[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]]
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]]
Last edited: