BDSP Infernape [GP 1/1]

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[OVERVIEW]
Infernape is a menacing addition to offensive teams with its solid Speed tier, powerful dual STAB moves, and access to U-turn. Said STAB combination is almost unresisted in the tier and allows Infernape to prey on staples like Scizor, Heatran, Blissey and Magnezone. Infernape is a very good pivot that can pressure checks like Latias and Starmie with U-turn, form a great VoltTurn core with Volt Switch users such as Rotom-W and Magnezone, and bring frailer attackers like Weavile, Nidoking, and Alakazam in safely. Infernape also packs great options like Stealth Rock, Mach Punch for priority against Weavile and Aqua Jet Crawdaunt, Thunder Punch for Water-types like Starmie and Azumarill, and Grass Knot to break through Gastrodon and Quagsire. However, the combination of Infernape’s poor bulk, vulnerability to entry hazards, and drawbacks on its main STAB moves leave it lacking in longevity, often being worn down fairly quickly and unable to switch into non-resisted attacks. Its Speed tier, while solid, leaves it outpaced by key threats like Latias, Starmie, and Alakazam, in addition to being vulnerable to priority users like Extreme Speed Lucario and Aqua Jet Azumarill.

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
item: Choice Band
ability: Iron Fist / Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Choice Band Infernape is notable for its immediate raw power and respectable Speed tier, using its very powerful Flare Blitz and Close Combat to deal massive damage to anything that does not resist its STAB combination; Close Combat deals heavy damage to much of the tier and destroys the likes of Heatran, Rotom-W, and Blissey, while Flare Blitz allows it to tear through bulky Pokemon such as Tangrowth. U-turn lets Infernape pivot out of unfavorable matchups such as Garchomp and Dragonite. Iron Fist-boosted Mach Punch grants Infernape priority, safely dealing with Weavile and Crawdaunt after minimal chip damage, while Thunder Punch can remove Water-types like Slowbro and Azumarill, which resist Infernape’s STAB combination. On the other hand, Blaze pairs nicely with Flare Blitz due to the move's recoil, allowing Infernape to hit harder against trickier enemies such as Gliscor and Clefable.

While fast, Infernape is outpaced by key threats like Latias, Starmie, and Alakazam, so it fits best on offensive teams packing fast partners, especially frailer teams that benefit from Choice Band Infernape's ability to scare out walls like Tangrowth, Blissey, and Clefable and create opportunities with U-turn for threats such as Alakazam and Crawdaunt. Offensive Starmie and Weavile are particularly great partners that provide the team with extra speed control and can break bulky Ground types that Infernape can’t safely take on one-on-one like Gliscor, while Infernape deals with Weavile and Scizor. Starmie can also provide Rapid Spin support to alleviate Infernape's weakness to entry hazard damage and improve its longevity. Outside of frailer offense and balanced offense teams, Choice Band Infernape's breaking ability versus Tangrowth and Clefable greatly benefits physically attacking teammates like Azumarill and offensive Garchomp. Of particular note on these teams, Infernape forms a scary VoltTurn core with Rotom-W, as the two are great at wearing down and luring in each other's defensive answers; Slowbro and Gliscor can be forced to switch out if Infernape uses U-turn, while Blissey must carefully consider switching into Rotom-W. This allows the core to place constant pressure on the opponent while also putting the opposing team into range of their offensive teammates, namely the aforementioned frailer threats and priority users like Extreme Speed Dragonite and Ice Shard Mamoswine. Infernape also benefits greatly from hazard support such as Stealth Rock Garchomp or Spikes Skarmory to further boost its wallbreaking ability, with just one round of hazard chip ensuring the KO on Crawdaunt with Mach Punch or Azumarill with Thunder Punch. Finally, Infernape appreciates partners that can take attacks from the tier's Psychic-types like specially defensive Scizor and Blissey.

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Stealth Rock / Grass Knot / Mach Punch
move 3: Close Combat
move 4: U-turn
item: Life Orb / Focus Sash
ability: Blaze
nature: Naive
evs: 20 Atk / 236 SpA / 252 Spe

[SET COMMENTS]
Mixed Infernape specializes in breaking apart defensive cores and teams, using its solid Speed tier and ability to beat common Defoggers in Gliscor and Scizor to reliably set Stealth Rock, helping its teammates to break checks more easily and chipping switch-ins like Dragonite while being less prediction reliant. Life Orb-boosted Overheat allows Infernape to bypass defensive Pokemon like physically defensive Gliscor and Unaware Clefable, being the preferred Fire STAB move over Flare Blitz to prevent Infernape from wearing itself down too fast. Close Combat still powers through Blissey and Heatran, while U-turn lets it pivot out of threats it can’t break like Latias. Grass Knot is another solid option to better circumvent threats like Slowbro and Gastrodon on top of its usual advantageous matchups. Infernape can also slot in Mach Punch to pick off faster offensive threats like Weavile and Choice Scarf Rotom-W late-game, as well as prevent Crawdaunt from revenge killing it. Blaze is the preferred ability to further boost Overheat late-game, especially if not running Mach Punch, with Life Orb helping boost its damage output, though Focus Sash is also an option on Stealth Rock variants to guarantee entry hazards get set up. A Naive nature is recommended so Infernape can get the most damage out of its attacks without being left weaker to priority from Breloom and Lucario. All variants of this set will run max Speed, but the exact EVs vary depending on which fourth move is run; the listed spread ensures Infernape can OHKO specially defensive Heatran with Close Combat and usually 2HKO utility Gliscor and Togekiss after Stealth Rock with Overheat, as well as letting Grass Knot maximize damage against its intended targets. Mach Punch variants run 28 Special Attack to keep the 2HKO versus Gliscor and sink the rest into Attack to get maximum damage from Mach Punch.

Mixed Infernape is generally best suited for offense teams that appreciate its ability to lure and take out common defensive staples like Gliscor and Slowbro, allowing offensive teammates such as Garchomp and Dragonite to wallbreak more easily. This set's precise approach to breaking also benefits frailer attackers like Weavile and Alakazam and frees up attackers like Rotom-W by eliminating their specific counters such as Gastrodon. Pivoting support from U-turn allows Infernape to safely bring in frailer teammates such as Weavile, Starmie, and Alakazam and form an annoying VoltTurn core with Rotom-W to generate momentum for the team and help weaken shared checks such as Latias. If not running Stealth Rock, mixed Infernape prefers hazard support to help it wallbreak more easily from Pokemon such as Garchomp or Mamoswine, while also appreciating hazard removal like Rapid Spin Starmie or Defog Gliscor to prevent it from getting worn down too quickly.

[STRATEGY COMMENTS]
Other Options
=============
Infernape can utilize a Choice Scarf set, which trades power in exchange for outpacing all relevant Choice Scarf users bar Latias, crucially outpacing non-Choice Scarf Latias, Alakazam, and Starmie while still dealing significant damage to them with U-turn; this allows it to act as a solid revenge killer versus offensive teams. However, Infernape lacks the raw power to stand out as a Choice Scarf user, leaving it easily walled. Swords Dance Infernape is an option for hyper offense teams thanks to its solid matchup versus Tangrowth as well as its synergy with Water-type sweepers such as Dragon Dance Feraligatr and Belly Drum Azumarill, though it does face competition from the overall stronger Swords Dance Lucario and Garchomp, and its priority option in Mach Punch is rather mediocre for a sweeper given the prominence of Psychic-types. Infernape can run a lead set on hyper offense teams with strong STAB options in Close Combat, Overheat, and a self-sacrificial Flare Blitz, plus options like Taunt and U-turn. However, it is generally outclassed as a Stealth Rock lead by Azelf and Custap Berry Skarmory due to Azelf's greater Speed and Skarmory's access to Spikes and better flexibility thanks to Sturdy + Custap Berry.

