UU Infernape

Hilomilo

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[OVERVIEW]

Infernape is among the UnderUsed metagame's premier offensive threats, thanks to its multitude of valuable traits. Between a great Speed tier, good mixed offenses, and access to both physical and special boosting moves in Swords Dance and Nasty Plot, Infernape is extremely offensively versatile, capable of running several different viable sets and always leaving its opponent guessing. Furthermore, Infernape's excellent STAB combination in tandem with the massive amount of coverage options at its disposal allows it to hit almost the entire tier for super effective damage, severely limiting its checks. Access to two powerful STAB priority attacks in the forms of Mach Punch and Vacuum Wave further bolsters Infernape's offensive prowess, allowing it to pick off weakened threats with relative ease. Unfortunately, Infernape can often suffer from four-moveslot syndrome, which prevents it from covering everything it'd like to and allows certain Pokemon to check some of its sets. Infernape is also very frail without defensive investment, which leaves it extremely vulnerable to Pokemon that can hit it for super effective damage, such as Rotom-W, Azumarill, and Mega Aerodactyl. Infernape also sits at a slightly exploitable Speed tier, given that big threats like Mega Beedrill and Latias can outpace and threaten it, which in tandem with its poor bulk can require intelligent play to put Infernape to full use.

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

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

Flare Blitz is a powerful Fire-type STAB attack that aids Infernape in reliably revenge killing foes like Mega Sceptile, Scizor, and Cobalion. U-turn gives Infernape a way of reliably pivoting out of its predicted switch-ins and is also useful for chipping checks like Slowbro, Starmie, and Latias quite a bit. Close Combat complements Flare Blitz quite well, hitting Pokemon like Terrakion, Krookodile, and Mega Sharpedo quite hard. Gunk Shot allows Infernape to revenge kill Primarina, Azumarill, and Mega Altaria, which otherwise comfortably tank its attacks. Stone Edge can be used over Gunk Shot, hitting Flying-types like Mega Aerodactyl, Togekiss, and particularly Moltres, which otherwise walls this set, while also KOing Chandelure. Earthquake is an option for allowing Infernape to reliably revenge kill Electric-types like Mega Manectric and Raikou while also hitting Pokemon like Tentacruel, Alolan Muk, and Volcanion quite hard. Punishment can be used to reliably revenge kill Calm Mind Mega Latias but otherwise gives up coverage.

Set Details
========

Maximum investment in Attack and Speed with a Jolly nature maximizes Infernape's offensive presence, allowing it to secure its niche as a reliable revenge killer. A Choice Scarf is used to allow Infernape to outspeed the entire unboosted metagame and thus perform as one of the tier's best revenge killers. Blaze is the preferred ability, compensating for Flare Blitz's recoil damage by giving it a boost in power once Infernape is low on HP.

Usage Tips
========

This set's main function is as a very reliable revenge killer, thanks to Infernape's good Attack and Speed. As such, Infernape should come in on a boosted setup sweeper, such as Cobalion or Raikou, after a teammate has pivoted it in or fainted, and revenge kill it. If a setup sweeper with moderate bulk, like Raikou or Mega Altaria, is to be revenge killed by Infernape, it is important that they are first weakened a bit through either pivoting or entry hazard damage. U-turn should be utilized as much as possible throughout the match, as it easily generates momentum and also allows Infernape's checks to be chipped fairly adequately. It is best to use U-turn when predicting a switch to a threat like Latias or Slowbro, as this will allow Infernape to deal some damage to them while bringing in a teammate capable of taking them on. Due to the drawbacks of Infernape's STAB attacks, they should only be used later on in a game when Pokemon resistant to them are removed or when Infernape can use them to a revenge kill a foe that doesn't resist them. This set has some use as an anti-lead thanks to Infernape's fast U-turn, which should be utilized against common leads on hyper offensive teams in Azelf, Froslass, and Terrakion to break their Focus Sashes and allow another teammate to finish them off. This set can also be put to use as a late-game cleaner due to Infernape's good Speed, but it should be noted that lots of support is required for this due to Infernape's middling power and the tier's plentiful number of Pokemon resistant to its STAB attacks.

Team Options
========

Setup sweepers like Cobalion, Latias, and Scizor appreciate Infernape's ability to revenge kill opposing boosted threats, which allows them to more easily sweep later on in a match. Entry hazard support from the likes of Klefki, Swampert, and Gliscor can punish the switches that Infernape forces while adequately chipping its checks. Entry hazard removal from Mega Blastoise, Starmie, and Tentacruel can alleviate Infernape's weakness to chip damage that comes with frequent pivoting. Pursuit trappers such as Mega Aerodactyl and Alolan Muk can trap and KO Latias and Starmie after Infernape has lured them in, which makes for a more reliable potential late-game sweep from Infernape. Slow pivots like Scizor and Rotom-W can form a VoltTurn core with Infernape in addition to reliably bringing it in to remove a foe. While they can't safely bring it into play, faster pivots like Mega Beedrill and Mega Manectric can also form a VoltTurn core with Infernape. Bulky Ground- and Water-types are often hard for Infernape to break through with this set, which makes Ground-type checks like Primarina and Azumarill and Water-type checks like Rotom-W and Amoonguss decent teammates.

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

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

Flare Blitz is an extremely powerful STAB attack, and when boosted by Choice Band, it allows Infernape to OHKO big metagame threats like Cobalion, Mega Manectric, and Togekiss more often than not. It also does significant damage to even notably bulky Pokemon, 2HKOing the likes of Gliscor, Sylveon, and Togekiss. U-turn allows Infernape to pivot out of undesirable situations, such as matchups against Tentacruel and Hippowdon, while also severely denting typical switch-ins like Latias, Starmie, and Slowbro. Close Combat allows Infernape to OHKO Rock-types like Mega Aerodactyl and Terrakion, while also dealing heavy damage to various bulky threats that resist Flare Blitz, notably 2HKOing Pokemon like Volcanion, Mega Blastoise, and Swampert after Stealth Rock. Mach Punch is a powerful priority move that is useful for picking off weakened threats, like Mega Aerodactyl and Mega Sharpedo. Gunk Shot allows Infernape to lure in and nail Mega Altaria, which otherwise tanks all of Infernape's hits. Stone Edge gives Infernape a way of covering certain Flying-types like Moltres and Mantine, while also hitting opposing Fire-types like Volcanion and Chandelure. Earthquake is another option that covers Tentacruel and Chandelure, which both wall this set, while also hitting the likes of Entei and Volcanion for super effective damage.

Set Details
========

252 EVs invested in Attack maximize Infernape's wallbreaking prowess, while 252 EVs in Speed with a Jolly nature make it as fast as possible, notably giving it the ability to outspeed threats like Hydreigon, Celebi, and Tentacruel. Iron Fist is the preferred ability if Mach Punch is being run to increase the move's Base Power, though Blaze is useful otherwise for boosting the power of Flare Blitz once Infernape is low on health. A Choice Band gives Infernape its impressive physical wallbreaking capabilities, allowing it to KO on Pokemon like Gliscor and Mandibuzz to be easily secured.

Usage Tips
========

This set's main function is as a powerful wallbreaker, thanks to Infernape's good Speed and high Attack with a Choice Band. It is best to use U-turn as much as possible earlier on in a match, as this will adequately chip Infernape's checks for teammates to finish them off. Flare Blitz and Close Combat should only be used once Pokemon resistant to them are significantly weakened, as they become quite easy for Infernape to spam late-game to punch holes for sweeping teammates. If it's being run, Mach Punch should only be used for revenge killing purposes. This means that when a foe like Mega Pidgeot or Cobalion is significantly weakened, it is best for Infernape to then be switched into play, as it can then reliably pick them off with priority.

Team Options
========

Pursuit trappers like Alolan Muk and Scizor alleviate Infernape's weakness to faster Psychic-types like Latias, Starmie, and Azelf, allowing it to more easily wallbreak. Choice Scarf users like Hydreigon and Krookodile can pressure the Pokemon that outspeed and threaten Infernape, like Crobat, Mega Manectric, and Mega Aerodactyl. Other means of speed control, such as Thunder Wave from Klefki and Togekiss and Sticky Web from Smeargle, can be used to help Infernape outspeed some Pokemon it normally wouldn't, but this usually isn't as reliable. Grass-types like Mega Sceptile and Rotom-C can switch into and pressure the Ground- and Water-types that Infernape hates dealing with. Switch-ins to Flying-types, like Mega Aerodactyl, Mega Aggron, and Empoleon, are also helpful for better handling Pokemon like Mega Pidgeot and Togekiss. Pivots such as Scizor and Magneton form a VoltTurn core with Infernape and can safely bring it into play. Entry hazard support from the likes of Gliscor, Hippowdon, and Azelf can help Infernape break past bulkier foes more easily and punish switches. Entry hazard removal from Pokemon like Crobat, Latias, and Mega Blastoise can also be important for preventing Infernape from taking too much residual damage from pivoting.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot / Vacuum Wave
item: Life Orb / Fightinium Z
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Nasty Plot boosts Infernape's Special Attack stat by two stages, turning it into a fearsome sweeper and wallbreaker. Fire Blast is an immensely powerful STAB attack that plows through most foes after a boost. At +2, it notably OHKOes threats like Gliscor, Nidoqueen, and Mandibuzz and even 2HKOes Pokemon that resist the attack, like Latias and the rare Talonflame. Focus Blast complements Fire Blast extremely well, OHKOing Fire-resistant Pokemon such as Volcanion, Terrakion, and Alomomola while also 2HKOing specially bulky threats in Alolan Muk and Blissey. When Fightinium Z has been activated, Focus Blast turns into a 190-Base Power All-Out Pummeling, capable of reliably OHKOing Blissey and Nihilego, which can otherwise both tank a hit and potentially cripple Infernape. Vacuum Wave provides strong priority that allows Infernape to easily pick off weakened threats while also easing its matchup against Mega Sharpedo. Grass Knot hits bulky Water- and Ground-types for super effective damage, OHKOing the likes of Mega Blastoise, Suicune, and Hippowdon after a boost. Water / Ground types like Seismitoad and Swampert are hit for OHKOed by Grass Knot even without a Nasty Plot boost.

