Gen 4 Infernape (OU) [GP 0/1]

[OVERVIEW]
:dp/infernape:
Infernape is an effective attacker in DPP OU due to its combination of good offensive stats, great base 108 speed, extensive movepool, and excellent offensive typing. These flexible stats allow it to focus on whatever attacking style is needed for the team: it can be mixed, purely physical, or purely special. This flexibility is made possible by its excellent Speed, as it outspeeds Flygon, Jirachi, and Zapdos and forces Gengar and offensive Latias to run maximum Speed to outspeed it. Its Fire / Fighting typing lets it combat many prominent defensive Pokemon in the tier such as Clefable, Tyranitar, Empoleon, Heatran, Bronzong, Skarmory, and Jirachi. Additionally, with its access to U-turn and neutrality to Stealth Rock, Infernape is an effective pivot; it can use U-turn on foes such as Latias and Starmie to maintain momentum. Infernape's movepool is vast: its excellent coverage options such as Grass Knot, Stone Edge, Thunder Punch, and Hidden Power Ice can hit almost every Pokemon in DPP OU super effectively, while it also has both offensive set up moves like Nasty Plot and Swords Dance and strong utility moves such as Taunt and Slack Off. Infernape even has strong priority in Mach Punch and Vacuum Wave, allowing it to revenge kill weakened Pokemon such as Dragon Dance Tyranitar and Swords Dance Lucario before it can use Extreme Speed. Infernape's ability, Blaze, also gives its Fire-type moves a 50% boost in power when Infernape is at 33% health or lower.

Infernape's issues stem from its subpar longevity, the existence of Latias, four moveslot syndrome, and its defensive stats. Although it is neutral to Stealth Rock, Infernape is otherwise vulnerable to Spikes and Toxic Spikes as well as sand. Infernape's poor defensive typing, in conjunction with its low defensive stats, causes it to struggle to switch in safely, and it is easily worn down when it does get on the field. Although Infernape's attacking stats are solid, oftentimes they are not exceptional enough to OHKO bulkier targets without a boosting item such as Expert Belt, Life Orb or Choice Band. A notable example is that maximum HP Jirachi is not OHKOed by maximum Special Attack Infernape's Fire Blast without a boosting item. Life Orb and Choice Band either make it faint exceptionally quickly or lock it into an attack, respectively, meaning it needs to take even more residual damage to switch back in if it is walled. Infernape's defensive stats mean that it already is at least 2HKOed by much of the metagame even before residual damage (e.g sandstorm damage), making it easy prey for various revenge killers such as Gengar, Starmie, Choice Scarf Rotom-A, Choice Scarf Flygon, and Choice Scarf Lucario. As such, Infernape often relies on either Leftovers or Expert Belt to minimize this residual damage. However, the power output of these items, mainly Leftovers, can be disappointing, and this is made worse by Latias, which outruns and effortlessly walls most Infernape sets without U-turn or a boosted Hidden Power Ice. Furthermore, with U-turn alongside an obligatory Fire-type move and Fighting-type move, Infernape frequently cannot fit all of the moves it wants, whether it be Grass Knot for Hippowdon, Swampert and Quagsire, Hidden Power Ice for Dragonite and Gliscor, Slack Off to offset residual damage, or Mach Punch to hit Lucario, Agility Empoleon and Dragon Dance Tyranitar.

[SET]
name: Mixed Attacker
move 1: Fire Blast/Overheat
move 2: Close Combat
move 3: U-turn/Hidden Power Ice/Mach Punch
move 4: U-turn/Slack Off/Grass Knot
item: Expert Belt / Life Orb / Leftovers
ability: Blaze
nature: Naive / Rash
evs: 64 Atk / 252 SpA / 192 Spe

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

Infernape's offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types super effectively, OHKOing Skarmory, Metagross, and bulkless Jirachi. Overheat is another option, especially with a physically offensive oriented set to maintain OHKOs on Metagross and bulkless Jirachi without much investment. It also is a good option when using leftovers, as it will guarantee a KO on maximum HP Jirachi after Stealth Rock, unlike Fire Blast. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the correct coverage move.

U-turn lets Infernape pivot effectively, as common checks such as Latias and Starmie are weak to it and racks up entry hazard damage on targets such as Gyarados, Gengar, and Dragonite so their ability to answer Infernape diminishes. Grass Knot covers Water- and Ground-types such as OHKOing Swampert and Quagsire with a boosting item and 2HKOing Milotic, Hippowdon, Starmie and Suicune. Hidden Power Ice OHKOes Flygon outright and OHKOes Dragonite and offensive Gliscor after Stealth Rock and also hits Latias super effectively. Mach Punch gives Infernape priority and helps KO weakened Dragon Dance Tyranitar, Lucario, and Agility Empoleon. Slack Off helps to mitigate residual damage and takes advantage of the many switches that Infernape forces. Using Slack Off gives up the utility of U-turn or the additional coverage of Grass Knot or Hidden Power Ice, however.