Checks and Counters
===================
**Ground-types**: Non-mixed Infernape is forced to rely on Flare Blitz to break Gliscor, which quickly wears it down; even Choice Band Flare Blitz can only 2HKO Gliscor if catching it as it switches in. Gliscor, meanwhile, is guaranteed to OHKO Infernape back after just one round of Stealth Rock damage.

**Fast Psychic-types**: Fast Psychic-types like Starmie and Alakazam can easily revenge kill non-Choice Scarf variants of Infernape, forcing it to rely more on U-turn. This can easily pressure Infernape if entry hazards are up, damaging its already poor longevity. Latias similarly threatens to outpace and KO Infernape while also being able to repeatedly take hits thanks to its resistance to Infernape's STAB combination alongside solid bulk and recovery in Roost.

**Bulky Water-types**: Slowbro can easily counter Choice Band Infernape without Thunder Punch and mixed Infernape lacking Grass Knot, forcing Infernape to U-turn constantly and threatening its incoming teammate with a Scald burn. Defensive Rotom-W can switch into its Fire STAB moves and force it out, but it gets destroyed by item-boosted Close Combats. Azumarill does not want to switch into Infernape aggressively, as it still takes significant damage from even resisted attacks from the Choice Band variant, but it can scare it out with Aqua Jet or threaten to set up with Belly Drum.

**Priority users**: Infernape's mediocre bulk means it struggles to deal with priority bar Ice Shard and Bullet Punch, with Extreme Speed and Aqua Jet being particularly good against it. Even threats weak to Infernape, such as Lucario and Breloom, can KO it safely with boosted priority.

**Dragon-types**: Infernape struggles to break Dragonite without Stone Edge and is often forced to predict it coming in with U-turn to avoid becoming setup fodder. Mixed sets can struggle to break Garchomp, requiring full Attack investment and a boosting item to reliably 2HKO with Close Combat; Garchomp’s Rough Skin also compounds Infernape’s issues with longevity.

**Chip Damage**: Between Flare Blitz recoil, Life Orb recoil, and repeated switches with entry hazards up, Infernape is highly vulnerable to being worn down quickly, meaning that bulkier teams can cause it to wear itself down with proper prediction. This, in conjunction with mediocre bulk, means that it dislikes switching into even resisted attacks.

[CREDITS]
- Written by: [[okispokis, 520762]]
- Quality checked by: [[adem, 529732]], [[dex, 277988]], [[Xilefi, 510459]]
- Grammar checked by: [[Dead by Daylight, 571069]], [[Lumari, 232216]]
 
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[OVERVIEW]
Infernape is a menacing addition to offensive teams with its solid speed tier, powerful dual STAB and U-turn to pivot out of bad matchups while keeping momentum. Said dual STAB allows it to prey on common staples like Scizor, Heatran, Breloom and Magnezone, while U-turn allows it to deal heavy damage to Psychic types like Latios and Starmie. U-turn makes Infernape a great option on VoltTurn cores thanks to its speed, respectable power and ability to lure in bulkier Water types that Volt Switch users such as Rotom W and Magnezone prey on, as well as annoying Pokemon like Gliscor and Garchomp for partners like Starmie, Weavile and Mamoswine. Frailer attackers like Weavile and Alakazam love a safe switch-in thanks to U-turn while bulkier attackers like Garchomp appreciate the extra longevity Infernape's pivoting provides. Infernape also packs great options like Mach Punch for priority against Weavile, weakened Alakazam and Aqua Jet Crawdaunt, Thunder Punch or Grass Knot to break through opposing Water-types which try to switch in, and boosting on both sides. However, Infernape’s mediocre bulk and drawbacks on its main STABs leave it lacking in longevity, often being worn down fairly quickly and being unable to switch into non-resisted attacks. Its speed tier, while solid, leaves it outpaced by key threats like the Lati twins, Starmie and Alakazam, while also being vulnerable to priority users like Extreme Speed Lucario and Aqua Jet Azumarill.

[SET]
Name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch/Thunder Punch
Item: Choice Band
Ability: Iron Fist/Blaze
Nature: Jolly Nature
Evs: 252 Atk/4 SpD/252 Spe fyi u need spaces in between the slashes, ie: 252 Atk / 4 SpD / 252 Spe, Mach Punch / Thunder Punch

[SET COMMENTS]
Band Infernape is notable for its immediate raw power and respectable speed tier, using its very powerful Flare Blitz and Close Combat to deal massive damage to anything that does not resist its STAB combo, as well as U-turn to predict and pivot out of unfavorable matchups. Boosted Mach Punch grants Infernape further speed control, safely dealing with Weavile and Crawdaunt after minimal chip, while Iron Fist boosted Thunder Punch can seriously chip Water-types like Azumarill that resist both of Infernape’s STABs. 252 Atk Choice Band Iron Fist Infernape Thunder Punch vs. 4 HP / 0 Def Azumarill: 304-358 (88.8 - 104.6%) -- guaranteed OHKO after Stealth Rock this is not chip bruh, reword this to like “boosted Thunder Punch can instantly remove Water-types like …. “ also mention other water types (slowbro) Iron Fist is the preferred ability to ensure Mach Punch can pick up important KOs like Aqua Jet Crawdaunt after Stealth Rock while letting Thunder Punch sufficiently pressure Water types like Azumarill and Slowbro; Blaze is still an option, however, to further boost the power of Flare Blitz, pairing well with Blitz's recoil and mining some advantage out of the hazard chip Ape tends to struggle with.

While fast, Infernape is outsped by Psychic-types like Latios, Starmie and Alakazam, so it fits best on offensive teams packing fast partners, especially frailer teams that benefit from Band's ability to heavily dent walls like Tangrowth, Blissey and Clefable and create opportunities with U-turn for threats such as Alakazam and Crawdaunt. Offensive Starmie and Weavile are particularly great partners that provide the team with extra speed control and can break bulky Ground types that Infernape can’t safely 1v1 like Gliscor, while Infernape can alleviate matchups versus threats like opposing Weavile and Scizor; Starmie can also provide Rapid full names please Spin support why is this good? elaborate. Outside of frailer offense and balanced offense teams, Band's Choice Band Infernape's again, full names please breaking ability versus Tangrowth and Clefable greatly benefits physical teammates like Azumarill and offensive Garchomp. Of particular note on these teams is a scary VoltTurn core with Rotom-W as the two are great at wearing down and luring each other's defensive answers; Slowbro and Gliscor must think twice about coming in on Ape, while Blissey must carefully consider switching into Rotom. This allows the core to place constant pressure on the opponent while also putting the opposing team into range of their offensive teammates, namely the aforementioned frailer threats and priority users like Extreme Speed Dragonite and Ice Shard Mamoswine. Infernape also benefits greatly from hazard support such as Rocks Garchomp or Spikes Skarmory to further boost its wallbreaking ability, with just one round of hazard chip ensuring the KO on Crawdaunt with Mach Punch or Azumarill with Thunder Punch. Finally, Infernape appreciates partners that can take attacks from the tier's Psychic-types like SpD Specially Defensive Scizor or Blissey when on bulkier offense or balanced offense.