Set Details
========

252 EVs invested in Special Attack give Infernape as much of an offensive presence as possible, while 252 EVs invested in Speed with a Timid nature make it considerably fast. A Life Orb puts a huge amount of power behind Infernape's attacks, which allows it to break past foes more easily. Fightinium Z allows Infernape to more easily break past Pokemon such as Blissey and Alomomola, which heavily strengthens its stall matchup. It is worth noting that Vacuum Wave should be used over Grass Knot if Fightinium Z is run, however, due to All-Out Pummeling mostly eliminating the need for Grass Knot. Firium Z is also an option for muscling past specially bulky Fairy-types like Sylveon and Florges, though it leaves Infernape with worse coverage than Fightinium Z overall. Blaze is the best ability for this set, giving Fire Blast immense power once Infernape is low on HP.

Usage Tips
========

This set's best function is as a late-game sweeper, as Infernape sweeps quite well once its checks are removed. It can, however, also be put to use as an early-game wallbreaker that weakens opposing teams for another sweeper and as a stallbreaker. If Infernape is looking to sweep late-game, it is best that faster Pokemon that can revenge kill it, such as Mega Beedrill, Choice Scarf Krookodile, Mega Aerodactyl, and especially Latias are removed from play or have had their Speed lowered by either Sticky Web or paralysis. Various Water-types are also important to remove in order to allow Infernape to clean up. These Water-types include Starmie, which can outspeed and revenge kill Infernape, Primarina, which isn't OHKOed by Grass Knot, and Mega Sharpedo, which fears Vacuum Wave but otherwise can reach +1 with Speed Boost, outspeed Infernape, and OHKO it. Due to Infernape's frailty, it should only be switched into threats that it can tank hits from, like Amoonguss and Scizor, and otherwise be brought into play with support from a pivot or after a teammate has fainted. It should mainly look to set up against foes that it forces out, such as Scizor, Blissey, and Mamoswine. Infernape should look to use All-Out Pummeling against Blissey in order to reliably secure a KO against it, though foes like Alomomola, Nihilego, and Alolan Muk also make good targets due to their ability to potentially cripple Infernape if they aren't KOed.

Team Options
========

Pursuit trappers such as Mega Aerodactyl, Krookodile, and Scizor are key as partners thanks to their ability to dispose of big threats to it in Latias, Starmie, and Mega Aerodactyl. Electric-type Pokemon like Mega Manectric, Magneton, and Rotom-W are also appreciated as partners due to being able to dispose of the Water- and Flying-types that can impede Infernape's sweep. Grass-type Pokemon like Celebi and Mega Sceptile can also pressure the Water-types that Infernape hates dealing with while reliably switching into Ground-type attacks as well. Choice Scarf users such as Terrakion and Krookodile can outspeed and pressure the fast Pokemon that Infernape is revenge killed by, like Latias and Mega Pidgeot. Pivots such as Rotom-W and Scizor are valuable as teammates due to their ability to lure in Grass- and Steel-types, respectively, while also bringing Infernape in safely. Entry hazard support from Pokemon like Terrakion, Hippowdon, and Klefki allows Infernape to secure various KOs more easily.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive
evs: 168 Atk / 88 SpA / 252 Spe

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

Overheat is Infernape's most powerful STAB attack, severely denting most foes that don't resist it. It does, however, drop Infernape's Special Attack by two stages upon being used. Fire Blast is an option over Overheat, sacrificing some power and accuracy for being easier to spam. Close Combat complements Infernape's Fire-type STAB attack of choice quite nicely, hitting Pokemon that tank it, such as Blissey, Empoleon, and Terrakion, for OHKOs while also nailing Dark-types like Hydreigon and Krookodile. Grass Knot covers the bulky Water-types that otherwise trouble Infernape, such as Swampert, Suicune, and Mega Blastoise. Gunk Shot hits Fairy-types, such as Primarina, Mega Altaria, and Azumarill, for super effective damage while also 2HKOing Latias, which otherwise walls Infernape. Mach Punch is useful priority that can allow Infernape to easily pick off weakened foes. Earthquake is good coverage for hitting Pokemon like Tentacruel and Volcanion quite hard, but overall, it doesn't provide as reliable coverage as Infernape's other moves.

Set Details
========

88 EVs invested in Attack give Infernape a decent amount of physically offensive prowess, notably allowing it to OHKO Krookodile with Close Combat even after Intimidate. Maximum Speed investment with a Naive nature gives Infernape as much Speed as possible while cutting into its already mediocre Special Defense so not to decrease either offensive stat; Naive is preferred over Hasty because it allows Infernape to maintain its ability to soft check Scizor. The remaining EVs are invested in Special Attack, giving Overheat and Grass Knot a decent amount of power. Blaze is the preferred ability, giving Infernape a decently powerful Overheat or Fire Blast when it's low on HP. Iron Fist can also be used, however, in order to give Infernape's Mach Punch a decent amount of power if it's running the move. Life Orb is the preferred item, allowing Infernape's attacks to have a considerable amount of power put behind them.

Usage Tips
========

This set has multiple potential uses in a match. It can be used as an early-game wallbreaker due to Infernape's good coverage, and it can also be used to clean up late-game when checks have been weakened, thanks to Infernape's good Speed. So not to further limit Infernape's longevity with Life Orb recoil, it is best that careful prediction is used with this set. For example, if predicting the switch to a Pokemon that tanks either of Infernape's STAB attacks, such as Swampert or Sylveon, it is best to use super effective coverage, like Grass Knot and Gunk Shot, to nail these threats. Since it will often wear itself down with Life Orb recoil alone, Infernape should be brought into play when it's capable of punching as big of holes in opposing teams as possible, which means that faster Pokemon capable of KOing it should be removed or weakened into range of a KO from Mach Punch. It should also be brought in via support from a pivot or after a teammate has fainted for similar reasons.

Team Options
========

Infernape will often miss out on just a few threats due to its slight four-moveslot syndrome, which prevents it from hitting Poison-types like Tentacruel and Alolan Muk too hard. This makes Ground-types, such as Zygarde-10%, Krookodile, and Mamoswine, good options for teammates. Answers to Flying-types, such as Rotom-W, Mega Manectric, and Mega Aerodactyl, will also be appreciated due to Infernape's difficulty hitting Pokemon like Mantine and Mandibuzz. Pursuit trappers, such as Metagross, Scizor, and Alolan Muk, are capable of disposing of Infernape's biggest checks in Latias and Starmie, which makes a late-game sweep easier. Infernape's ability to lure in various Water- and Fairy-types means Pokemon that appreciate these gone, like Mega Sharpedo, Krookodile, and Weavile, will appreciate its wallbreaking capabilities. Entry hazard support from the likes of Gliscor, Hippowdon, and Klefki, which can also provide Thunder Wave support, is helpful for punishing switches and giving Infernape an easier time breaking past foes. Entry hazard removal, while not mandatory, is also quite helpful due to the fact that Infernape will often switch in and out of play, which makes the likes of Tentacruel, Mega Blastoise, and Defog Latias potentially useful teammates. Lastly, slow pivots, like Rotom-W, Magneton, and Gliscor, can safely bring Infernape into play.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat
move 4: Thunder Punch / Mach Punch
item: Electrium Z / Firium Z / Life Orb
ability: Iron Fist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Swords Dance is mandatory for boosting Infernape's Attack stat by two stages and turning it into a threatening sweeper. Flare Blitz is a powerful STAB move that, once boosted, at worst 2HKOes anything that doesn't resist it. With Firium Z, Flare Blitz turns into a powerful Inferno Overdrive, which Infernape can use to plow through even the bulkiest of foes. With Stealth Rock down, it notably OHKOes Mandibuzz, Hippowdon, and Gliscor, which would all otherwise take a hit and heavily dent Infernape in return. Close Combat nails Pokemon that resist Flare Blitz, such as Hydreigon, Haxorus, and Terrakion, while also 2HKOing Swampert on the switch after a boost. Thunder Punch dents bulky Water-types like Alomomola, Suicune, and particularly Jellicent and Mantine, which boast immunities or resistances to both of Infernape's STAB attacks. With Electrium Z, Thunder Punch turns into Gigavolt Havoc, which at +2 can OHKO even the bulkiest Water-types in Suicune, Slowbro, and Alomomola. Mach Punch can be used to pick off weakened or frail threats, like Cobalion, Mega Pidgeot, and Mega Sharpedo.

Set Details
========

Maximum investment in Attack gives Infernape great power behind its attacks, while maximum investment in Speed with a Jolly nature gives it a good amount of Speed. Iron Fist is the preferred ability, as it puts a good amount of power behind Thunder Punch and Mach Punch. Electrium Z is the best item for this set for its ability to help Infernape KO the bulky Water-types that it lures in like Mega Blastoise and Slowbro. Firium Z can be used, however, in order to allow Infernape to plow through bulkier Ground-types like Gliscor and Hippowdon. Life Orb is also an option if another teammate is using a Z-Move, as it puts a considerable amount of power behind Infernape's attacks.

Usage Tips
========

This set's function is as a late-game cleaner, as Infernape can break past teams most reliably once its checks have been removed or weakened. Pokemon that outspeed and pressure Infernape, like Mega Aerodactyl and Mega Pidgeot, are very important to remove so not to leave it vulnerable to being revenge killed, while Choice Scarf users like Krookodile and Magneton are important to dispose of for similar reasons. Various Water-types are also important to remove; Mega Sharpedo can outspeed Infernape after Speed Boost and threaten it if it doesn't have Mach Punch, Swampert can tank any of Infernape's hits comfortably, and Starmie outspeeds and revenge kills it. Setup opportunities can be found against Pokemon that Infernape forces out, like Metagross and Magneton, as well as against Pokemon that can't adequately damage it, like Mega Aggron and Scizor.

Team Options
========

The likes of Metagross, Alolan Muk, and Scizor can use Pursuit to trap and KO Pokemon like Latias and Starmie, which heavily impede Infernape's sweep. Means of dealing with Pokemon faster than Infernape, such as Thunder Wave Klefki, Stun Spore Amoonguss, and Choice Scarf users, are good ways to take care of threats like Mega Aerodactyl and Mega Pidgeot, which otherwise revenge kill it. Grass-types such as Celebi and Mega Sceptile are appreciated as teammates thanks to their ability to pressure the Ground-types that Infernape struggles to break through at times, such as Swampert and Gliscor. Electric-types like Rotom-W and Mega Manectric are also helpful teammates, as they can dispose of the Flying-types that often outspeed and KO Infernape. Entry hazard support from Pokemon like Klefki and Nihilego is key to the success of this set, as it allows Infernape to secure various KOs, such as the OHKOs on Suicune and Slowbro with Gigavolt Havoc, much more reliably.

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

A physically defensive set with Will-O-Wisp, Slack Off, Taunt and a STAB attack can allow Infernape to act as a defensive pivot that can handle Pokemon like Scizor and Mega Sceptile, but it doesn't wall or inflict status on a significant number of threats and generally isn't as useful as the sets listed above. A suicide lead set with Stealth Rock and Endeavor is plausible due to Infernape's good Speed, but it faces competition with Terrakion due to the latter's better offensive presence, as well as with Azelf and Froslass due to their better Speed tiers. An offensive Stealth Rock set is also an option, but more often than not, this will limit Infernape's coverage. Lastly, Infernape has plenty of viable options as to which Z-Moves it can run. For instance, it can use Shadow Claw alongside Ghostium Z and Flame Charge to lure in and KO Latias and Starmie or Solar Beam alongside Grassium Z to dispose of bulky Water-types. However, neither of these options are as favorable as using other items on Infernape, due to the fact that they're often situational and accomplish feats similar to those of other moves and items of Infernape's sets.

Checks and Counters
===================
**Water-types**: Most Water-types will be able to easily take care of Infernape in one way or another. Swampert fears Grass Knot but can tank any of Infernape's other hits while OHKOing it with Earthquake in return. Starmie and +1 Mega Sharpedo can both outspeed and KO Infernape, though the latter should be wary of Mach Punch or Vacuum Wave. Primarina, Suicune, and Azumarill can all tank hits and KO Infernape in return with powerful STAB attacks, but they should all be wary of various coverage moves.

**Flying-types**: Although they can't directly switch in, fast Flying-types like Mega Aerodactyl, Mega Pidgeot and Crobat can all outspeed Infernape and OHKO it with super effective STAB attacks. Bulkier Flying-types such as Togekiss and Mantine can tank various hits from Infernape and threaten it in return with their STAB attacks as well.

**Latias**: Latias takes minimal damage from both of Infernape's STAB attacks, resists most of its common coverage options, and is only hit hard by U-turn. It can in return outspeed Infernape and OHKO it with STAB Psyshock while recovering any damage taken later on with Roost.

**Faster Pokemon**: Despite Infernape's good Speed, it is still outpaced and heavily threatened by faster Pokemon such as Zygarde-10%, Raikou, and Mega Beedrill and common Choice Scarf users such as Krookodile, Mienshao, and Hydreigon.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.
 
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this is pretty good and detailed for the most part, just a few things. before i get into the meat of the post just remove the mentions of the mons that arent in uu anymore. also for every pursuit section in team options add weavile for obvious reasons

[overview]

second to last bullet point seems kinda fluff. remove that and just add those mons and mega aerodactyl to the last point. aero is in another bullet in the overview, but honestly it's fine to mention here given how common it is.

scarf and mix should be switched as sets, scarf is more common in this meta what with all the mega bee, weav, etc etc. revenge killing is just more valuable than before.

[scarf]

this looks good, the only thing i would do is add a hazard support section. infernape generates momentum p easily and having common switchins like pert, slowbro, fat waters in general being worn down makes it really hard for the other side to have some legroom. things like pert and hippo work here, as well as klefki since it can cripple latias and give spike support.

mention rotom-c as a teammate, it synergizes well both defensively and offensively with nape and it slams pretty much all of its switchins barring latias lol

you should also add a bullet for nukes that can be brought in safely through napes uturn, like xurkitree

mix is fine

[band]

again, mention klefki in hazard support

[nasty plot]

give a mention to firium z / fightinium z in set details. a one time nuke and taking less dmg from knock is a good thing for nape to have, but the problem with it is that it becomes a lot weaker without lo. not amazing but it should be noted

add mega aerodactyl as a pursuit trapper imo, its kinda always been the best partner for np nape since gen 6 given how it cant touch chand, and while its not a very common mon, aero still appreciates stuff like pert being severely weakened / removed, and can check stuff that outruns nape like mega pidgeot and latias, as well as hard counters like mantine.

and again mention klefki in hazard support for the same reasons as above :x

[swords dance]

pls mention that gigavolt can ohko alomomola after rocks when boosted, thats really important given how a lot of teams with mola rely on it as a glue answer to other physical mons

and in team options,,,,,,mention klefki

this is good otherwise. 1/3 after youve done all this
 

A Cake Wearing A Hat

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oof

Overview

Remove m-pert mention

Raikou and M-pidge aren't exactly what I'd think of when thinking of "big threats" right now, either reword this or snag some fresh examples.

Set Order

Scarf > Band > Nasty Plot > Mixed > Swords Dance, CB has gotten a surge of usage and viability w the rise of voltturn, mixed doesn't really put in as much work as nasty plot in this meta.

Scarf

--Set--

The last move's order should be Stone Edge (For Flying-types) / Gunk Shot (Fairy-types), moving EQ to a mention.

--Moves--

Fix this to reflect the new last move order, mentioning that EQ is only really useful for hitting Tentacruel compared to the other options. Gunk Shot should give particular spotlight to Mega Altaria.

Add Chandelure to the examples of mons hit by edge.

Mention that Punishment helps especially versus Mega Latias which takes minimal damage from U-turn.

--Team Options--

Considering the popularity of VoltTurn i would make Gliscor the first example of a stealth rock user in the hazards section.

Replace Magneton with Rotom-W as a slow pivot example.

Replace Raikou with Mega Manectric as a fast pivot example.

Scarf Infernape pivots a lot, so add hazard removal support as a possible option to alleviate the chip from rocks/spikes damage.

Band

--Set--

Fourth move's slashes should be Mach Punch / Stone Edge / Gunk Shot, kinda like in Scarf, with eq as a mention.

--Moves--

Edit things around to reflect the new set.

Mention that Stone Edge also hits opposing Fire-types (/w/ examples).

--Team Options--

Replace shuckle with smeargle as a webs setter.

Rotom>Magneton, hazard removal again.

NP

--Set&Moves--

Slash Fightinium Z, mention that it should be run with Focus Blast and Vacuum Wave since it removes most of the need for grass knot, and mention that it allows it to have a one-time strong, accurate fighting-type attack which strengthens its stall matchup greatly by letting it more reliably break past mons like Alomomola/Blissey, along with whatever other examples of targets you can find.

--Set Details--

Keep Firium as a mention, but give Fightinium Z its own blurb.

--Usage Tips--

Remove Weavile mention.

Add tips for when to use the z move and when to save it.

Add that Nasty Plot infernape enjoys being brought in via free switches due to the life orb recoil and overall frality.

Mixed

--Set&Set Details--

Remove hasty as an option to be honest, it makes mixape an even worse scizor check than it already is with little to no benefit.

--Team Options--

Rotom-W can go alongside Magneton this time.

SD

--Moves--

Remove Weavile mention.

--Team Options--

Replace Roserade with some other Grass-type since it's really the exact opposite of relevant atm.

Get better examples of hazard setters than Nidoq and Froslass.

Other Options

Shift bulky infernape to the top of this list since it's probably the most viable of the ones listed.

Z-punishment is actually stronger than Z-shadow claw, so use that as your example for that particular set if you even want to keep that.

C&C

Remove mention of Mega Swampert, state that +1 Mega Sharpedo is outsped by choice scarf Infernape.

Mention Latias' Mega form in the Latias point.

Add a point for Fairy-types, particularly Mega Altaria and Primarina, but also Sylveon and Togekiss to a lesser extent, and how Infernape struggles to break past them without Gunk Shot or some other coverage move.

2/3 add this feat to your to-do list :[
 
Last edited:

Eyan

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Mention in the usage tips for the Choice Scarf set that to revenge kill boosted setup sweepers like Raikou, it has to be weakened first. It sounds like it's OHKOed right now from the current phrasing.

There's a Conkeldurr mention in the Moves section of the Choice Band set.

For the Nasty Plot set, mention that a Life Orb-boosted Grass Knot is able to OHKO Swampert and Seismitoad without setting up Nasty Plot and does the most damage to those bulky Water- and Ground-types out of all its moves. However, it's worth noting that a +2 Focus Blast is able to get more or less the same KOs as a +2 Grass Knot along with the stuff the former can hit that the latter can't, but Focus Blast has accuracy and reliability issues unless using the Z-Move.

For the Mixed Attacker set, explain the rationale for choosing Naive over a Hasty nature. Also, remove the Weavile mention in Team Options.

