.
Psycho Cut said:Starmie and Infernape are too frail to use recovery moves effectively, especially i you factor in other things such as LO recoil and the defences drop from Close Combat. Having a recovery move also reduces their much-praised coverage.
True, I need to find a more reliable calculator. Still, it's handy to get past Quagsire, and HP Ice is too good an option not to consider.In Gastrodon's case CC hits harder.