[SET]
Name: Mixed Attacker
move 1: Overheat
move 2: Stealth Rock/Grass Knot/Mach Punch
move 3: Close Combat
move 4: U-turn
Item: Life Orb/Focus Sash
Ability: Blaze
Nature: Naive Nature
Evs: 252 Atk/4 SpA/252 Spe

[SET COMMENTS]
Mixed Infernape specializes in breaking apart defensive cores and teams mention that it bops physdef glisc here, which makes rock setting easier + how its a good rocker bc it beats the 2 common foggers, using its solid speed tier to reliably set Stealth Rocks that help its team to break more easily and chip switch-ins like Dragonite. Life Orb boosted Overheat allows Infernape to bypass defensive mons like Tangrowth, physically defensive Gliscor and Unaware Clefable, being the preferred Fire STAB vs Flare Blitz to prevent it from wearing itself out too fast. Close Combat still powers through Blissey and Heatran, while U-turn lets it pivot out of threats it can’t break like? (latios). Grass Knot is another solid option to better circumvent threats like Slowbro and Gastrodon on top of its usual advantageous matchups; Grass Knot variants will likely prefer max Special Attack SpA to deal the most damage to its intended targets, also letting Overheat hit harder versus Clefable. Infernape can also slot in Mach Punch to pick off faster offensive threats like Starmie Weavile and Scarf Rotom W late-game as well as prevent Crawdaunt from revenge killing it. Blaze is the preferred ability to further boost Overheat late game, especially if not running Mach Punch, with Life Orb helping ensure those important KOs versus defensive mons like? if u cant mention any dont say “important kos”, just either dont mention it or say how it boosts both ur offenses, though Focus Sash is also an option on Rocks variants to take the lead in a match say how it lets u guarantee rocks up. Naive is recommended so Infernape can get the most damage out of its attacks while not making it weaker to priority.

Mixed Infernape is generally best suited for teams that need help vs defense and stall, what in the world is defense, change this to like “smtg that lures in x / x / x, or a offensive Stealth Rock setter.“ meaning it fits well on offensive teams that can already handle opposing offense with options such as Weavile and Starmie, as well as priority users such as Extreme Speed Dragonite or Aqua Jet Azumarill. reword this to suit that asw, overall this opening is v weird This set's precise approach to breaking also benefits frailer attackers like Weavile and Garchomp, as well as freeing up attackers like Shaymin and Rotom W by breaking specific counters such as Heatran and Gastrodon, respectively. u dont lure tran so change either both (shaymin and tran) or one of them (tran), maybe to smtg like chomp and bro Pivoting support from U-turn allows Infernape to safely bring in frailer teammates such as Weavile, Starmie or Alakazam and/or and im confused why this is and/or form an annoying VoltTurn core with Rotom-W, which also assists Ape in breaking Water and Ground- types, namely Slowbro and Gliscor, for the benefit of the aforementioned frailer teammates or less immediately threatening partners like SpD Scizor. except the point of this set is that ape lures these alrd….. Mixed Infernape Ape, if not running Stealth Rocks ok from this point on im not gna correct any more of these, please do it urself, also prefers hazard setters to help it break more easily such as Garchomp or Mamoswine, while also appreciating removal like Spin Starmie or Defog Scizor Gliscor to prevent it from getting worn out too quickly.

[STRATEGY COMMENTS]
Other Options
=============
Choice Scarf Infernape can also utilise a Choice Scarf set which trades power in exchange for outspeeding all relevant Scarfers bar the Lati twins and crucially outpacing non-Scarf Latios, Alakazam and Starmie while still dealing significant damage to them with U-turn; this allows Scarf to act as a solid revenge killer versus offensive teams at the cost of bulkier matchups like Garchomp this isnt rlly going into why its not good, and chomp isnt that hard to break, say that it is a mediocre scarfer that doesnt have anything that sets it apart, say that it is easily walled and taken advantage of due to its low power output. Swords Dance Infernape is an option for hyper offense teams thanks to its solid matchup versus Tangrowth as well as its synergy with Water type sweepers such as DD Feraligatr and Belly Drum Azumarill, though it does face competition from the overall stronger SD Lucario and Garchomp Breloom. mention how mach punch as priority is p shit with all the psychics running around > makes u easier to be rked Infernape can run a lead set on hyper offense with strong STAB options in Close Combat, Overheat, and sacrificial Flare Blitz, plus options like Taunt and U-turn. However, it is generally outclassed as a Stealth Rocks lead by Azelf and Custap Skarmory due to their superior ability to self-KO, getting in teammates safely while denying removal attempts. Fully Special sets are generally not recommended due to the loss of priority Vacuum Wave, competition from Alakazam as a Nasty Plot sweeper and notoriously less reliable Fighting STAB.

Checks and Counters
===================
**Ground-types**: Non-mixed Infernape is forced to rely on Flare Blitz to break Gliscor, which quickly wears it down; even Banded Blitz can only 2HKO if catching Gliscor as it switches in. Gliscor meanwhile is guaranteed to OHKO Infernape back after just one round of Rocks chip. Scarf and mixed sets can struggle to break Garchomp, requiring full Atk investment and a boosting item to reliably 2HKO with Close Combat; Garchomp’s Rough Skin also compounds Infernape’s issues with longevity.

**Fast Psychic-types**: Fast Psychic types like Latios, Starmie and Alakazam can easily revenge kill non-Scarf variants, forcing Infernape to rely more on U-turn. This can easily pressure Infernape if hazards are up, leading to it getting worn down faster.

**Bulky Water-types**: Infernape can have difficulty bypassing bulkier Water types like Slowbro, Feraligatr, Azumarill and defensive Rotom W depending on its set, often forced to pivot out of these threats. Feraligatr can be especially annoying as its bulk is often supplemented by screens, while Azumarill packs the extra benefit of resisting Fighting STAB and U-turn. u r rlly overestimating these mons, slowbro for sure shldnt be in the same section as the rest. reword this, 1 line for slowbro (counter), 1 line for washtom (can switch in on blitz, dies to cc), another line for azu and gatr bc they both do not want to switch in on either move, altho azu can force it out w jet. another line saying how repeated turns wear them down, and they all dont like tpunch

**Priority users**: Infernape's mediocre bulk means it struggles to deal with priority bar Ice Shard and Bullet Punch, with Extreme Speed and Aqua Jet being particularly good against it. Even threats weak to Infernape like Lucario and Breloom can KO it safely with boosted priority.

**Dragonite**: Infernape struggles to break Dragonite without Stone Edge and is often forced to predict it coming in with U-turn to avoid becoming set up fodder. ngl can prolly just make this into dragon types, removing latios and maybe chomp from their respective sections and moving them here

another section for chip damage, this mon is worn down fast in between blitz orb hazards rskin etc, so state that


[CREDITS]
- Written by: okispokis, #1945 also this is supposed to be ur smogon tag, not ur discord tag, supposed to look like [[okispokis, 520762]]
- Quality checked by:
- Grammar checked by:
since this is check 1 if u implement this its a 1/2, pls pls pls keep in mind that u shouldnt short form things, and explain some parts better. overall an improvement

1/2
 
Here is my am qc. Feel free to add or rephrase anything.