QC 3/3
 

Lumari

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

Infernape is among the UnderUsed metagame's premier offensive threats, thanks to its multitude of valuable traits. Between a great Speed tier, good mixed offenses, and access to both physical and special boosting moves in Swords Dance and Nasty Plot, Infernape is extremely offensively versatile, capable of running several different viable sets and always leaving its opponent guessing. Furthermore, Infernape's excellent STAB combination in tandem with a the massive amount of coverage options at its disposal allow allows it to hit almost the entire tier for super effective damage, severely limiting its checks. Access to two powerful STAB priority attacks in the forms of Mach Punch and Vacuum Wave further bolsters Infernape's offensive prowess, allowing for it to pick off weakened threats with relative ease. Unfortunately, the large amount of options at Infernape's disposal can hinder it at times, as it Infernape (cause of 4mss != having a lot of coverage options, it's not having the best complementary ones) can often suffer from four-moveslot syndrome, which prevents it from covering everything it'd like to and allows certain Pokemon to check some of its sets. Infernape is also very frail without defensive investment, which leaves it extremely vulnerable to Pokemon that can hit it for super effective damage, such as Rotom-W, Primarina, and Mega Aerodactyl. Infernape also sits at a slightly exploitable Speed tier, given that big threats like Mega Beedrill and Latias can outpace and threaten it, which in tandem with its poor bulk can require for intelligent play to put Infernape to full use.

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

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

Flare Blitz is a powerful Fire-type STAB attack that aids Infernape in reliably revenge killing foes like Venomoth, Celebi, Scizor, and Cobalion. U-turn gives Infernape a way of reliably pivoting out of its predicted switch-ins (RC) and is also useful for chipping checks like Slowbro, Starmie, and Latias quite a bit. Close Combat compliments complements Flare Blitz quite well, hitting Pokemon like Terrakion, Krookodile, and Mega Sharpedo quite hard. Gunk Shot allows Infernape to revenge kill Primarina and Mega Altaria, which otherwise comfortably tank its attacks. Stone Edge can be used over Gunk Shot, hitting Flying-types like Mega Aerodactyl, Togekiss, and particularly Talonflame, which otherwise walls this set, while also KOing Chandelure. Earthquake is an option for allowing Infernape to reliably revenge kill Electric-types (RC) like Mega Manectric and Raikou (RC) while also hitting Pokemon like Tentacruel, Alolan Muk, Volcanion quite hard. Punishment can be used to reliably revenge kill Calm Mind Mega Latias (RC) but otherwise gives up coverage.

Set Details
========

Maximum investment in Attack and Speed with a Jolly nature maximize maximizes Infernape's offensive presence, allowing for (allow for = take into account, not allow) it to secure its niche as a reliable revenge killer. A Choice Scarf is used to allow Infernape to outspeed the entire unboosted metagame (RC) and as such thus perform as one of the tier's best revenge killers. Blaze is the preferred ability, compensating for Flare Blitz's recoil damage by giving it a boost in power once Infernape is low on HP.

Usage Tips
========

This set's main function is as a very reliable revenge killer, thanks to Infernape's good Attack and Speed. As such, Infernape should come in on a boosted setup sweeper, such as Raikou or Celebi, after a teammate has pivoted into it in or fainted, and revenge kill them it with either its STAB moves or coverage. If a setup sweeper with moderate bulk, like Raikou or Mega Altaria, is to be revenge killed by Infernape, it is important that they are first weakened a bit through either pivoting or entry hazard damage. U-turn should be utilized as much as possible throughout the match, as it easily generates momentum and also allows for Infernape's checks to be chipped fairly adequately. It is best to use U-turn when predicting the switch into a threat like Latias or Slowbro, as this will allow for Infernape to deal some damage to them then bring while bringing out a teammate capable of taking them on. Due to the drawbacks of Infernape's STAB attacks, they should only be used later on in a game when Pokemon resistant to them are removed or when Infernape can use them on an unresisted foe for to a revenge kill a foe that doesn't resist them. This set has some use as an anti-lead thanks to Infernape's fast U-turn, which should be utilized against common leads on hyper offensive teams in Azelf, Froslass, and Terrakion to break their Focus Sashes and allow for another teammate to finish them off. This set can also be put to use as a late-game cleaner due to Infernape's good Speed, but it should be noted that lots of support is required for this due to Infernape's middling power and the tier's plentiful amount number of Pokemon resistant to its STAB attacks.

Team Options
========

Setup sweepers like Cobalion, Latias, and Scizor appreciate Infernape's ability to revenge kill opposing boosted threats, which allows for them to more easily sweep later on in a match. Entry hazard support from the likes of Klefki, Swampert, and Gliscor can punish the switches that Infernape forces while adequately chipping its checks. Entry hazard removal from Mega Blastoise, Starmie, and Tentacruel can alleviate Infernape's weakness to chip damage that comes with frequently frequent pivoting. Pursuit trappers such as Mega Aerodactyl and Alolan Muk can trap and KO Latias and Starmie after Infernape's lured them in, which allows makes for a more reliable potential late-game sweep from Infernape. Slow pivots like Scizor and Rotom-W can form a VoltTurn core with Infernape (RC) alongside in addition to reliably bringing it in to revenge kill remove (if they're pivoting out they're not getting KOed) a foe. While they can't safely bring it into play, faster pivots like Mega Beedrill and Mega Manectric can also form a VoltTurn core with Infernape. Bulky Ground- and Water-types are often hard for Infernape to break through with this set, which makes Ground-type checks like Primarina and Celebi and Water-type checks like Rotom-W and Amoonguss decent teammates.

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

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

Flare Blitz is an extremely powerful STAB attack with Choice Band, allowing for Infernape to more often than not OHKO big metagame threats like Cobalion, Mega Manectric, and Togekiss more often than not. It also does significant damage to even notably bulky Pokemon, 2HKOing the likes of Gliscor, Sylveon, and Togekiss. U-turn allows Infernape to pivot out of undesirable situations, such as matchups against threats like Tentacruel and Hippowdon, while also severely denting typical switch-ins like Latias, Starmie, and Slowbro. Close Combat allows for Infernape to OHKO Rock-types like Mega Aerodactyl and Terrakion, while also dealing heavy damage to various bulky threats that resist Flare Blitz, notably 2HKOing Pokemon like Volcanion, Mega Blastoise, and Swampert after Stealth Rock. Mach Punch is powerful priority that is useful for picking off weakened threats, like Mega Aerodactyl and Mega Sharpedo. Gunk Shot allows Infernape to lures in and nails Mega Altaria, which otherwise tanks all of Infernape's hits. Stone Edge gives Infernape a way of covering certain Flying-types like Moltres and Mantine, while also hitting opposing Fire-types like Volcanion and Chandelure. Earthquake is another option that covers Tentacruel and Chandelure, which both wall this set, while also hitting the likes of Entei and Volcanion for super effective damage.

Set Details
========

252 EVs invested in Attack with a maximizes maximize Infernape's wallbreaking prowess, while 252 EVs in Speed with a Jolly nature make it as fast as possible, notably giving it the ability to outspeed threats like Hydreigon, Celebi, and Tentacruel. Iron Fist is the preferred ability if Mach Punch is being run to increase the move's Base Power, though Blaze is useful otherwise for boosting the power of Flare Blitz once Infernape is low on health. A Choice Band gives Infernape its impressive physical wallbreaking capabilities, allowing for KOes KOs on Pokemon like Gliscor and Mandibuzz to be easily secured.

Usage Tips
========

This set's main function is as a powerful wallbreaker, thanks to Infernape's good Speed and high Attack with a Choice Band. It is best to use U-turn as much as possible earlier on in a match, as this will allow for adequately chip Infernape's checks to be adequately chipped for teammates to finish them off. Flare Blitz and Close Combat should only be used once Pokemon resistant to them are significantly weakened, as they become quite easy for Infernape to spam in the late-game to punch holes for sweeping teammates. If it's being run, Mach Punch should only be used for revenge killing purposes. This means that when a foe like Mega Pidgeot or Cobalion is significantly weakened, it is best for Infernape to then be switched into play, as it can then reliably pick them off with priority.

Team Options
========

Pursuit trappers like Alolan Muk and Scizor alleviate Infernape's weakness to faster Psychic-types like Latias, Starmie, and Azelf, allowing it to more easily wallbreak. Choice Scarf users like Hydreigon and Krookodile can pressure the Pokemon that outspeed and threaten Infernape, like Crobat, Mega Manectric, and Mega Aerodactyl. Other means of speed control, such as Thunder Wave from Klefki and Togekiss or and Sticky Web from Smeargle, can be used to help Infernape outspeed some Pokemon it normally wouldn't, but this usually isn't as reliable. Grass-types like Mega Sceptile and Celebi can switch into and pressure the Ground- and Water-types that Infernape hates dealing with. Switch-ins to Flying-types, like Mega Aerodactyl, Mega Steelix, and Empoleon, are also helpful for better handling Pokemon like Mega Pidgeot and Togekiss. Pivots such as Scizor and Magneton form a VoltTurn core with Infernape while and can safely bringing it into play. Entry hazard support from the likes of Gliscor, Hippowdon, and Azelf can help Infernape break past bulkier foes more easily and punish switches. Entry hazard removal from Pokemon like Crobat, Latias, and Mega Blastoise can also be important for preventing Infernape from taking too much entry hazard damage from pivoting.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot / Vacuum Wave
item: Life Orb / Fightinium Z
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Nasty Plot boosts Infernape's Special Attack stat by two stages, turning it into a fearsome sweeper and wallbreaker. Fire Blast is an immensely powerful STAB attack that plows through most foes after a boost. At +2, it notably OHKOs OHKOes threats like Gliscor, Nidoqueen, and Mandibuzz (RC) and even 2HKOs 2HKOes Pokemon that resist the attack, like Latias and Talonflame. Focus Blast compliments complements Fire Blast extremely well, OHKOing Fire-resistant Pokemon such as Volcanion, Terrakion, and Alomomola (RC) while also 2HKOing especially specially bulky threats in Alolan Muk and Blissey. When Fightinium Z has been activated, Focus Blast turns into an immensely powerful All-Out Pummeling, capable of reliably OHKOing Blissey and Nihilego, which can otherwise both tank a hit and potentially cripple Infernape. Vacuum Wave is provides strong priority (RC) and that allows for Infernape to easily pick off weakened threats (RC) while also easing its matchup against Mega Sharpedo. Grass Knot hits bulky Water- and Ground-types for super effective damage, OHKOing the likes of Mega Blastoise, Suicune, and Hippowdon after a boost. Water / Ground types (RH, spacing) like Seismitoad and Swampert are hit for OKHOs by Grass Knot even without a Nasty Plot boost.