Set Details
========

With a Naive or Hasty Nature, 192 Speed EVs allow Infernape to outrun positive natured base 100's, such as maximum speed Jirachi and Flygon. From there, its Special Attack and Attack EVs can be split up depending on its moveset, its coverage options, and what it needs to deal with. This specific EV spread is for specially based Infernape to maximize its coverage moves while still handling Clefable, Tyranitar, Empoleon, and Heatran with Close Combat. Without a boosting item, it should run at least 144 Attack EVs, as it allows Infernape to OHKO Specially Defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should use primarily Attack EVs. A good benchmark on the physically based set is 92 Special Attack EVs, as it allows Infernape to OHKO bulkless Jirachi with Overheat. A positive Speed nature is usually the best choice for Infernape, as it outspeeds crucial targets such as offensive Jirachi, mixed Flygon, offensive Zapdos, and Gliscor. However, a positive Attack or Special Attack nature can compensate for its power, especially without Expert Belt or Life Orb. Ideally, Infernape's nature will be one that can lower either of its defenses, but lowering Special Defense is preferred, as it can survive physical attacks such as Jirachi's Body Slam and Choice Scarf Lucario's Close Combat with its Defense in tact. Defense hindering nature helps against Life Orb Gengar and Choice Scarf Rotom-A, but surviving physical attacks is more preferred.

For its item, Expert Belt offers the best mix between power and survivability. It gives the necessary power boost for targets such as maximum HP Jirachi, Swampert, and Dragonite and Gliscor without Stealth Rock while not losing 10% of its health every turn. However, it does not boost neutral hits, leaving something to be desired against defensive Pokemon such as Rotom-A and Zapdos. Life Orb further boosts its power even if the move is not super effective and makes Infernape quite difficult to switch into. Life Orb only gives it a few turns to make an impact, however. Leftovers also is quite helpful, especially with an Attack or Special Attack boosting nature. It allows Infernape to mitigate residual damage and stick around to use its coverage on more Pokemon.
Usage Tips
========

Infernape's frailty and susceptibility to residual damage means it should avoid switching in directly, and instead try to get in on a forced switch, U-turn, or after a teammate is KOed. With U-turn, Infernape is quite effective at wearing down its answers in conjunction with Stealth Rock, so even if it can hit the foe super effectively, using U-turn can help wear down the opposing team. Avoid bringing Infernape in too many times early on in a game, as it will wear down fast. How Infernape is played depends on its item; with Leftovers, it commonly lures in Dark-weak foes vulnerable to Pursuit trapping such as Gengar, Latias, and Starmie. Take advantage of this to switch in Pursuit Tyranitar to get rid of them. This can force the opponent to answer Infernape with Pokemon that do not handle it as well, such as Hippowdon or Choice Scarf Tyranitar. With more offensive items, Infernape should aim to hit as hard as possible for as long as possible; do not be afraid to predict switches, as hitting something super effectively with an Expert Belt or Life Orb boost can be devastating.

Team Options
========

This Infernape set fits well on more offensive teams, as its coverage and access to U-turn can help break open defensive cores. One of Infernape's best partners is Tyranitar, as it can Pursuit trap the Dark-weak foes that commonly check Infernape. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon as they switch in after Infernape lures them in. However, watch out for sand exacerbating residual damage. Scizor is another Pursuit trapper that can fit well with Infernape that does not set up sand, and appreciates Infernape's coverage wearing down bulkier Pokemon such as Water-types. It can also form a U-turn core with Infernape or potentially set-up with Swords Dance. It also provides a strong check to Dragon Dance Tyranitar, allowing Infernape to potentially drop Mach Punch. Infernape enjoys entry hazards to help wear down bulkier Pokemon and make up for its lack of power at times. Skarmory is the premier choice, as it can switch into Dragon Dance Gyarados, Dragon Dance Dragonite, and Choice Scarf Flygon and set up Spikes. Roserade is another good choice as it can switch into Water-types and clears Toxic Spikes, but struggles to fit all the pieces needed to function effectively. Other Spikes attackers, such as offensive Latias, Swampert, mixed Flygon, Gengar, and Choice Scarf Rotom-A are nice partners alongside entry hazards. Choice Specs Latias has good type synergy with Infernape, coming in on Water- and Ground-type attacks and firing off strong attacks and can potentially even use Healing Wish to heal Infernape back up. Gengar and Rotom-A can similarly come in immunities and soften up foes for Infernape as well as block Rapid Spin from Starmie. Other more offensive partners such as Dragon Dance Gyarados, Agility Metagross, and offensive Empoleon appreciate Infernape breaking open common defensive cores. Dragon Dance Gyarados especially likes Infernape potentially putting defensive Latias in range of +1 Ice Fang. Other Fighting-type partners such as Breloom, Lucario, and Machamp can help synergistically break Fighting-type checks together.

[SET]
name: Physical Attacker
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: Taunt / Slack Off
move 4: U-turn / Slack Off
item: Leftovers
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Infernape can focus fully on physical moves and maximize its utility options. With Flare Blitz, Infernape has a perfectly accurate option to take on Grass- and Steel-types such as Breloom, Shaymin, and Bronzong. Blaze Kick is another option to not suffer from recoil, but beware of the huge power loss and imperfect accuracy. With full Attack investment, Close Combat hits neutral targets hard, negating the need for coverage moves. It also avoids Flare Blitz's recoil and, between the two of them, cover every Steel-type in the tier besides Heatproof Bronzong. The key to this set is both Taunt and U-turn, as when defensive Latias switches in on Infernape, it can use Taunt to prevent it from healing or statusing Infernape, and then U-turn out, keeping Latias at low health. It also helps against set up threats such as Gyarados, Dragonite, and Suicune from taking advantage of Infernape. Alternatively, Slack Off gives Infernape additional recovery and helps keep it alive longer, especially from Flare Blitz recoil.

Set Details
========

A simple 252 Attack EVs and Speed EVs allow Infernape to hit as hard as possible and outspeed as much as it can. The increased power lets Infernape more reliably run Leftovers, as Infernape can offset residual damage effectively. It crucially outruns almost all defensive Latias, and dropping Speed by investing more in bulk or using an Adamant nature is generally not recommended.

Usage Tips
========

This set is meant to be used aggressively to keep offensive momentum, often early in the game. Against defensive Latias, Infernape should use Taunt and then use U-turn to force damage on Latias. Infernape also can lure and do the same thing to other checks, like Gyarados and Dragonite, as they will typically try to set up on Infernape as it switches. A common option is to switch in Dragon Dance Tyranitar, as it can set up on Latias that are unable to status or phaze it. Taunt can often be quite unexpected on Infernape; try to leverage this to further weaken the foe with U-turn or strong attacks. Even with Leftovers and potentially Slack Off, Infernape cannot directly switch in on much due to its poor bulk and longevity, so should be brought through revenge kills or predicted switches. However, with its defenses in tact, it generally survives one strong neutral hit, allowing it to trade effectively.

Team Options
========

This Infernape set fits best on hyper offense teams due to the aggressive nature of it, though it also can fit on more generic offenses. Infernape appreciates coming in without entry hazards set up, meaning fast Taunt leads such as Azelf and Aerodactyl are appreciated. Other offensive leads such as Choice Scarf or Focus Sash Breloom, Froslass, Gallade, and Choice Scarf Roserade can also accomplish this and provide utility. Set up Sweepers such as Dragon Dance Tyranitar, Dragon Dance Dragonite, and Dragon Dance Gyarados all pair well with Infernape. Tyranitar and Gyarados particularly appreciate defensive Latias being unable to paralyze them with Thunder Wave or heal with Recover, and Dragonite enjoys Infernape softening defensive walls such as Milotic and Hippowdon. Metagross also makes for a great partner to Infernape, as it can switch into Infernape's most common check, Latias, and either set up on it with Agility or destroy it with Explosion. It also can switch into Gengar once and KO it with Meteor Mash. All of these partners also appreciate Infernape's ability to seriously weaken or KO Steel-types.

Bronzong can pair nicely with this Infernape as well, since it can switch in on Dragon-type attacks from Latias and Dragonite and force them out. It also generally survives even boosted physical attacks from attackers such as Gyarados and KOs them in return with Explosion. Scizor is another excellent partner, as both its Choiced sets and Swords Dance + Pursuit can take great advantage of Latias being under the influence of Taunt and at low health, as they can continually use Pursuit to remove it. Pursuit Tyranitar performs similarly.

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

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

With a Choice Band, Infernape's physical attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates it into Blaze range earlier, letting it get off one more strong attack before fainting. It can even potentially 2HKO bulky resists such as defensive Latias in Blaze after Stealth Rock. As it faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKO even physically defensive Latias and Starmie and can even OHKO offensive versions of the latter after Stealth Rock. The increased damage allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again under Stealth Rock. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========'

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability and hit as hard as possible while outspeeding as much as possible. Infernape can use an Adamant nature, as it prominently 2HKO offensive Gyarados with Close Combat after Intimidate and Stealth Rock as well as potentially OHKO offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early in the game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze boosted Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choice Band Infernape, as they help to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against before bringing in an answer to these Pokemon, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to break the opposing team and pick up KOs. Roserade and Skarmory both are great spiking partners for Infernape. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape and thwart set up sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in Pokemon and chipping them for Infernape. Scizor and Tyranitar also make for great partners to Pursuit Dark-weak targets that threaten Infernape, though be mindful that sand from the latter will cause Infernape to wear down quicker. Infernape having U-turn makes this combination especially effective, as it can lure in said dark weak checks before switching out and bringing in it's pursuit using partner. Scizor additionally can form a U-turn chaining core with Infernape, luring in checks for each other and forcing said checks to take hazard damage before getting themselves out with U-turn.

Choice Scarf Latias also makes for a great partner to this Infernape set, as it can revenge kill some of Infernape's main checks in Dragonite and Gyarados, though it has to be weary of a boosted Extreme Speed from the former. Infernape can potentially lure in Dragonite and Gyarados and force them to take Stealth Rock damage before U-turning out into Latias, too. It also great appreciates Healing Wish support from Latias as it will wear down quickly. Alternatively, Choice Scarf Rotom could be used for it's immunity to Extreme Speed from Dragonite and ability to KO even Wacan Berry Gyarados with Stealth Rock up, and it addtionally can block attempts to spin away hazards. Swampert and Bronzong also pair well with Infernape for setting up Stealth Rock, and providing additonal measures against Dragon Dance Tyranitar so that Infernape isn't overrelied on. The latter also provides a nice Ground immunity and Dragon Resist for it, while the former can pair well with Infernape to break common defensive cores while offensively taking advantage of Ground-types. Other Offensive Water types that appreciate being paired with Infernape are Empoleon, Calm Mind Suicune and Dragon Dance Gyarados. Empoleon can set up Stealth Rock and resist Dragon-type and Water-type moves for it, and appreciates Infernape breaking defensive teams. Suicune and Gyarados similarly appreciate Infernape's wallbreaking capabilities, and it's ability to potentially put Latias in range of being KOed by +1 Ice-type moves. They also take great advantage of Ground type pokemon that scare Infernape, especially Gyarados to its ground immunity.


[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot / Hidden Power Ice
move 4: Vacuum Wave / Close Combat
item: Passho Berry/Life Orb
ability: Blaze
nature: Timid / Naive
evs: 252 SpA / 4 SpD / 252 Spe

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

Infernape is perhaps the best Nasty Plot user in OU, as it has excellent coverage and Nasty Plot boosts its Special Attack stat sky high. Fire Blast OHKOes some Infernape checks such as physically defensive Zapdos, Nidoqueen, and physically defensive Hippowdon at +2. With Blaze, it has terrifying power, OHKOing frailer Fire resists and very bulky Pokemon such as defensive Starmie after Stealth Rock, Flygon, specially defensive Hippowdon, and Clefable most of the time. With Nasty Plot, Grass Knot OHKOes most Water-types and Ground-types after Stealth Rock such as offensive Gyarados, offensive Suicune, Starmie, and Swampert. However, another choice is Hidden Power Ice, as it is Infernape's best option against Latias and Dragonite, 2HKOing the former and OHKOing the latter through Yache Berry after Stealth Rock. Despite being weak, Vacuum Wave provides a priority attack, OHKOing Lucario, Choice Scarf Tyranitar and Magneton after Stealth Rock. Infernape could instead opt for Close Combat to OHKO Clefable, Blissey, and Tyranitar without boosting.

Set Details
========

If Infernape doesn't have Close Combat, a simple EV spread of 252 SpA / 252 Spe ensures Infernape hits as hard and as fast as possible. A Timid nature is used to maximize Infernape's Speed. With Close Combat, an EV spread of 144 Atk / 172 SpA / 192 Spe with a Naive nature is recommended, as 144 Attack EVs OHKO specially defensive Clefable and the Speed investment outspeeds Flygon, Zapdos, and Jirachi. The remaining EVs are put into Special attack so that it can hit as hard as possible with Fire Blast and Grass Knot. A Passho Berry maximizes Infernape's offensive potential, as it can survive weaker Water-type moves and either set up if its faster or can OHKO them in return with Grass Knot against faster ones such as Starmie. Alternatively, Life Orb can be used to make Infernape's Nasty Plot boosted attacks even more powerful. Running Life Orb also alleviates the need to invest in Attack to KO Clefable if running Close Combat. Infernape finds it quite hard to set up Nasty Plot without Passho Berry, however.

Usage Tips
========

Infernape's frailty means that it must time Nasty Plot carefully, as it will only get one or two opportunities to use it. Infernape's ability to consistently force switches gives it a good opportunity to use Nasty Plot. Without Hidden Power Ice, it cannot beat Latias, meaning it should be dealt with before Infernape comes out. Both Nasty Plot and Passho Berry are often unexpected from Infernape, so leverage this to break through teams once Latias is sufficiently weakened or KOed. Manage Infernape's health carefully, as +2 Fire Blast in Blaze is ridiculously strong and can even 2HKO defensive Latias.

Team Options
========

This Infernape best fits on hyper offensive teams, as common sweepers can consistently weaken Latias and enjoy how Infernape can break through Water-types. Dragon Dance Gyarados, especially with Outrage, is a fantastic choice to lure in and OHKO defensive Latias, while with a Wacan Berry, it can heavily damage Choice Scarf users such as Latias, Flygon, and Lucario that can revenge kill Infernape. Alternatively, Swords Dance Scizor with Pursuit can be used to trap and KO Latias, and can handle Gengar with Bullet Punch. Other sweepers such as Dragon Dance Tyranitar and Dragon Dance Dragonite are also good partners, as they appreciate Infernape potentially luring in Choice Scarf Lucario and Water-types while Tyranitar can answer Latias and Dragonite can potentially knock out Choice Scarf revenge killers with a boosted Extreme Speed. Other Tyranitar sets such as Choice Scarf can Pursuit trap Latias, Starmie, Gengar, and Rotom-A for Infernape. Infernape also enjoys entry hazards not being up and as such enjoys Taunt leads such as Aerodactyl, Azelf, Froslass, and Gallade or other leads that incapacitate Stealth Rock users such as Choice Scarf or Focus Sash Breloom, Choice Scarf Roserade, and Smeargle. Other offensive Pokemon common on hyper offensive teams such as Metagross, offensive Empoleon, mixed Jirachi, and Lucario can help Infernape sweep. All of these are Steel-types that can deal with Latias and enjoy Infernape potentially luring in Water-types: Metagross can set up Rock Polish or can use Explosion on Latias, while Empoleon and Lucario form potent offensive cores with Infernape. Mixed Jirachi sets appreciate Infernape breaking through walls so it can sweep.

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

Swords Dance is one of the most prominent other options, as it can be used with an entirely physical moveset to break through bulkier Pokemon. Such a set struggles to set up and still can be walled fairly easily by Latias, however. Another option is to use Choice Scarf, as Infernape is quite fast and can revenge kill boosted sweepers with its coverage. Infernape has many other coverage moves it can use: Stone Edge can be used on mixed and all fully physical sets, Thunder Punch can hit Gyarados better than anything else, Shadow Claw can be used to hit Latias on Swords Dance sets, and Focus Blast can be used on fully special sets. Beware that it already has trouble fitting its given options, however. Infernape has a fantastic utility movepool, and thus has many options such as Stealth Rock, Encore, Will-O-Wisp, and even Role Play, but it does not have the bulk to really use these effectively. Infernape can use a dedicated lead set with a Focus Sash focused on setting up Stealth Rock with options such as Fake Out to remove other Focus Sash, Endeavor to bring foes down to low HP, Taunt to prevent set up, U-turn to scout, and many potential offensive moves. Such a set struggles to provide much midgame utility while struggling to fit everything it wants into its moveset. Infernape has the versatility to use many different items, such as Fist Plate or Flame Plate to always power up its attacks, Passho Berry to survive Water-type attacks, Shuca Berry to survive revenge killing from Earthquake users like Choice Scarf Metagross and Flygon, Lum Berry to mitigate status, and Salac Berry to outspeed everything with a Substitute. However, many of these do not help it against Latias.

Checks and Counters
===================

**Latias**: Latias is the best counter to Infernape in the tier, as it resists both its Fire- and Fighting-type moves, outspeeds it, and can either status or OHKO it. Latias does not appreciate U-turn or a boosted Hidden Power Ice, but Infernape otherwise cannot handle it effectively.

**Residual Damage**: Infernape is vulnerable to all of sand, Spikes, Toxic Spikes, and is neutral to Stealth Rock, which further expose its poor bulk. Status is particularly devastating, as it faints very quickly when inflicted with paralysis or poison from Pokemon such as Jirachi, Latias, Clefable, or Blissey. Often keeping sand and entry hazards, especially Toxic Spikes, is enough to hamper Infernape, especially if it has a Life Orb or is using Flare Blitz. However, Leftovers and Slack Off do help to mitigate the residual damage.

**Water-types**: Bulky Water-types such as Suicune, Gyarados, and defensive Starmie are able to take any unboosted attack and OHKO back with Water-type attacks. Starmie is especially threatening due to outspeed Infernape. Gyarados also is a fantastic answer to Infernape, as its Intimidate weakens Infernape's attacks and can potentially set up or it or just OHKO it with Waterfall. Other Water-types such as Milotic, Swampert, and Kingdra can switch into Fire-type attacks and KO in return. However, all of these need to watch out for the Nasty Plot set, which can survive Water-type attacks with the Passho Berry and KO in return with Grass Knot. While uncommon, Tentacruel and Vaporeon are perhaps some of the best Nasty Plot Infernape answers, as they take little damage from Grass Knot due to their weight.

**Flying-types**: Bulky Flying-types such as Zapdos, Dragonite, and Gliscor can survive Infernape's Close Combat easily and OHKO it in return. Dragonite also resists Fire-type moves and can set up on Infernape, while specially defensive Zapdos and Gliscor survive its attacks. Dragonite and Gliscor should watch out for Hidden Power Ice, and neither Zapdos nor Dragonite enjoy switching in with Stealth Rock up or take Stone Edge well, however.

**Ghost-types**: Both Gengar and Rotom-A are immune to Close Combat and hit Infernape hard. Gengar outspeeds Infernape and a Life Orb Shadow Ball OHKOes Infernape after Stealth Rock, while Choice Scarf Rotom-A can OHKO with Hydro Pump or 2HKO with Thunderbolt. Both should watch out, as they do not take Infernape's Fire-type moves well at all.

**Faster Pokemon**: While Infernape can generally survive one strong neutral hit from full HP, it does not like dealing with faster Pokemon such as Latias, Starmie, Gengar, Choice Scarf Tyranitar, Choice Scarf Flygon, Choice Scarf Heatran, Choice Scarf Rotom-A, and Choice Scarf Lucario, as they can easily dispatch it with super effective attacks or after it takes residual damage.

**Bulky Ground-types**: If Infernape lacks Grass Knot or Hidden Power Ice, bulky Ground-types like Hippowdon, Nidoqueen, Swampert, Quagsire, and Gastrodon can check Infernape well. However, Nidoqueen is 2HKOed by Fire Blast, while the rest do not enjoy Grass Knot at all, however.


[CREDITS]
- Written by: [Cubic Skunk 527292]
- Quality checked by: [[johnnyg2, 57904 ], [[DeepBlueC, 307789]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:
No worries! its actually undergoing a suggested edit for a qc from emeral right now (adding the choice band/scarf section in one thing), so it all works out. I'm gonna get it implemented soon so it will be ready by the time u can qc.
 