green = add
red = delete
blue = comments



[OVERVIEW]
Infernape is a menacing addition to offensive teams with its solid speed tier, powerful dual STAB and access to U-turn to pivot out of bad matchups while keeping momentum probably unnecessary. Said dual STAB is almost unresisted through the tier and allows it Infernape to prey on common staples like Scizor, Heatran, Breloom Blissey Breloom is able to beat Ape thanks to Mach Punch and Magnezone,. while Infernape is a very good offensive pivot thanks to U-turn allows it to deal heavy damage to Psychic types that also puts a lot of pressure to what would be check otherwise like Latios Latias and Starmie. U-turn makes Hence, Infernape a forms great option on VoltTurn cores thanks to its speed, respectable power and ability to lure in bulkier Water types that with Volt Switch users such as Rotom-W and Magnezone prey on, as well as annoying Pokemon like Gliscor and Garchomp for partners like Starmie, Weavile and Mamoswine while frailer attackers like Weavile, Nidoking and Alakazam love a safe switch-in thanks to U-turn while bulkier attackers like Garchomp appreciate the extra longevity Infernape's pivoting provides If I don't think it is necessary wrong, I don't think it is necessary true, any pokemon benefits from good pivoting and among all of them I don't think Garchomp is the one I would mention, so I would question the relevance of this sentence. Infernape also packs great options like Mach Punch for priority against Weavile, weakened Alakazam and Aqua Jet Crawdaunt speed control, Stealth Rock and Thunder Punch or Grass Knot to break through opposing Water-types which try to switch in probably unnecessary . However, the combination of Infernape’s mediocre poor bulk, entry hazards and drawbacks on its main STABs and Flare Blitz recoil leave it lacking in longevity, often being worn down fairly quickly and being unable to switch into non-resisted attacks. Its speed tier, while solid, leaves it outpaced by key threats like the Lati twins Latias, Starmie and Alakazam, while also being vulnerable to priority users like Extreme Speed Lucario and Aqua Jet Azumarill moves.

[SET]
Name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
Item: Choice Band
Ability: Iron Fist/Blaze
Nature: Jolly Nature
Evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Band Infernape is notable for its immediate raw power and respectable speed tier, using its very powerful Flare Blitz and Close Combat to deal massive damage to anything that does not resist its STAB combo, as well as U-turn to predict and pivot out of unfavorable matchups I think it is too short and you should describe what each moves does in the meta even if they are self-explanatory like Mach Punch or U-Turn. Mention that Flare Blitz is the preferred neutral move and CC deals with Heatran, Rotom-W and Chomp, Blissey etc. Iron Fist Boosted Mach Punch grants Infernape further speed control, safely dealing with Weavile mention it while talking about Mach Punch and as it ensures Mach Punch to OHKO Crawdaunt after minimal chip rocks, while Iron Fist boosted Thunder Punch can remove Water-types like forces Slowbro out, threatening the 2HKO after rocks, and prevents Azumarill to take advantage of Infernape which as they resist both of Infernape’s STABs as well as Feraligatr after some chip in practice Gatr rarely sets up in front of Ape because CC almost OHKO it and Flare Blitz can 2HKO after rocks . Iron Fist is the preferred ability to ensure Mach Punch can pick up important KOs like Crawdaunt after Stealth Rock while letting granting Thunder Punch the power need to break the aforementioned Water-types; I've mixed it with the previous sentence as it sounded like a repetition . On the other hand, Blaze is still an option, however, works nicely in combination with Flare Blitz to further boost the its power of Flare Blitz, pairing well with as Blitz's recoil will trigger Blaze by itself, improving Infernape's breaking prowess. This way, it prevents what would be check like Gliscor or Latias to beat Infernape and facilitate to break pokemon such as Clefable. and mining some advantage out of the hazard chip Ape tends to struggle with.

While fast, Infernape is outsped by Psychic-types key threats like Latios Latias, Starmie and Alakazam, so it fits best on offensive teams packing fast partners, especially frailer teams that benefit from Band's ability to heavily dent walls like Tangrowth, Blissey and Clefable and create opportunities with U-turn for threats such as Alakazam and Crawdaunt. Offensive Starmie and Weavile are particularly great partners that provide the team with extra speed control and can break bulky Ground types that Infernape can’t safely 1v1 like Gliscor, while Infernape can alleviate deals with matchups versus threats like opposing Weavile and Scizor; Starmie can also provides Rapid Spin support to alleviate Infernape's weakness to hazard chip and improve its longevity. Outside of frailer offense and balanced offense teams, Choice Band Infernape's breaking ability versus Tangrowth and Clefable greatly benefits physical teammates like Azumarill and offensive Garchomp. Of particular note on these teams is a scary VoltTurn core with Rotom-W as the two are great at wearing down and luring each other's defensive answers; Slowbro and Gliscor must think twice about coming in on Ape, while Blissey must carefully consider switching into Rotom. This allows the core to place constant pressure on the opponent while also putting the opposing team into range of their offensive teammates, namely the aforementioned frailer threats and priority users like Extreme Speed Dragonite and Ice Shard Mamoswine. Infernape also benefits greatly from hazard support such as Rocks Garchomp or Spikes Skarmory to further boost its wallbreaking ability, with just one round of hazard chip while also ensuring the KO on Crawdaunt with Mach Punch or Azumarill with Thunder Punch. Finally, Infernape appreciates partners that can take attacks from the tier's Psychic-types like Specially Defensive Scizor or Blissey.

[SET]
Name: Mixed Attacker
move 1: Overheat
move 2: Stealth Rock/Grass Knot/Mach Punch Grass Knot / Mach Punch / Stealth Rock
move 3: Close Combat
move 4: U-turn
Item: Life Orb/Focus Sash Life Orb / Focus Sash
Ability: Blaze
Nature: Naive Nature
Evs: 156 Atk / 100 SpA / 252 Spe 20 Atk / 236 SpA / 252 Spe

[SET COMMENTS]
Mixed Infernape specializes in breaking apart defensive cores and teams, using its solid speed tier and ability to beat common Defoggers Gliscor and Scizor to reliably set Stealth Rock that help its team to break more easily and chip switch-ins like Dragonite, in addition of being less predictable. Life Orb boosted Overheat allows Infernape to bypass defensive mons like Tangrowth, physical ape alrdy beats Tang physically defensive Gliscor and Unaware Clefable, being the preferred Fire STAB vs Flare Blitz to prevent it from wearing itself out too fast. Close Combat still powers through Blissey and Heatran, while U-turn lets it pivot out of threats it can’t break like Latios Latias. Grass Knot is another solid option to better circumvent threats like Slowbro and Gastrodon on top of its usual advantageous matchups; Grass Knot variants will likely prefer max Special Attack to deal the most damage to its intended targets, also letting Overheat hit harder versus Clefable. Infernape can also slot in Mach Punch to pick off faster offensive threats like Weavile and Scarf Rotom W late-game as well as prevent Crawdaunt from revenge killing it. Blaze is the preferred ability to further boost Overheat late game, especially if not running Mach Punch, with Life Orb helping boost its damage output, though Focus Sash is also an option on Stealth Rock variants to guarantee they get up. Naive is recommended so Infernape can get the most damage out of its attacks while not making it weaker to physical priority moves. All variants of this set will run max Speed, but the exact EVs vary depending on which fourth move is run; the listed spread ensures the OHKO on Specially Defensive Heatran with Close Combat and usually 2HKOs utility Gliscor and Togekiss after Stealth Rock with Overheat. Grass Knot variants can alternatively run 20 Attack EVs to still This spread allows Infernape to OHKO Specially Defensive Heatran after rocks while sinking the rest into Special Attack to maximize damage on Overheat and Grass Knot, . whereas Mach Punch variants run 28 Special Attack to keep the 2HKO versus Gliscor and sink the rest into Attack to get maximum damage from Mach Punch. With much more hindsight, I think the mach punch variant and the more mixed one are just less effective than the band set and I would stand by the more special investment set as we came up at first.

Mixed Infernape is generally best suited for offense teams that appreciate its ability to lure common defensive staples like Gliscor and Slowbro, allowing offensive teammates such as Garchomp and Dragonite to break more easily. This set's precise approach to breaking also benefits frailer attackers like Weavile and Alakazam, as well as freeing up attackers like Rotom-W by eliminating specific counters such as Gastrodon and Quaqsire. Pivoting support from U-turn allows Infernape to safely bring in frailer teammates such as Weavile, Starmie or Alakazam and form an annoying VoltTurn core with Rotom-W to generate momentum for the team and help weaken shared checks such as Latios Latias. Mixed Ape, if not running Stealth Rock, also prefers hazard setters to help it break more easily such as Garchomp or Mamoswine, while also appreciating removal like Rapid Spin Starmie or Defog Gliscor to prevent it from getting worn out too quickly.