Set Details
========

252 EVs invested in Special Attack give Infernape as much of an offensive presence as possible, while 252 EVs invested in Speed with a Timid nature make it considerably fast. A Life Orb puts a huge amount of power behind Infernape's attack attacks, which allows for it to break past foes more easily. Fightinium Z allows Infernape to more easily break past Pokemon such as Blissey and Alomomola, which heavily strengthens Infernape's its stall matchup. It is worth noting that Vacuum Wave should be used over Grass Knot if Fightinium Z is run, (AC) however, due to the All-Out Pummeling mostly eliminated need for Grass Knot. Firium Z is also an option for muscling past specially bulky Fairy-types like Sylveon and Florges, though it has leaves Infernape with worse coverage than Fightinium Z overall. Blaze is the best ability for this set, giving Fire Blast immense power once Infernape is low on HP.

Usage Tips
========

This set's best function is as a late-game sweeper, as Infernape sweeps quite well once its checks are removed. It can, however, also be put to use as an early-game wallbreaker that weakens opposing teams for another sweeper (RC) and as a stallbreaker. If Infernape is looking to sweep late-game, it is best that faster Pokemon that can revenge kill it, such as Mega Beedrill, Choice Scarf Krookodile, Mega Aerodactyl, and especially both Latias variants, are removed from play (RC) or have had their Speed lowered by either Sticky Web or paralysis. Various Water-types are also important to remove in order to allow Infernape to clean up. These Water-types include Starmie, which can outspeed and revenge kill Infernape, Primarina, which isn't OHKOed by Grass Knot, and Mega Sharpedo, which fears Vacuum Wave (RC) but otherwise can use Speed Boost to at reach +1, outspeed Infernape, and OHKO Infernape it. Due to Infernape's frailty, it should only be switched into threats that it can tank hits from, like Amoonguss and Scizor, and otherwise be brought into play with support from a pivot or after a teammate has fainted. It should mainly look to set up against foes that it forces out, such as Scizor, Celebi, and Mamoswine. Infernape should look to use All-Out Pummeling against Blissey in order to reliably secure a KO against it, though foes like Alomomola, Nihilego, and Alolan Muk also make good targets due to their ability to potentially cripple Infernape if they aren't KOed.

Team Options
========

As is true with any of Infernape's sets, Pursuit trappers are key as partners thanks to their ability to dispose of big threats to it in Latias, Starmie, and Mega Aerodactyl. Examples include Mega Aerodactyl, Krookodile, and Scizor. Electric-type Pokemon like Mega Manectric, Magneton, and Rotom-W are also appreciated as partners due to being able to dispose of the Water- and Flying-types that can impede Infernape's sweep. Grass-type Pokemon like Celebi and Mega Sceptile can also pressure the Water-types that Infernape hates dealing with (RC) while reliably switching into Ground-type attacks as well. Choice Scarf users such as Terrakion and Krookodile can outspeed and pressure the fast Pokemon that Infernape is revenge killed by, like Latias and Mega Pidgeot. Pivots such as Rotom-W and Scizor are valuable as teammates due to their ability to lure in Grass- and Steel-types, (AC) respectively, while also bringing Infernape in safely. Entry hazard support from Pokemon like Terrakion, Hippowdon, and Klefki allows for Infernape to secure various KOs more easily.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive
evs: 168 Atk / 88 SpA / 252 Spe

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

Overheat is Infernape's most powerful STAB attack, and severely dents denting most foes that don't resist it. It does, however, drop Infernape's Special Attack by two stages upon being used. Fire Blast is an option over Overheat, sacrificing some power and accuracy for an easier STAB attack being easier to spam. Close Combat compliments complements Infernape's Fire-type STAB attack quite nicely, hitting Pokemon that tank Overheat, such as Blissey, Empoleon, and Terrakion, for OHKOs while also nailing Dark-types like Hydreigon and Krookodile. Grass Knot covers the bulky Water-types that otherwise trouble Infernape, such as Swampert, Suicune, and Mega Blastoise. Gunk Shot hits Fairy-types, such as Primarina, Mega Altaria, and Sylveon, for super effective damage (RC) while also 2HKOing Latias, which otherwise walls Infernape. Mach Punch is useful priority that can allow for Infernape to easily pick off weakened foes. Earthquake is good coverage for hitting Pokemon like Tentacruel and Volcanion quite hard, but it overall doesn't provide as reliable of coverage as Infernape's other moves.

Set Details
========

88 EVs invested in Attack give Infernape a decent amount of physically offensive prowess, notably allowing it to still OHKO Krookodile with Close Combat even after Intimidate. Maximum Speed investment with a positive Naive nature gives Infernape as much Speed as possible (RC) while cutting into its already mediocre defenses so not to decrease either offensive stat; (SC) Naive is the best possible nature, as preferred over Hasty because it cuts into Special Defense over Defense, allowing allows Infernape to maintain its ability to soft check Scizor. The remaining EVs are invested in Special Attack, giving Overheat and Grass Knot a decent amount of power. Blaze is the preferred ability, giving Infernape a decently powerful Overheat or Fire Blast when it's low on HP. Iron Fist can also be used, however, in order to give Infernape's Mach Punch a decent amount of power if it's running the move. Life Orb is the preferred item, allowing Infernape's attacks to have a considerable amount of power put behind them.

Usage Tips
========

This set has multiple potential uses in a match. It can be used as an early-game wallbreaker due to Infernape's good coverage, and it can also be used to clean up late-game when checks have been weakened, thanks to Infernape's good Speed. So not to further limit Infernape's longevity with Life Orb recoil, it is best that careful prediction is used with this set. For example, if predicting the switch into to a Pokemon that tanks either of Infernape's STAB attacks, such as Swampert or Sylveon, it is best to use super effective coverage, like Grass Knot and Gunk Shot respectively, to nail these threats. Since it will often wear itself down with Life Orb recoil alone, Infernape should be brought into play when its it's capable of punching as big of holes in opposing teams as possible, which means that faster Pokemon capable of KOing it should be removed or weakened into range of a KO from Mach Punch. It should also be brought in via support from a pivot or after a teammate has fainted for similar reasons.

Team Options
========

Infernape will often miss out on just a few threats due to its slight suffrage of four-moveslot syndrome, which prevents it form from hitting Poison-types like Tentacruel and Alolan Muk too hard. This makes Ground-types, such as Zygarde-10%, Krookodile, and Mamoswine, good options for teammates. Answers to Flying-types, such as Rotom-W, Mega Manectric, and Mega Aerodactyl, will also be appreciated due to Infernape's difficulty hitting Pokemon like Mantine and Mandibuzz. Pursuit trappers, such as Metagross, Scizor, and Alolan Muk, are capable of disposing of Infernape's biggest checks in Latias and Starmie, which allows for an easier makes a late-game sweep easier. Infernape's ability to lure in various Water- and Fairy-types makes means Pokemon that appreciate Pokemon of those types gone, like Mega Sharpedo, Krookodile, and Weavile, teammates that will appreciate its wallbreaking capabilities. Entry hazard support from the likes of Gliscor, Hippowdon, and Klefki, which can also provide Thunder Wave support, is helpful for punishing switches and giving Infernape an easier time breaking past foes. Entry hazard removal, while not mandatory, is also quite helpful due to the fact that Infernape will often switch in and out of play, which makes the likes of Tentacruel, Mega Blastoise, and Defog Latias potentially useful teammates. Lastly, slow pivots, like Rotom-W, Magneton, and Gliscor, can safely bring Infernape into play.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat
move 4: Thunder Punch / Mach Punch
item: Electrium Z / Firium Z / Life Orb
ability: Iron Fist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Swords Dance is mandatory for boosting Infernape's Attack stat by two stages (RC) and turning it into a threatening sweeper. Flare Blitz is a powerful STAB move that once boosted (RC) at worst 2HKOs 2HKOes anything that doesn't resist it. With a Firium Z, Flare Blitz turns into a powerful Inferno Overdrive, which Infernape can use to plow through even the bulkiest of foes. With Stealth Rock down, it notably OHKOs OHKOes Mandibuzz, Hippowdon, and Gliscor, which would all otherwise take a hit and heavily dent Infernape in return. Close Combat nails Pokemon that resist Flare Blitz, such as Hydreigon, Haxorus, and Terrakion, while also 2HKOing both Swampert and its Mega Evolution on the switch after a boost. Thunder Punch dents bulky Water-types like Alomomola, Suicune, and particularly Jellicent and Mantine, which boast immunities or resistances to both Infernape's Fire- and Fighting-type attacks. With an Electrium Z, Thunder Punch turns into Gigavolt Havoc, which at +2 can OHKO even the bulkiest Water-types in Suicune, Slowbro, and Alomomola. Mach Punch can be used to pick off weakened or frail threats threats, like Mega Sharpedo, Mega Pidgeot, and Mega Sharpedo.