Hey man, just wanted to follow up w the write up and go over some sets. Think the content is really good, I'll put my edits in bold and strikethrough what you change and put my edits in italtics. (I haven't finished this, I will finish it later)

[OVERVIEW]
:dp/infernape:

Infernape is an effective attacker in DPP OU due to its combination of strong offensive stats, great base 108 speed, extensive movepool, and excellent offensive typing. has good offensive stats on both sides of the spectrum, a great speed tier of base 108, an extensive movepool and a unique typing of Fire and Fighting. This typing and offensive prowess lets it combat many prominent defensive Pokemon in the tier such as Clefable, Tyranitar, Empoleon, Heatran, Bronzong, Skarmory, and Jirachi. the many prominent waFire-Fighting typing combined with it's access to Close Combat lets Infernape nicely combat Skarmory and Clefable, two of the best defensive Pokemon in the tier. It's unique typing also lets it combat Pokemon that other Fire-types normally wouldn't be able to, such as Tyranitar, Empoleon and Heatran, and for it to combat Pokemon which other Fighting-types might struggle to break, like Bronzong and, most notably, Jirachi. Additionally, with its access to U-turn and neutrality to Stealth Rock, Infernape is an effective pivot—it can use U-turn on walls such as Latias and Starmie to maintain momentum. It's Fighting-typing also makes Infernape neutral to Stealth Rock, unlike most other Fire-types. Infernape also has access to one of the best moves in the game, U-turn, which allows it to deal damage to Pokemon that check it like Starmie and Latias before switching out. Because it's large movepool, Infernape has the potential to run many viable sets, including that of a mixed attacker, a purely physical attacker, and even a purely Special attacker, and it can have variety within those movesets. It's array of coverage options, including Grass Knot, Hidden Power Ice, U-turn, Thunder Punch, and Stone Edge means that it has the potential to threaten almost all Pokemon in the tier. Infernape having good Attack and Special Attack stats means that it can use both physical and special Fire-type moves to great effect, and it also can run both a Swords Dance and a Nasty Plot set viably. Infernape also has Fighting-type priority moves on both sides of the attacking spectrum, letting it potentially check Pokemon like Dragon Dance Tyranitar and Choice Scarf Lucario on either special or physical sets, and for it to hit Swords Dance Lucario super effectively before it can use Extreme Speed.

Infernape is an effective attacker in DPP OU due to its combination of strong offensive stats, great base 108 speed, extensive movepool, and excellent offensive typing. These flexible stats allow it to focus on whatever attacking style is needed for the team: it can be mixed, purely physical, or purely special. This flexibility is made possible by its excellent Speed, as it outspeeds Flygon, Jirachi, and Zapdos and forces Gengar and Latias to run almost max Speed to outspeed it. Its Fire / Fighting typing lets it combat many prominent defensive Pokemon in the tier such as Clefable, Tyranitar, Empoleon, Heatran, Bronzong, Skarmory, and Jirachi. Additionally, with its access to U-turn and neutrality to Stealth Rock, Infernape is an effective pivot—it can use U-turn on foes such as Latias and Starmie to maintain momentum. Infernape's movepool is vast: its excellent coverage options such as Grass Knot, Stone Edge, Thunder Punch, and Hidden Power Ice can hit almost every Pokemon in DPP OU super-effectively, while it also has both offensive set-up moves like Nasty Plot and Swords Dance and strong utility moves such as Taunt and Slack Off. Infernape even has strong priority in Mach Punch and Vacuum Wave, allowing it to revenge kill weakened Pokemon such as Dragon Dance Tyranitar and Swords Dance Lucario before it can use Extreme Speed.

Infernape's issues stem from its subpar longevity, its stats, the existence of Latias, and four moveslot syndrome. Although it is neutral to Stealth Rock, Infernape is otherwise vulnerable to all three entry hazards as well as sand. Combined with Infernape's low defensive stats and poor defensive typing, it struggles to switch in safely and is easily worn down when it does get on the field. However, this issue is heightened by Infernape's overall stats. Infernape's attacking stats are solid, but not exceptional enough to sweep or wallbreak effectively, especially without the boost of Life Orb or Choice Band—an example is that max HP Jirachi is not OHKOed by max Special Attack Infernape's Fire Blast without a boosting item. Life Orb and Choice Band either make it faint exceptionally quickly or lock it into an attack, meaning it needs to take even more residual damage to switch back in if it is walled. Infernape's defensive stats mean that it already is at least 2HKOed by much of the metagame even before residual damage, making it easy prey for various revenge killers such as Gengar, Starmie, Choice Scarf Rotom-A, Choice Scarf Flygon, and Choice Scarf Lucario. As such, Infernape often relies on either Leftovers or Expert Belt to minimize this residual damage. However, the power output of these items is disappointing, and this is made worse by Latias, which outspeeds and effortlessly walls most Infernape sets without U-turn or a boosted Hidden Power Ice. However, with U-turn alongside an obligatory Fire-type move and Fighting-type move, Infernape frequently cannot fit all of the moves it wants, whether it be Grass Knot for Hippowdon, Swampert and Quagsire, Hidden Power Ice for Dragonite and Gliscor, Slack Off to offset residual damage, or Mach Punch to hit Dragon Dance Tyranitar and Choice Scarf Lucario.