[STRATEGY COMMENTS]
Other Options
=============
Infernape can also utilize a Choice Scarf set which trades power in exchange for outspeeding all relevant Scarfers bar the Lati twins Latias and crucially outpacing non-Scarf Latios Latias, Alakazam and Starmie while still dealing significant damage to them with U-turn; this allows Scarf to act as a solid revenge killer versus offensive teams, but it lacks the raw power to stand out as a Scarfer, leaving it easily walled. Swords Dance Infernape is an option for hyper offense teams thanks to its solid matchup versus Tangrowth as well as its synergy with Water type sweepers such as DD Feraligatr and Belly Drum Azumarill, though it does face competition from the overall stronger SD Lucario and Garchomp and its priority option in Mach Punch is rather mediocre for a sweeper given the prominence of Psychic-types. Infernape can run a lead set on hyper offense with strong STAB options in Close Combat, Overheat, and sacrificial Flare Blitz, plus options like Taunt and U-turn. However, it is generally outclassed as a Stealth Rocks lead by Azelf and Custap Skarmory due to their superior ability to self-KO, getting in teammates safely while denying removal attempts. Fully special sets are generally not recommended due to the loss of priority, competition from Alakazam as a Nasty Plot sweeper and notoriously less reliable Fighting STAB.

Checks and Counters
===================
**Ground-types**: Non-mixed Infernape is forced to rely on Flare Blitz to break Gliscor, which quickly wears it down; even Banded Blitz can only 2HKO if catching Gliscor as it switches in. Gliscor meanwhile is guaranteed to OHKO Infernape back after just one round of Rocks chip.

**Fast Psychic-types**: Fast Psychic-types like Starmie and Alakazam can easily revenge kill non-Scarf variants, forcing Infernape to rely more on U-turn. This can easily pressure Infernape if hazards are up, leading to it getting worn down faster.

**Bulky Water-types**: Slowbro can easily counter Choice Band Infernape without Thunder Punch and Mixed Infernape lacking Grass Knot, forcing it to U-turn constantly and threatening its incoming teammate with a Scald burn. Defensive Rotom-W can switch into its Fire STAB and force it out, but it gets destroyed by item-boosted Close Combat. Feraligatr and Azumarill does not want to switch aggressively into Infernape as they it still takes significant damage from even resisted attacks from the Choice Band variant, but Azumarill can scare it out with Aqua Jet or even set up with Belly Drum while Feraligatr can pick up 1 Dragon Dance if Infernape is locked into Flare Blitz.

**Priority users**: Infernape's mediocre bulk means it struggles to deal with priority bar Ice Shard and Bullet Punch, with Extreme Speed and Aqua Jet being particularly good against it. Even threats weak to Infernape like Lucario and Breloom can KO it safely with boosted priority.

**Dragon-types**: Infernape struggles to break Dragonite without Stone Edge and is often forced to predict it coming in with U-turn to avoid becoming set up fodder. Mixed sets can struggle to break Garchomp, requiring full Atk investment and a boosting item to reliably 2HKO with Close Combat; Garchomp’s Rough Skin also compounds Infernape’s issues with longevity. Latios Latias also resists both of Infernape's STABs and threaten a KO against teams without a healthy special wall, but it is easily 2HKOed by U-turn and lacks the bulk to switch into Infernape repeatedly without Roost.

**Chip Damage**: Between Flare Blitz recoil, Life Orb recoil and repeated switch-ins with hazards up, Infernape is highly vulnerable to being worn down quickly, meaning that bulkier teams can get it to wear itself out with proper prediction. This in conjunction with mediocre bulk means that it dislikes switching into even resisted attacks.

**Status effects**: Most pokemon that Infernape preys on have status moves like Thunder Wave or Sleep Powder that prevent Infernape from switching unwisely. When paralyzed, Infernape loses a lot of its pressure, while when asleep, it will most likely not be able to wake up.

[CREDITS]
- Written by: [[okispokis, 520762]]
- Quality checked by: [[adem, 529732]]
- Grammar checked by:
 

dex

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Overview

Infernape is a menacing addition to offensive teams with its solid speed tier, powerful dual STAB and U-turn to pivot out of bad matchups while keeping momentum.
Please fix this in the rest of the analysis, but you can't just say "STAB" it's gotta be STAB moves or STAB combination or something like that. STAB is an adjective, not a noun.

while bulkier attackers like Garchomp appreciate the extra longevity Infernape's pivoting provides.
eh, I'd nix this. Chomp is nice with ape, but not for that reason; moreso that they break for each other well. Chomp's longevity isn't actually as important as you may think due to all the Weavile and Latias in the tier atm.

Thunder Punch or Grass Knot to break through opposing Water-types which try to switch in
Let's be specific here. Thunder Punch is for Starmie and Azumarill, Grass Knot is for Quagsire, and Gastrodon.

Choice Band

further speed control,
Priority is not speed control. Just say Mach Punch grants it priority.

as well as Feraligatr after some chip
This is an unrealistic scenario; gatr is either boosted past ape's speed or not in when youre locked into TPunch. Nix this.

While fast, Infernape is outsped by Psychic-types like Latios, Starmie and Alakazam,
replace Latios with Latias

Mixed

while U-turn lets it pivot out of threats it can’t break like Latios
Latias

Naive is recommended so Infernape can get the most damage out of its attacks while not making it weaker to priority
I'd specifically say "weaker to priority from Breloom and Lucario"

Other Options
Infernape can also utilize a Choice Scarf set which trades power in exchange for outspeeding all relevant Scarfers bar the Lati twins
Its Choice Scarf users not Scarfers and Latias not the Lati twins

Fully special sets are generally not recommended due to the loss of priority, competition from Alakazam as a Nasty Plot sweeper and notoriously less reliable Fighting STAB.
Just remove this.

Checks and Counters

**Fast Psychic-types**: Fast Psychic-types like Starmie and Alakazam can easily revenge kill non-Scarf variants, forcing Infernape to rely more on U-turn. This can easily pressure Infernape if hazards are up, leading to it getting worn down faster.
I would add a sentence about Latias here. Say it resists both of Infernape's STAB types, has the bulk to switch into it repeatedly, and can recover with Roost.

Latios also resists both of Infernape's STABs and threaten a KO against teams without a healthy special wall, but it is easily 2HKOed by U-turn and lacks the bulk to switch into Infernape repeatedly.
remove this

2/2 when complete. GP is gonna have a field day with this (most likely me), so try to read through it and fix anything you see before tagging the team.
 