Set Details
========

Maximum investment in Attack gives Infernape great power behind its attacks, while maximum investment in Speed with a Jolly nature gives it a good amount of Speed. Iron Fist is the preferred ability, as it puts a good amount of power behind Thunder Punch and Mach Punch. Electrium Z is the best item for this set for its ability to help Infernape lure in bulky Water-types like Mega Blastoise and Slowbro. Firium Z can be used, however, in order to allow Infernape to plow through bulkier Ground-types like Gliscor and Hippowdon. Life Orb is also an option if another teammate is using a Z-Crystal, (AH) as it puts a considerable amount of power behind Infernape's attacks.

Usage Tips
========

This set's function is as a late-game cleaner, as Infernape can break past teams most reliably once its checks have been removed or weakened. Pokemon that outspeed and pressure Infernape, like Mega Aerodactyl and Mega Pidgeot, are very important to remove so not to leave it vulnerable to being revenge killed, while Choice Scarf users like Krookodile and Magneton are important to dispose of for similar reasons. Similarly to the Nasty Plot set, Various Water-types are also important to remove; (SC) Mega Sharpedo can use Speed Boost to threaten Infernape if it doesn't have Mach Punch, Swampert can tank any of its hits comfortably, and Starmie outspeeds and revenge kills it. Setup opportunities can be found against Pokemon that Infernape forces out, like Metagross and Celebi, as well as against Pokemon that can't adequately damage it, like Mega Aggron and Scizor.

Team Options
========

The likes of Metagross, Alolan Muk, and Scizor can use Pursuit to trap and KO Pokemon like Latias and Starmie, which heavily impede Infernape's sweep. Means of dealing with Pokemon faster than Infernape, such as Thunder Wave Klefki, Stun Spore Amoonguss, and Choice Scarf users, are good ways to take care of threats like Mega Aerodactyl and Mega Pidgeot, which otherwise revenge kill it. Grass-types such as Celebi and Mega Sceptile are appreciated as teammates thanks to their ability to pressure the Ground-types that Infernape struggles to break through at times, such as Swampert and Gliscor. Electric-types like Rotom-W and Mega Manectric are also helpful teammates, as they can dispose of the Flying-types that often outspeed and KO Infernape. Entry hazard support from Pokemon like Klefki and Nihilego is key to the success of this set, as it allows Infernape to secure various KOs, such as the OHKOs on Suicune and Slowbro with Gigavolt Havoc, much more reliably.

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

A physically defensive set with the moves Will-O-Wisp, Slack Off, Taunt and a STAB attack can allow Infernape to act as a defensive pivot that can handle Pokemon like Scizor and Mega Sceptile, but it doesn't wall or status a significant amount number of threats and generally isn't as useful as the sets listed above. A suicide lead set with moves like Stealth Rock and Endeavor is plausible due to Infernape's good Speed, but it faces competition with Terrakion due to its the latter's better offensive presence, as well as with Azelf and Froslass due to their better Speed tiers. An offensive Stealth Rock set is also an option, but more often than not this will limit Infernape's coverage. Lastly, Infernape has plenty of viable options as to which Z-moves it can run. For instance, it can use Shadow Claw alongside Ghostium Z and Flame Charge to lure in and KO Latias and Starmie (RC) or Solar Beam alongside Grassium Z to dispose of bulky Water-types. However, neither of these options are as preferable favorable as using other items on Infernape, due to the fact that they're often situational and accomplish feats similar to those of other moves and items of Infernape's sets.

Checks and Counters
===================
**Water-types**: Most Water-types will be able to easily take care of Infernape in one way or another. Swampert and its Mega Evolution fear Grass Knot (RC) but can tank any of Infernape's other hits while OHKOing it with Earthquake in return. Starmie and +1 Mega Sharpedo can both outspeed and KO Infernape, though the latter should be wary of Mach Punch or Vacuum Wave. Primarina, Suicune, and Volcanion can all tank hits and KO Infernape in return with powerful STAB attacks, but they should all be wary of various coverage moves.

**Flying-types**: Although they can't directly switch in, fast Flying-types like Mega Aerodactyl, Mega Pidgeot, Crobat, and Talonflame can all outspeed Infernape and OHKO Infernape it with super effective STAB attacks. Bulkier Flying-types such as Togekiss and Mantine can tank various hits from Infernape and threaten it in return with their STAB attacks as well.

**Latias**: Latias takes minimal damage from either of Infernape's STAB attacks, resists most of its common coverage options, and is only hit hard by U-turn. It can in return outspeed Infernape and OHKO Infernape it with STAB Psyshock (RC) and while recovering any damage taken later on with Roost.

**Faster Pokemon**: Despite Infernape's good Speed, it is still outpaced and heavily threatened by faster Pokemon such as Zygarde-10%, Raikou, and Mega Beedrill (RC) and by common Choice Scarf users in such as (unless it's just these 3) Krookodile, Mienshao, and Hydreigon.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.
 
Last edited:

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GP 2/2
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[OVERVIEW]

Infernape is among the UnderUsed metagame's premier offensive threats, thanks to its multitude of valuable traits. Between a great Speed tier, good mixed offenses, and access to both physical and special boosting moves in Swords Dance and Nasty Plot, Infernape is extremely offensively versatile, capable of running several different viable sets and always leaving its opponent guessing. Furthermore, Infernape's excellent STAB combination in tandem with the massive amount of coverage options at its disposal allows it to hit almost the entire tier for super effective damage, severely limiting its checks. Access to two powerful STAB priority attacks in the forms of Mach Punch and Vacuum Wave further bolsters Infernape's offensive prowess, allowing it to pick off weakened threats with relative ease. Unfortunately, Infernape can often suffer from four-moveslot syndrome, which prevents it from covering everything it'd like to and allows certain Pokemon to check some of its sets. Infernape is also very frail without defensive investment, which leaves it extremely vulnerable to Pokemon that can hit it for super effective damage, such as Rotom-W, Primarina, and Mega Aerodactyl. Infernape also sits at a slightly exploitable Speed tier, given that big threats like Mega Beedrill and Latias can outpace and threaten it, which in tandem with its poor bulk can require intelligent play to put Infernape to full use.

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

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

Flare Blitz is a powerful Fire-type STAB attack that aids Infernape in reliably revenge killing foes like Venomoth, Celebi, Scizor, and Cobalion. U-turn gives Infernape a way of reliably pivoting out of its predicted switch-ins and is also useful for chipping checks like Slowbro, Starmie, and Latias quite a bit. Close Combat complements Flare Blitz quite well, hitting Pokemon like Terrakion, Krookodile, and Mega Sharpedo quite hard. Gunk Shot allows Infernape to revenge kill Primarina and Mega Altaria, which otherwise comfortably tank its attacks. Stone Edge can be used over Gunk Shot, hitting Flying-types like Mega Aerodactyl, Togekiss, and particularly Talonflame, which otherwise walls this set, while also KOing Chandelure. Earthquake is an option for allowing Infernape to reliably revenge kill Electric-types like Mega Manectric and Raikou while also hitting Pokemon like Tentacruel, Alolan Muk, and Volcanion quite hard. Punishment can be used to reliably revenge kill Calm Mind Mega Latias but otherwise gives up coverage.

Set Details
========

Maximum investment in Attack and Speed with a Jolly nature maximizes Infernape's offensive presence, allowing it to secure its niche as a reliable revenge killer. A Choice Scarf is used to allow Infernape to outspeed the entire unboosted metagame and thus perform as one of the tier's best revenge killers. Blaze is the preferred ability, compensating for Flare Blitz's recoil damage by giving it a boost in power once Infernape is low on HP.

Usage Tips
========

This set's main function is as a very reliable revenge killer, thanks to Infernape's good Attack and Speed. As such, Infernape should come in on a boosted setup sweeper, such as Raikou or Celebi, after a teammate has pivoted it in or fainted, and revenge kill it. If a setup sweeper with moderate bulk, like Raikou or Mega Altaria, is to be revenge killed by Infernape, it is important that they are first weakened a bit through either pivoting or entry hazard damage. U-turn should be utilized as much as possible throughout the match, as it easily generates momentum and also allows Infernape's checks to be chipped fairly adequately. It is best to use U-turn when predicting the a switch to a threat like Latias or Slowbro, as this will allow Infernape to deal some damage to them while bringing in out a teammate capable of taking them on. Due to the drawbacks of Infernape's STAB attacks, they should only be used later on in a game when Pokemon resistant to them are removed or when Infernape can use them to a revenge kill a foe that doesn't resist them. This set has some use as an anti-lead thanks to Infernape's fast U-turn, which should be utilized against common leads on hyper offensive teams in Azelf, Froslass, and Terrakion to break their Focus Sashes and allow another teammate to finish them off. This set can also be put to use as a late-game cleaner due to Infernape's good Speed, but it should be noted that lots of support is required for this due to Infernape's middling power and the tier's plentiful number of Pokemon resistant to its STAB attacks.

Team Options
========

Setup sweepers like Cobalion, Latias, and Scizor appreciate Infernape's ability to revenge kill opposing boosted threats, which allows them to more easily sweep later on in a match. Entry hazard support from the likes of Klefki, Swampert, and Gliscor can punish the switches that Infernape forces while adequately chipping its checks. Entry hazard removal from Mega Blastoise, Starmie, and Tentacruel can alleviate Infernape's weakness to chip damage that comes with frequent pivoting. Pursuit trappers such as Mega Aerodactyl and Alolan Muk can trap and KO Latias and Starmie after Infernape's has (not techincally wrong but reduces confusion) lured them in, which makes for a more reliable potential late-game sweep from Infernape. Slow pivots like Scizor and Rotom-W can form a VoltTurn core with Infernape in addition to reliably bringing it in to remove a foe. While they can't safely bring it into play, faster pivots like Mega Beedrill and Mega Manectric can also form a VoltTurn core with Infernape. Bulky Ground- and Water-types are often hard for Infernape to break through with this set, which makes Ground-type checks like Primarina and Celebi and Water-type checks like Rotom-W and Amoonguss decent teammates.