However, although Infernape has solid fundamentals and a large amount of offensive utility, its longevity is all but non-existent; Infernape is vulnerable to all forms of entry hazards, as well as sand. This weakness to residual damage combined with it's low defensive and HP stats means that it gets worn down quickly and struggles to safely get on the field outside of forced switches or after a teammate is KOed. Its sand weakness also means that one of its best partners, Tyranitar, can actually harm it by coming out since it summons Sandstorm. Although it's survivability issues have always existed, they have become much more pronounced with recent metagame developements; teams are generally built in ways so that they are not too vulnerable to entry hazards, meaning that they don't need to remove them and thus don't bother with doing so. On top of that, clearing hazards via Rapid Spin consistently is difficult due to the effectiveness of Rotom-A as a spinblocker and the spinners themselves (bar Starmie) having poor longevity and being hit by hazards. Due to its poor longevity, Infernape often struggles to choose between Leftovers and Expert Belt for its item. Going with leftovers, while giving Infernape more longevity, means it struggles to secure KOs against some Pokemon such as Swampert, Gliscor and some defensive Jirachi without prior chip. Expert Belt gives it the power boost it needs to attain said KOs, it will be chipped by sand each turn without any offset. Perhaps the biggest obstacle to Infernape, however, is Latias, who returned to the tier after the generation ended. Latias stone walls any Infernape set not carrying U-turn or Hidden Power Ice, with the former being especially helpful against Latias due to its lower physical defense. Due to it very frequently wanting U-turn alongside an obligatory Fire-type move and Fighting-type move, more often than not Infernape cannot fit all of the moves it wants, whether it be Grass Knot for Hippowdon, Swampert and Quagsire, Hidden Power Ice for Dragonite and Gliscor, Slack Off to offset residual damage, or Mach Punch to hit Dragon Dance Tyranitar and Choice Scarf Lucario.


[SET]
name: Mixed Attacker
move 1: Overheat/Fire Blast Fire Blast/Overheat
move 2: Close Combat
move 3: U-turn/Hidden Power Ice/Mach Punch
move 4: U-turn/Slack Off/Grass Knot
item: Leftovers/Expert Belt/Life Orb Expert Belt / Leftovers / Life Orb
ability: Blaze
nature: Naive/Hasty/Rash/Naughty Hasty / Mild (remember you can only include one EV spread in the listed set, use the natures for the EV spread you want and explain the rest in Set Details)
evs: 64 Atk / 252 SpA / 192 Spe

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

Infernape offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types effectively, OHKOing physically defensive Skarmory, Metagross, and bulkless Jirachi. Overheat is another option, especially with a move physically offensive slant to maintain OHKOs on Metagross and bulkless Jirachi without much investment. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the coverage.

Infernape's final two moveslots define its



Infernape's unique Fire/Fighting Typing lets it Combat the popular duo of Skarmory and Clefable nicely. A Special Fire-type move is used to hit physically bulky Steel types like Skarmory, Metagross, and physically defensive Jirachi harder, and it also allows Infernape to OHKO the former two. The latter can also be OHKOed, but specially defensive versions will survive Infernape's Fire Blast and Overheat without prior chip. Overheat can be used if Infernape is running primarily physical attacking moves, as its high base power means that it will still OHKO a lot of specially frail Steel types without much Special Attack Investment, such as Skarmory, Metagross and offensive Jirachi. However, if Infernape is running primarily special attacking moves and Special Attack investment, Fire Blast is the better choice, since it is still quite powerful, has similar accuracy and doesn't lower Infernapes special attack, unlike Overheat. It also has a small chance to burn the opposing Pokemon. Close Combat is used to give Infernape a physical fighting move to KO the likes of Clefable and Blissey. It also will OHKO Tyranitar, and deals overall decent damage on most other Pokemon.

Infernapes next two moveslots will generally depend on your team or what you want Infernape to be able to hit. U-turn is one the best options on Mixed Infernape, as it lets Infernape hit Starmie and Latias as they switch in for super effective damage before it switches out. It also can be used to switch out of other checks such as Gyarados, Gengar and Dragonite. Infernape can then switch into a check to these Pokemon, such as Tyranitar for Gengar, Latias and Starmie, or a Choice Scarfed Pokemon such as Rotom-A for Dragonite and Gyarados. Grass Knot lets it hit Water and Ground types like Swampert, Milotic, Hippowdon, Quagsire, Starmie and Suicune for super effective damage. It can even OHKO Swampert and Quagsire if carrying an Expert Belt or Life Orb, or if they are slightly chipped, and has a guaranteed 2HKO on the rest of the aforementioned Water and Ground types. Hidden Power Ice lets Infernape OHKO Gliscor and, if it has a boosting item or Stealth Rock is up, Dragonite, while also hitting Latias for Super Effective damage. Mach Punch can be used to pick off a weakened Dragon Dance Tyranitar, Lucario, or Agility Empoleon in a pinch. Though unorthodox, Slack Off is a good option as well, as it allows Infernape to combat its proneness to residual damage, and as such makes it easier to run Expert Belt or even Life Orb over Leftovers to more reliably KO targets such as Swampert and Gliscor with its coverage moves. Infernape also gets a decent amount of opportunities to use it, as it consistently forces switches. However, running Slack Off means that Infernape will have to give up valuable coverage, so it can be hard to fit.