Last edited:

adem

her
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not qc anymore but worth mentioning that some of these examples r rlly weird,

especially frailer teams that benefit from Band's ability to heavily dent walls like Tangrowth, Blissey
cant think of any reasonable scenario where the opponent can still win where they have to let their tangrowth and blissey (which is integral to beating your team) switch into the choice band infernape. wld suggest either rewording this to force them out, or change examples



Garchomp. Of particular note on these teams is a scary VoltTurn core with Rotom-W as the two are great at wearing down and luring each other's defensive answers; Slowbro and Gliscor must think twice about coming in on Ape,
this part also feels a little weird since ape turning isnt exactly threatening them since they regen / pheal it all off, and they can just swap to x defensive check for rotom, think it just isnt worded well idk

spread on the mixed set also doesnt make sense, the one on the set itself has 156 attack and says its to ohko spd tran, while on the explanation theres another spread offered which says just 20 evs is needed to ko it? a bit confusing, + idk if having this many ev options is best

the sentence on lead ape is also weird, both skarm and ape have equal self-koing abilities, and i dunno if thats whats rlly driving it to be worse than those 2? prolly shld mention skarms access to spikes, zelf being faster, skarm not needing sash and can run custap

again, not official so discuss w qc abt this but feel like this analysis still has a lot of issues
shld prolly mention tias on the dragon type section, cant do anything to it unless turn on switch
 

Dead by Daylight

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AMGP, take what you'd like. add remove comment

[OVERVIEW]
Infernape is a menacing addition to offensive teams with its solid speed tier, powerful dual STAB moves and access to U-turn. Said STAB combination is almost unresisted in the tier and allows Infernape to prey on common staples like Scizor, Heatran, Blissey, (AC) and Magnezone. Infernape is also a very good pivot thanks to U-turn, (AC) that also allows allowing it to pressure checks like Latias and Starmie, forming a great VoltTurn core with Volt Switch users such as Rotom-W (remove space) and Magnezone, and give while frailer attackers like Weavile, Nidoking and Alakazam love a safe switch-in thanks to U-turn. Infernape also packs great options like Stealth Rock, Mach Punch for priority against Weavile and Aqua Jet Crawdaunt, Thunder Punch for Water-types like Starmie and Azumarill, (AC) or Grass Knot to break through Gastrodon and Quagsire. However, the combination of Infernape’s poor bulk, vulnerability to entry hazards, (AC) and drawbacks on its main STAB moves leave it lacking in longevity, often being worn down fairly quickly and being unable to switch into non-resisted attacks. Its speed tier, while solid, leaves it outpaced by key threats like Latias, Starmie and Alakazam, while also being vulnerable to priority users like Extreme Speed Lucario and Aqua Jet Azumarill.

[SET]
Name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
Item: Choice Band
Ability: Iron Fist/Blaze
Nature: Jolly Nature
Evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Choice Band Infernape is notable for its immediate raw power and respectable speed tier, using its very powerful Flare Blitz and Close Combat to deal massive damage to anything that does not resist its STAB combination.; Close Combat deals heavy damage to much of the tier and destroys the likes of Heatran, Rotom-W, (AC) and Blissey, (AC) while Flare Blitz allows it to tear through bulky Pokemon such as Tangrowth. U-turn lets Infernape predict (predict what?) and pivot out of unfavorable matchups such as Garchomp and Dragonite. Iron Fist-boosted Mach Punch grants Infernape priority, safely dealing with Weavile and Crawdaunt after minimal chip damage, while Iron Fist boosted Thunder Punch is also Iron Fist-boosted and can remove Water-types like Slowbro and Azumarill, (AC) which resist Infernape’s STAB combination. On the other hand, Blaze is also an option, (AC) as it pairs nicely with Flare Blitz due to the move's recoil, allowing it (define "it" - is it Infernape or Flare Blitz?) to hit harder against trickier matchups such as Gliscor and Clefable.

While fast, Infernape is outpaced by key threats like Latias, Starmie and Alakazam, so it fits best on offensive teams packing fast partners, especially frailer teams that benefit from Choice Band Infernape's ability to scare out walls like Tangrowth, Blissey, (AC) and Clefable and create opportunities with U-turn for threats such as Alakazam and Crawdaunt. Offensive Starmie and Weavile are particularly great partners that provide the team with extra speed control and can break bulky Ground types that Infernape can’t safely 1v1 like Gliscor, while Infernape deals with matchups versus threats like opposing Weavile and Scizor. ; Starmie can also provide Rapid Spin support to alleviate Infernape's weakness to entry hazard damage chip and improve its longevity. Outside of frailer offense and balanced offense teams, Choice Band Infernape's breaking ability versus Tangrowth and Clefable greatly benefits physically attacking teammates like Azumarill and offensive Garchomp. Of particular note on these teams, Infernape forms is a scary VoltTurn core with Rotom-W, (AC) as the two are great at wearing down and luring in each other's defensive answers; Slowbro and Gliscor can be forced to double-switch out if Infernape uses U-turn, while Blissey must carefully consider switching into Rotom-W. This allows the core to place constant pressure on the opponent while also putting the opposing team into range of their offensive teammates, namely the aforementioned frailer threats and priority users like Extreme Speed Dragonite and Ice Shard Mamoswine. Infernape also benefits greatly from hazard support such as Rocks Stealth Rock Garchomp or Spikes Skarmory to further boost its wallbreaking ability, with just one round of hazard chip ensuring the KO on Crawdaunt with Mach Punch or Azumarill with Thunder Punch. Finally, Infernape appreciates partners that can take attacks from the tier's Psychic-types like Specially Defensive specially defensive Scizor or Blissey.

[SET]
Name: Mixed Attacker
move 1: Overheat
move 2: Stealth Rock / Grass Knot / Mach Punch
move 3: Close Combat
move 4: U-turn
Item: Life Orb / Focus Sash
Ability: Blaze
Nature: Naive Nature
Evs: 20 Atk / 236 SpA / 252 Spe

[SET COMMENTS]
Mixed Infernape specializes in breaking apart defensive cores and teams, using its solid speed tier and ability to beat common Defoggers such as Gliscor and Scizor to reliably set Stealth Rock, helping to help its team to break (break what?) more easily easier and chipping switch-ins like Dragonite while being less prediction reliant. Life Orb-boosted Overheat allows Infernape to bypass defensive Pokemons like physically defensive Gliscor and Unaware Clefable, being the preferred Fire STAB vs over Flare Blitz to prevent it Infernape from wearing itself down out too fast. Close Combat still powers through Blissey and Heatran, while U-turn lets it pivot out of threats it can’t break like Latias. Grass Knot is another solid option to better circumvent threats like Slowbro and Gastrodon on top of its usual advantageous matchups. Infernape can also slot in Mach Punch to pick off faster offensive threats like Weavile and Scarf Rotom-W late-game, (AC) as well as prevent Crawdaunt from revenge killing it. Blaze is the preferred ability to further boost Overheat late game, especially if not running Mach Punch, with Life Orb helping boost its damage output, though Focus Sash is also an option on Stealth Rock variants to guarantee they Stealth Rock gets set up. A Naive nature is recommended so Infernape can get the most damage out of its attacks while not making it weaker to priority from Breloom and Lucario. All variants of this set will run max Speed, but the exact EVs vary depending on which fourth move is run; the listed spread ensures the OHKO on Specially Defensive specially defensive Heatran with Close Combat and usually 2HKOs utility Gliscor and Togekiss after Stealth Rock with Overheat, as well as while also letting Grass Knot maximize damage against its intended targets. Mach Punch variants run 28 Special Attack to keep the 2HKO versus Gliscor and sink the rest into Attack to get maximum damage from Mach Punch.

Mixed Infernape is generally best suited for offense teams that appreciate its ability to lure common defensive staples like Gliscor and Slowbro, allowing offensive teammates such as Garchomp and Dragonite to break more easily. This set's precise approach to breaking also benefits frailer attackers like Weavile and Alakazam, (RC) as well as freeing frees up attackers like Rotom-W by eliminating their specific counters such as Gastrodon. Pivoting support from U-turn allows Infernape to safely bring in frailer teammates such as Weavile, Starmie or Alakazam and form an annoying VoltTurn core with Rotom-W to generate momentum for the team and help weaken shared checks such as Latias. Mixed Infernape Ape, if not running Stealth Rock, also prefers hazard setters to help it break more easily such as Garchomp or Mamoswine, while also appreciating hazard removal like Rapid Spin Starmie or Defog Gliscor to prevent it from getting worn out too quickly.

[STRATEGY COMMENTS]
Other Options
=============
Infernape can utilize a Choice Scarf set, (AC) which trades power in exchange for outpacing all relevant Choice Scarf users bar Latias, (AC) and crucially outpacing non-Scarf Latias, Alakazam, (AC) and Starmie while still dealing significant damage to them with U-turn; this allows Scarf to act as a solid revenge killer versus offensive teams., but However, Infernape it lacks the raw power to stand out as a Choice Scarf user, leaving it easily walled. Swords Dance Infernape is an option for hyper offense teams thanks to its solid matchup versus Tangrowth as well as its synergy with Water type sweepers such as DD Dragon Dance Feraligatr and Belly Drum Azumarill, though it does face competition from the overall stronger SD Swords Dance Lucario and Garchomp and its priority option in Mach Punch is rather mediocre for a sweeper given the prominence of Psychic-types. Infernape can run a lead set on hyper offense teams with strong STAB options in Close Combat, Overheat, and a self-sacrificial Flare Blitz, plus options like Taunt and U-turn. However, it is generally outclassed as a Stealth Rocks lead by Azelf and Custap Berry Skarmory due to Azelf's greater speed and Skarmory's access to Spikes and better flexibility thanks to Sturdy + Custap Berry.

Checks and Counters
===================
**Ground-types**: Non-mixed Infernape is forced to rely on Flare Blitz to break Gliscor, which quickly wears it down; even Banded Flare Blitz can only 2HKO if catching Gliscor as it switches in. Gliscor, (AC) meanwhile, (AC) is guaranteed to OHKO Infernape back after just one round of Stealth Rock damage Rocks chip.

**Fast Psychic-types**: Fast Psychic-types like Starmie and Alakazam can easily revenge kill non-Scarf variants of Infernape, forcing Infernape it to rely more on U-turn. This can easily pressure Infernape if hazards are up, damaging its already poor longevity leading to it getting worn down faster (it's a fact that entry hazards wear down mons, but this is a change you don't have to implement). Latias similarly threatens to outpace and KO Infernape, while also being able to repeatedly take hits thanks to resisting Infernape's STAB combination alongside solid bulk and recovery in Roost.

**Bulky Water-types**: Slowbro can easily counter Choice Band Infernape without Thunder Punch and Mixed mixed Infernape lacking Grass Knot, forcing Infernape it to U-turn constantly and threatening its incoming teammate with a Scald burn. Defensive Rotom-W can switch into its Fire STAB moves and force it out, but it gets destroyed by (how many CCs does it take?) an (if one is needed to break Rotom-W) item-boosted Close Combats (if multiple Close Combats are needed). Azumarill does not want to switch into Infernape aggressively, (AC) as it still takes significant damage from even resisted attacks from the Choice Band variant, but Azumarill can scare it out with Aqua Jet or threaten to set up with Belly Drum.

**Priority users**: Infernape's mediocre bulk means it struggles to deal with priority bar Ice Shard and Bullet Punch, with Extreme Speed and Aqua Jet being particularly good against it. Even threats weak to Infernape, such as like Lucario and Breloom, (AC) can KO it safely with boosted priority.

**Dragon-types**: Infernape struggles to break Dragonite without Stone Edge and is often forced to predict it coming in with U-turn to avoid becoming set up fodder. Mixed sets can struggle to break Garchomp, requiring full Atk Attack investment and a boosting item to reliably 2HKO with Close Combat; Garchomp’s Rough Skin also compounds Infernape’s issues with longevity.

**Chip Damage**: Between Flare Blitz recoil, Life Orb recoil, (AC) and repeated switch-ins with hazards up, Infernape is highly vulnerable to being worn down quickly, meaning that bulkier teams can get cause it to wear itself out down with proper prediction. This, (AC) in conjunction with mediocre bulk means that it dislikes switching into even resisted attacks.

[CREDITS]
- Written by: [[okispokis, 520762]]
- Quality checked by: [[adem, 529732]], [[dex, 277988]], [[Xilefi, 510459]]
- Grammar checked by:


Also, why has this analysis not been updated since June 25? Just wondering, it seems rather odd.
 
Last edited:

Lumari

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TFP Leader
getting this cleaned up rq

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
GP Team done
[OVERVIEW]
Infernape is a menacing addition to offensive teams with its solid Speed tier, powerful dual STAB moves, (AC) and access to U-turn. Said STAB combination is almost unresisted in the tier and allows Infernape to prey on common staples like Scizor, Heatran, Blissey and Magnezone. Infernape is a very good pivot thanks to U-turn, also allowing it to that can pressure checks like Latias and Starmie with U-turn, (AC) and form a great VoltTurn core with Volt Switch users such as Rotom-W and Magnezone, and give bring frailer attackers like Weavile, Nidoking, (AC) and Alakazam a safe switch-in in safely. Infernape also packs great options like Stealth Rock, Mach Punch for priority against Weavile and Aqua Jet Crawdaunt, Thunder Punch for Water-types like Starmie and Azumarill, or and Grass Knot to break through Gastrodon and Quagsire. However, the combination of Infernape’s poor bulk, vulnerability to entry hazards, and drawbacks on its main STAB moves leave it lacking in longevity, often being worn down fairly quickly and being unable to switch into non-resisted attacks. Its Speed tier, while solid, leaves it outpaced by key threats like Latias, Starmie, (AC) and Alakazam, while also in addition to being vulnerable to priority users like Extreme Speed Lucario and Aqua Jet Azumarill.

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
item: Choice Band
ability: Iron Fist / Blaze (spacing)
nature: Jolly Nature
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Choice Band Infernape is notable for its immediate raw power and respectable Speed tier, using its very powerful Flare Blitz and Close Combat to deal massive damage to anything that does not resist its STAB combination; Close Combat deals heavy damage to much of the tier and destroys the likes of Heatran, Rotom-W, (AC) and Blissey, while Flare Blitz allows it to tear through bulky Pokemon such as Tangrowth. U-turn lets Infernape pivot out of unfavorable matchups such as Garchomp and Dragonite. Iron Fist-boosted (AH) Mach Punch grants Infernape priority, safely dealing with Weavile and Crawdaunt after minimal chip damage, while Thunder Punch can remove Water-types like Slowbro and Azumarill, (AC) which resist Infernape’s STAB combination. On the other hand, Blaze is also an option as it pairs nicely with Flare Blitz due to the move's recoil, allowing Infernape to hit harder against trickier matchups enemies such as Gliscor and Clefable.

While fast, Infernape is outpaced by key threats like Latias, Starmie, (AC) and Alakazam, so it fits best on offensive teams packing fast partners, especially frailer teams that benefit from Choice Band Infernape's ability to scare out walls like Tangrowth, Blissey, and Clefable and create opportunities with U-turn for threats such as Alakazam and Crawdaunt. Offensive Starmie and Weavile are particularly great partners that provide the team with extra speed control and can break bulky Ground types that Infernape can’t safely 1v1 take on one-on-one like Gliscor, while Infernape deals with Weavile and Scizor. Starmie can also provide Rapid Spin support to alleviate Infernape's weakness to entry hazard damage and improve its longevity. Outside of frailer offense and balanced offense teams, Choice Band Infernape's breaking ability versus Tangrowth and Clefable greatly benefits physically attacking teammates like Azumarill and offensive Garchomp. Of particular note on these team teams, Infernape forms a scary VoltTurn core with Rotom-W, as the two are great at wearing down and luring in each other's defensive answers; Slowbro and Gliscor can be forced to switch out if Infernape uses U-turn, while Blissey must carefully consider switching into Rotom-W. This allows the core to place constant pressure on the opponent while also putting the opposing team into range of their offensive teammates, namely the aforementioned frailer threats and priority users like Extreme Speed Dragonite and Ice Shard Mamoswine. Infernape also benefits greatly from hazard support such as Stealth Rock Garchomp or Spikes Skarmory to further boost its wallbreaking ability, with just one round of hazard chip ensuring the KO on Crawdaunt with Mach Punch or Azumarill with Thunder Punch. Finally, Infernape appreciates partners that can take attacks from the tier's Psychic-types like specially defensive Scizor or and Blissey.