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

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

Flare Blitz is an extremely powerful STAB attack, (AC) and when boosted by with Choice Band, allowing it allows Infernape to OHKO big metagame threats like Cobalion, Mega Manectric, and Togekiss more often than not. It also does significant damage to even notably bulky Pokemon, 2HKOing the likes of Gliscor, Sylveon, and Togekiss. U-turn allows Infernape to pivot out of undesirable situations, such as matchups against Tentacruel and Hippowdon, while also severely denting typical switch-ins like Latias, Starmie, and Slowbro. Close Combat allows Infernape to OHKO Rock-types like Mega Aerodactyl and Terrakion, while also dealing heavy damage to various bulky threats that resist Flare Blitz, notably 2HKOing Pokemon like Volcanion, Mega Blastoise, and Swampert after Stealth Rock. Mach Punch is a powerful priority move that is useful for picking off weakened threats, like Mega Aerodactyl and Mega Sharpedo. Gunk Shot allows Infernape to lure in and nail Mega Altaria, which otherwise tanks all of Infernape's hits. Stone Edge gives Infernape a way of covering certain Flying-types like Moltres and Mantine, while also hitting opposing Fire-types like Volcanion and Chandelure. Earthquake is another option that covers Tentacruel and Chandelure, which both wall this set, while also hitting the likes of Entei and Volcanion for super effective damage.

Set Details
========

252 EVs invested in Attack maximize Infernape's wallbreaking prowess, while 252 EVs in Speed with a Jolly nature make it as fast as possible, notably giving it the ability to outspeed threats like Hydreigon, Celebi, and Tentacruel. Iron Fist is the preferred ability if Mach Punch is being run to increase the move's Base Power, though Blaze is useful otherwise for boosting the power of Flare Blitz once Infernape is low on health. A Choice Band gives Infernape its impressive physical wallbreaking capabilities, allowing it to KOs on Pokemon like Gliscor and Mandibuzz to be easily secured.

Usage Tips
========

This set's main function is as a powerful wallbreaker, thanks to Infernape's good Speed and high Attack with a Choice Band. It is best to use U-turn as much as possible earlier on in a match, as this will adequately chip Infernape's checks for teammates to finish them off. Flare Blitz and Close Combat should only be used once Pokemon resistant to them are significantly weakened, as they become quite easy for Infernape to spam in the late-game to punch holes for sweeping teammates. If it's being run, Mach Punch should only be used for revenge killing purposes. This means that when a foe like Mega Pidgeot or Cobalion is significantly weakened, it is best for Infernape to then be switched into play, as it can then reliably pick them off with priority.

Team Options
========

Pursuit trappers like Alolan Muk and Scizor alleviate Infernape's weakness to faster Psychic-types like Latias, Starmie, and Azelf, allowing it to more easily wallbreak. Choice Scarf users like Hydreigon and Krookodile can pressure the Pokemon that outspeed and threaten Infernape, like Crobat, Mega Manectric, and Mega Aerodactyl. Other means of speed control, such as Thunder Wave from Klefki and Togekiss and Sticky Web from Smeargle, can be used to help Infernape outspeed some Pokemon it normally wouldn't, but this usually isn't as reliable. Grass-types like Mega Sceptile and Celebi can switch into and pressure the Ground- and Water-types that Infernape hates dealing with. Switch-ins to Flying-types, like Mega Aerodactyl, Mega Steelix, and Empoleon, are also helpful for better handling Pokemon like Mega Pidgeot and Togekiss. Pivots such as Scizor and Magneton form a VoltTurn core with Infernape and can safely bring it into play. Entry hazard support from the likes of Gliscor, Hippowdon, and Azelf can help Infernape break past bulkier foes more easily and punish switches. Entry hazard removal from Pokemon like Crobat, Latias, and Mega Blastoise can also be important for preventing Infernape from taking too much entry hazard residual damage from pivoting.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Focus Blast / Vacuum Wave
move 4: Grass Knot / Vacuum Wave
item: Life Orb / Fightinium Z
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Nasty Plot boosts Infernape's Special Attack stat by two stages, turning it into a fearsome sweeper and wallbreaker. Fire Blast is an immensely powerful STAB attack that plows through most foes after a boost. At +2, it notably OHKOes threats like Gliscor, Nidoqueen, and Mandibuzz and even 2HKOes Pokemon that resist the attack, like Latias and Talonflame. Focus Blast complements Fire Blast extremely well, OHKOing Fire-resistant Pokemon such as Volcanion, Terrakion, and Alomomola while also 2HKOing especially specially bulky threats in Alolan Muk and Blissey. When Fightinium Z has been activated, Focus Blast turns into an immensely powerful 190-Base Power (reoetition of immensely; you could change to something else) All-Out Pummeling, capable of reliably OHKOing Blissey and Nihilego, which can otherwise both tank a hit and potentially cripple Infernape. Vacuum Wave provides strong priority that allows Infernape to easily pick off weakened threats while also easing its matchup against Mega Sharpedo. Grass Knot hits bulky Water- and Ground-types for super effective damage, OHKOing the likes of Mega Blastoise, Suicune, and Hippowdon after a boost. Water / Ground types like Seismitoad and Swampert are hit for OKHOs OHKOed by Grass Knot even without a Nasty Plot boost.

Set Details
========

252 EVs invested in Special Attack give Infernape as much of an offensive presence as possible, while 252 EVs invested in Speed with a Timid nature make it considerably fast. A Life Orb puts a huge amount of power behind Infernape's attacks, which allows it to break past foes more easily. Fightinium Z allows Infernape to more easily break past Pokemon such as Blissey and Alomomola, which heavily strengthens its stall matchup. It is worth noting that Vacuum Wave should be used over Grass Knot if Fightinium Z is run, however, due to All-Out Pummeling mostly eliminated eliminating the need for Grass Knot. Firium Z is also an option for muscling past specially bulky Fairy-types like Sylveon and Florges, though it leaves Infernape with worse coverage than Fightinium Z overall. Blaze is the best ability for this set, giving Fire Blast immense power once Infernape is low on HP.

Usage Tips
========

This set's best function is as a late-game sweeper, as Infernape sweeps quite well once its checks are removed. It can, however, also be put to use as an early-game wallbreaker that weakens opposing teams for another sweeper and as a stallbreaker. If Infernape is looking to sweep late-game, it is best that faster Pokemon that can revenge kill it, such as Mega Beedrill, Choice Scarf Krookodile, Mega Aerodactyl, and especially Latias are removed from play or have had their Speed lowered by either Sticky Web or paralysis. Various Water-types are also important to remove in order to allow Infernape to clean up. These Water-types include Starmie, which can outspeed and revenge kill Infernape, Primarina, which isn't OHKOed by Grass Knot, and Mega Sharpedo, which fears Vacuum Wave but otherwise can use Speed Boost to reach +1 with Speed Boost, outspeed Infernape, and OHKO it. Due to Infernape's frailty, it should only be switched into threats that it can tank hits from, like Amoonguss and Scizor, and otherwise be brought into play with support from a pivot or after a teammate has fainted. It should mainly look to set up against foes that it forces out, such as Scizor, Celebi, and Mamoswine. Infernape should look to use All-Out Pummeling against Blissey in order to reliably secure a KO against it, though foes like Alomomola, Nihilego, and Alolan Muk also make good targets due to their ability to potentially cripple Infernape if they aren't KOed.

Team Options
========

As is true with any of Infernape's sets, Pursuit trappers such as Mega Aerodactyl, Krookodile, and Scizor are key as partners thanks to their ability to dispose of big threats to it in Latias, Starmie, and Mega Aerodactyl. Examples include Mega Aerodactyl, Krookodile, and Scizor. Electric-type Pokemon like Mega Manectric, Magneton, and Rotom-W are also appreciated as partners due to being able to dispose of the Water- and Flying-types that can impede Infernape's sweep. Grass-type Pokemon like Celebi and Mega Sceptile can also pressure the Water-types that Infernape hates dealing with while reliably switching into Ground-type attacks as well. Choice Scarf users such as Terrakion and Krookodile can outspeed and pressure the fast Pokemon that Infernape is revenge killed by, like Latias and Mega Pidgeot. Pivots such as Rotom-W and Scizor are valuable as teammates due to their ability to lure in Grass- and Steel-types, respectively, while also bringing Infernape in safely. Entry hazard support from Pokemon like Terrakion, Hippowdon, and Klefki allows Infernape to secure various KOs more easily.

[SET]
name: Mixed Attacker
move 1: Overheat / Fire Blast
move 2: Close Combat
move 3: Grass Knot / Mach Punch
move 4: Gunk Shot / Mach Punch
item: Life Orb
ability: Blaze / Iron Fist
nature: Naive
evs: 168 Atk / 88 SpA / 252 Spe

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

Overheat is Infernape's most powerful STAB attack, severely denting most foes that don't resist it. It does, however, drop Infernape's Special Attack by two stages upon being used. Fire Blast is an option over Overheat, sacrificing some power and accuracy for being easier to spam. Close Combat complements Infernape's Fire-type STAB attack of choice quite nicely, hitting Pokemon that tank Overheat it, such as Blissey, Empoleon, and Terrakion, for OHKOs while also nailing Dark-types like Hydreigon and Krookodile. Grass Knot covers the bulky Water-types that otherwise trouble Infernape, such as Swampert, Suicune, and Mega Blastoise. Gunk Shot hits Fairy-types, such as Primarina, Mega Altaria, and Sylveon, for super effective damage while also 2HKOing Latias, which otherwise walls Infernape. Mach Punch is useful priority that can allow Infernape to easily pick off weakened foes. Earthquake is good coverage for hitting Pokemon like Tentacruel and Volcanion quite hard, but it overall, (AC) it doesn't provide as reliable of coverage as Infernape's other moves.