[SET]
name: Mixed Attacker
move 1: Overheat
move 2: Stealth Rock / Grass Knot / Mach Punch
move 3: Close Combat
move 4: U-turn
item: Life Orb / Focus Sash
ability: Blaze
nature: Naive Nature
evs: 20 Atk / 236 SpA / 252 Spe

[SET COMMENTS]
Mixed Infernape specializes in breaking apart defensive cores and teams, using its solid Speed tier and ability to beat common Defoggers in Gliscor and Scizor to reliably set Stealth Rock, helping its teammates to break checks easier more easily and chipping switch-ins like Dragonite while being less prediction reliant. Life Orb-boosted (AH) Overheat allows Infernape to bypass defensive Pokemon like physically defensive Gliscor and Unaware Clefable, being the preferred Fire STAB move over Flare Blitz to prevent Infernape from wearing itself down too fast. Close Combat still powers through Blissey and Heatran, while U-turn lets it pivot out of threats it can’t break like Latias. Grass Knot is another solid option to better circumvent threats like Slowbro and Gastrodon on top of its usual advantageous matchups. Infernape can also slot in Mach Punch to pick off faster offensive threats like Weavile and Choice Scarf Rotom-W (spacing) late-game, as well as prevent Crawdaunt from revenge killing it. Blaze is the preferred ability to further boost Overheat late-game, (AH) especially if not running Mach Punch, with Life Orb helping boost its damage output, though Focus Sash is also an option on Stealth Rock variants to guarantee Stealth Rock gets entry hazards get set up. A Naive nature is recommended so Infernape can get the most damage out of its attacks while not making it without being left weaker to priority from Breloom and Lucario. All variants of this set will run max Speed, but the exact EVs vary depending on which fourth move is run; the listed spread ensures the OHKO on Infernape can OHKO specially defensive Heatran with Close Combat and usually 2HKOs 2HKO utility Gliscor and Togekiss after Stealth Rock with Overheat, as well as letting Grass Knot maximize damage against its intended targets. Mach Punch variants run 28 Special Attack to keep the 2HKO versus Gliscor and sink the rest into Attack to get maximum damage from Mach Punch.

Mixed Infernape is generally best suited for offense teams that appreciate its ability to lure and take out common defensive staples like Gliscor and Slowbro, allowing offensive teammates such as Garchomp and Dragonite to wallbreak more easily. This set's precise approach to breaking also benefits frailer attackers like Weavile and Alakazam and freeds frees up attackers like Rotom-W (spacing) by eliminating their specific counters such as Gastrodon. Pivoting support from U-turn allows Infernape to safely bring in frailer teammates such as Weavile, Starmie, (AC) or and Alakazam and form an annoying VoltTurn core with Rotom-W (again) to generate momentum for the team and help weaken shared checks such as Latias. Mixed Infernape, If not running Stealth Rock, mixed Infernape prefers hazard setters support to help it wallbreak more easily from Pokemon such as Garchomp or Mamoswine, while also appreciating hazard removal like Rapid Spin Starmie or Defog Gliscor to prevent it from getting worn out down too quickly.

[STRATEGY COMMENTS]
Other Options
=============
Infernape can utilize a Choice Scarf set, which trades power in exchange for outpacing all relevant Choice Scarf users bar Latias, crucially outpacing non-Choice Scarf Latias, Alakazam, (AC) and Starmie (RC) while still dealing significant damage to them with U-turn; this allows Scarf it to act as a solid revenge killer versus offensive teams. However, Infernape lacks the raw power to stand out as a Choice Scarf user, leaving it easily walled. Swords Dance Infernape is an option for hyper offense teams thanks to its solid matchup versus Tangrowth as well as its synergy with Water-type (AH) sweepers such as Drangon Dragon Dance Feraligatr and Belly Drum Azumarill, though it does face competition from the overall stronger Swords Dance Lucario and Garchomp, (AC) and its priority option in Mach Punch is rather mediocre for a sweeper given the prominence of Psychic-types. Infernape can run a lead set on hyper offense teams with strong STAB options in Close Combat, Overheat, and a self-sacrificial Flare Blitz, plus options like Taunt and U-turn. However, it is generally outclassed as a Stealth Rock lead by Azelf and Custap Berry Skarmory due to Azelf's greater Speed and Skarmory's access to Spikes and better flexibility thanks to Sturdy + Custap Berry.

Checks and Counters
===================
**Ground-types**: Non-mixed Infernape is forced to rely on Flare Blitz to break Gliscor, which quickly wears it down; even Banded Choice Band Flare Blitz can only 2HKO Gliscor if catching Gliscor it as it switches in. Gliscor, meanwhile, is guaranteed to OHKO Infernape back after just one round of Stealth Rock damage.

**Fast Psychic-types**: Fast Psychic-types like Starmie and Alakazam can easily revenge kill non-Choice Scarf variants of Infernape, forcing it to rely more on U-turn. This can easily pressure Infernape if entry hazards are up, damaging its already poor longevity. Latias similarly threatens to outpace and KO Infernape (RC) while also being able to repeatedly take hits thanks to resisting its resistance to Infernape's STAB combination alongside solid bulk and recovery in Roost.

**Bulky Water-types**: Slowbro can easily counter Choice Band Infernape without Thunder Punch and mixed Infernape lacking Grass Knot, forcing Infernape to U-turn constantly and threatening its incoming teammate with a Scald burn. Defensive Rotom-W (spacing) can switch into its Fire STAB moves and force it out, but it gets destroyed by item-boosted Close Combats. Azumarill does not want to switch into Infernape aggressively, (AC) as it still takes significant damage from even resisted attacks from the Choice Band variant, but Azumarill it can scare it out with Aqua Jet or threaten to set up with Belly Drum.

**Priority users**: Infernape's mediocre bulk means it struggles to deal with priority bar Ice Shard and Bullet Punch, with Extreme Speed and Aqua Jet being particularly good against it. Even threats weak to Infernape, such as Lucario and Breloom, can KO it safely with boosted priority.

**Dragon-types**: Infernape struggles to break Dragonite without Stone Edge and is often forced to predict it coming in with U-turn to avoid becoming set up setup fodder. Mixed sets can struggle to break Garchomp, requiring full Attack investment and a boosting item to reliably 2HKO with Close Combat; Garchomp’s Rough Skin also compounds Infernape’s issues with longevity.

**Chip Damage**: Between Flare Blitz recoil, Life Orb recoil, (AC) and repeated switch-ins switches with entry hazards up, Infernape is highly vulnerable to being worn down quickly, meaning that bulkier teams can cause it to wear itself down with proper prediction. This, in conjunction with mediocre bulk, (AC) means that it dislikes switching into even resisted attacks.

[CREDITS]
- Written by: [[okispokis, 520762]]
- Quality checked by: [[adem, 529732]], [[dex, 277988]], [[Xilefi, 510459]]
- Grammar checked by: [[Dead by Daylight, 571069]]
 
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