Set Details
========

88 EVs invested in Attack give Infernape a decent amount of physically offensive prowess, notably allowing it to OHKO Krookodile with Close Combat even after Intimidate. Maximum Speed investment with a Naive nature gives Infernape as much Speed as possible while cutting into its already mediocre defenses Special Defense so not to decrease either offensive stat; Naive is preferred over Hasty because it allows Infernape to maintain its ability to soft check Scizor. The remaining EVs are invested in Special Attack, giving Overheat and Grass Knot a decent amount of power. Blaze is the preferred ability, giving Infernape a decently powerful Overheat or Fire Blast when it's low on HP. Iron Fist can also be used, however, in order to give Infernape's Mach Punch a decent amount of power if it's running the move. Life Orb is the preferred item, allowing Infernape's attacks to have a considerable amount of power put behind them.

Usage Tips
========

This set has multiple potential uses in a match. It can be used as an early-game wallbreaker due to Infernape's good coverage, and it can also be used to clean up late-game when checks have been weakened, thanks to Infernape's good Speed. So not to further limit Infernape's longevity with Life Orb recoil, it is best that careful prediction is used with this set. For example, if predicting the switch to a Pokemon that tanks either of Infernape's STAB attacks, such as Swampert or Sylveon, it is best to use super effective coverage, like Grass Knot and Gunk Shot, to nail these threats. Since it will often wear itself down with Life Orb recoil alone, Infernape should be brought into play when it's capable of punching as big of holes in opposing teams as possible, which means that faster Pokemon capable of KOing it should be removed or weakened into range of a KO from Mach Punch. It should also be brought in via support from a pivot or after a teammate has fainted for similar reasons.

Team Options
========

Infernape will often miss out on just a few threats due to its slight four-moveslot syndrome, which prevents it from hitting Poison-types like Tentacruel and Alolan Muk too hard. This makes Ground-types, such as Zygarde-10%, Krookodile, and Mamoswine, good options for teammates. Answers to Flying-types, such as Rotom-W, Mega Manectric, and Mega Aerodactyl, will also be appreciated due to Infernape's difficulty hitting Pokemon like Mantine and Mandibuzz. Pursuit trappers, such as Metagross, Scizor, and Alolan Muk, are capable of disposing of Infernape's biggest checks in Latias and Starmie, which makes a late-game sweep easier. Infernape's ability to lure in various Water- and Fairy-types means Pokemon that appreciate Pokemon of those types these gone, like Mega Sharpedo, Krookodile, and Weavile, will appreciate its wallbreaking capabilities. Entry hazard support from the likes of Gliscor, Hippowdon, and Klefki, which can also provide Thunder Wave support, is helpful for punishing switches and giving Infernape an easier time breaking past foes. Entry hazard removal, while not mandatory, is also quite helpful due to the fact that Infernape will often switch in and out of play, which makes the likes of Tentacruel, Mega Blastoise, and Defog Latias potentially useful teammates. Lastly, slow pivots, like Rotom-W, Magneton, and Gliscor, can safely bring Infernape into play.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat
move 4: Thunder Punch / Mach Punch
item: Electrium Z / Firium Z / Life Orb
ability: Iron Fist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Swords Dance is mandatory for boosting Infernape's Attack stat by two stages and turning it into a threatening sweeper. Flare Blitz is a powerful STAB move that, (AC) once boosted, (AC) at worst 2HKOes anything that doesn't resist it. With a Firium Z, Flare Blitz turns into a powerful Inferno Overdrive, which Infernape can use to plow through even the bulkiest of foes. With Stealth Rock down, it notably OHKOes Mandibuzz, Hippowdon, and Gliscor, which would all otherwise take a hit and heavily dent Infernape in return. Close Combat nails Pokemon that resist Flare Blitz, such as Hydreigon, Haxorus, and Terrakion, while also 2HKOing both Swampert and its Mega Evolution (rip) on the switch after a boost. Thunder Punch dents bulky Water-types like Alomomola, Suicune, and particularly Jellicent and Mantine, which boast immunities or resistances to both of Infernape's Fire- and Fighting-type STAB attacks. With an Electrium Z, Thunder Punch turns into Gigavolt Havoc, which at +2 can OHKO even the bulkiest Water-types in Suicune, Slowbro, and Alomomola. Mach Punch can be used to pick off weakened or frail threats threats, like Mega Sharpedo, Mega Pidgeot, (RC) and Mega Sharpedo.

Set Details
========

Maximum investment in Attack gives Infernape great power behind its attacks, while maximum investment in Speed with a Jolly nature gives it a good amount of Speed. Iron Fist is the preferred ability, as it puts a good amount of power behind Thunder Punch and Mach Punch. Electrium Z is the best item for this set for its ability to help Infernape lure in KO the bulky Water-types that it lures in like Mega Blastoise and Slowbro. Firium Z can be used, however, in order to allow Infernape to plow through bulkier Ground-types like Gliscor and Hippowdon. Life Orb is also an option if another teammate is using a Z-MoveCrystal, as it puts a considerable amount of power behind Infernape's attacks.

Usage Tips
========

This set's function is as a late-game cleaner, as Infernape can break past teams most reliably once its checks have been removed or weakened. Pokemon that outspeed and pressure Infernape, like Mega Aerodactyl and Mega Pidgeot, are very important to remove so not to leave it vulnerable to being revenge killed, while Choice Scarf users like Krookodile and Magneton are important to dispose of for similar reasons. Various Water-types are also important to remove; (SC) (keep semicolon; delete comment) Mega Sharpedo can use Speed Boost to outspeed Infernape after Speed Boost and threaten Infernape it if it doesn't have Mach Punch, Swampert can tank any of its Infernape's hits comfortably, and Starmie outspeeds and revenge kills it. Setup opportunities can be found against Pokemon that Infernape forces out, like Metagross and Celebi, as well as against Pokemon that can't adequately damage it, like Mega Aggron and Scizor.

Team Options
========

The likes of Metagross, Alolan Muk, and Scizor can use Pursuit to trap and KO Pokemon like Latias and Starmie, which heavily impede Infernape's sweep. Means of dealing with Pokemon faster than Infernape, such as Thunder Wave Klefki, Stun Spore Amoonguss, and Choice Scarf users, are good ways to take care of threats like Mega Aerodactyl and Mega Pidgeot, which otherwise revenge kill it. Grass-types such as Celebi and Mega Sceptile are appreciated as teammates thanks to their ability to pressure the Ground-types that Infernape struggles to break through at times, such as Swampert and Gliscor. Electric-types like Rotom-W and Mega Manectric are also helpful teammates, as they can dispose of the Flying-types that often outspeed and KO Infernape. Entry hazard support from Pokemon like Klefki and Nihilego is key to the success of this set, as it allows Infernape to secure various KOs, such as the OHKOs on Suicune and Slowbro with Gigavolt Havoc, much more reliably.

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

A physically defensive set with Will-O-Wisp, Slack Off, Taunt and a STAB attack can allow Infernape to act as a defensive pivot that can handle Pokemon like Scizor and Mega Sceptile, but it doesn't wall or inflict status on a significant number of threats and generally isn't as useful as the sets listed above. A suicide lead set with moves like Stealth Rock and Endeavor is plausible due to Infernape's good Speed, but it faces competition with Terrakion due to the latter's better offensive presence, as well as with Azelf and Froslass due to their better Speed tiers. An offensive Stealth Rock set is also an option, but more often than not, (AC) this will limit Infernape's coverage. Lastly, Infernape has plenty of viable options as to which Z-Moves it can run. For instance, it can use Shadow Claw alongside Ghostium Z and Flame Charge to lure in and KO Latias and Starmie or Solar Beam alongside Grassium Z to dispose of bulky Water-types. However, neither of these options are as favorable as using other items on Infernape, due to the fact that they're often situational and accomplish feats similar to those of other moves and items of Infernape's sets.

Checks and Counters
===================
**Water-types**: Most Water-types will be able to easily take care of Infernape in one way or another. Swampert and its Mega Evolution fears Grass Knot but can tank any of Infernape's other hits while OHKOing it with Earthquake in return. Starmie and +1 Mega Sharpedo can both outspeed and KO Infernape, though the latter should be wary of Mach Punch or Vacuum Wave. Primarina, Suicune, and Volcanion can all tank hits and KO Infernape in return with powerful STAB attacks, but they should all be wary of various coverage moves.

**Flying-types**: Although they can't directly switch in, fast Flying-types like Mega Aerodactyl, Mega Pidgeot, Crobat, and Talonflame can all outspeed Infernape and OHKO it with super effective STAB attacks. Bulkier Flying-types such as Togekiss and Mantine can tank various hits from Infernape and threaten it in return with their STAB attacks as well.

**Latias**: Latias takes minimal damage from either both of Infernape's STAB attacks, resists most of its common coverage options, and is only hit hard by U-turn. It can in return outspeed Infernape and OHKO it with STAB Psyshock while recovering any damage taken later on with Roost.

**Faster Pokemon**: Despite Infernape's good Speed, it is still outpaced and heavily threatened by faster Pokemon such as Zygarde-10%, Raikou, and Mega Beedrill and common Choice Scarf users such as Krookodile, Mienshao, and Hydreigon.

**Residual Damage**: Due to Life Orb and Flare Blitz's recoil alongside Infernape's susceptibility to entry hazards and poison, it often struggles to maintain longevity throughout a match.
 

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Why does the overview not mention how effective a revenge killer Infernape is when Choice Scarf is the first set on the analysis and definitely the first set you assume when you see an Infernape in preview. Good analysis otherwise though!
 

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