Set Details
========
With a Naive or Hasty Nature, 192 Speed EVs allow Infernape to outrun positive natured base 100's. From there, its Special Attack and Attack EVs can be split up depending on its moveset, what item it is running and what you want it to deal with most. The spread above is meant to be used with a specially based Infernape set to make its special attacks hit as hard as possible while still handling Clefable, Tyranitar and Heatran with Close Combat. If running leftovers on a specially-oriented set, it should run at least 144 Attack EVs, as it allows Infernape to OHKO Specially Defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should run primarily Attack EVs. A good benchmark for special attack on the physically based set is 92 Special Attack EVs, as it allows Infernape to OHKO bulkless Jirachi with Overheat. A +speed nature is usually the best choice for allowing Infernape to outspeed crutial targets such as offensive Jirachi and Gliscor. However, if these threats are already well covered on your team, a +attack or +special attack nature can be considered to let Infernape hit bulkier targets for more damage, such as defensive Jirachi and Swampert, the latter of which is not OHKOed by Grass Knot if Infernape is carrying Leftovers and running a Naive or Hasty Nature.

What item Infernape should run will depend on your team and potentially what moves Infernape has; if your team is very fast paced or Infernape is carrying Slack Off, Life Orb is a fine choice to give Infernape a much appreciated power boost to KO targets such as Swampert, defensive Jirachi and some Hippowdon. If your team is slower paced, has spikes or you want Infernape to stick around for longer periods of time, Leftovers is very useful. Leftovers also is helpful if you want to use Infernape to lure Pursuit weak Pokemon such as Gengar, Latias and Starmie, so it can come back in later after said Pokemon are trapped without getting chipped. This will make it easier for it to clean against Skarmory + Clefable cores later in a game. Expert Belt is a nice midground between Life Orb and Leftovers, as it gives Infernape a power boost to super-effective moves while not chipping it by 10% of its health each turn.
Usage Tips
========
Infernape's frailty and proneness to getting worn down means it should avoid switching in directly, and instead try to get it in on a forced switch or after a teammate is KOed. Alternatively, a teammate with U-turn bring it in that way. Even if Infernape is out against a Pokemon it can hit super effectively, U-turning on them is still a perfectly valid choice, as it allows Infernape to get itself out and bring a teammate in safely if they do switch, and even if they don't Infernape can switch into another teammate that can handle the threat it is in against. However, oftentimes it may be safer to stay in and attack these Pokemon. Avoid bringing Infernape in too many times early on in a game, as it will wear down fast.
Team Options
========
This Infernape set fits well on offensive teams, and appreciates spikes support, especially if running leftovers, to help it secure KOs easier against bulkier targets. Roserade is the best partner for providing Spikes, as it as excellent synergy with Infernape; it resists Water-type attacks, and can take advantage of its Water resistance well thanks to its High Special Defense Stat. Roserade also can clear Toxic Spikes upon switching in, which Infernape greatly appreciates. In turn, Infernape can break through bulky Steel types that Roserade struggles to break through. Roserade can also use stun spore to paralyze faster threats such as Gengar and Latias for both itself and Infernape. Skarmory also is a good choice for Spikes support, as it can switch in on ground type attacks, and it can threaten dangerous set up sweepers such as Gyarados and Dragonite with Counter and Whirlwind. Whirlwind is also useful for forcing hazard damage on the opposing team to make it easier for Infernape to secure necessary KOs. Choice Scarf Latias can revenge kill Dragon Dance Dragonite and Dragon Dance Gyarados for Infernape, and can heal it back up with Healing Wish late in a game. This can free up Infernape from having to run coverage moves for these Pokemon, and also potentially free it up from having to run Slack Off or Leftovers, meaning it can run Expert Belt to boost its damage output without Spikes. Latias' Choice Specs set can also work well with this Infernape to soften up the opposing team for Infernape to clean up late game. Despite bringing sand to the field, Tyranitar is an excellent partner, as it can use Pursuit to trap checks to Infernape, such as Starmie and Latias, and KO them. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon as they switch after Infernape lures them in. Scizor can be used to trap the aforementioned Starmie, Latias and Gengar, if you do not want sand, and it also provides a good check to Dragon Dance Tyranitar, meaning Infernape can potentially drop Mach Punch. Gengar also makes a good partner to Mixed Infernape, as it provides a switch-in to powerful Ground- and Fighting-type attacks that threaten to OHKO Infernape. It also can work well with Infernape to break bulkier teams with its Taunt + Will-O-Wisp set, which also takes great advantage of Spikes. Dragon Dance Gyarados appreciates Infernape handling Steel types and softening up defensive teams, and provides a Ground- and Fighting-type switch in. It also can blow wholes in teams for Infernape to take advantage of, and can potentially lure and KO Latias with Outrage so Infernape is safe from it later on. Metagross and Bronzong can provide Stealth Rock support and a Dragon resist for Infernape, and can bait and KO bulky Water types with Explosion. Bronzong also can switch in on Ground-type attacks thanks to its ability Levitate. Empoleon also can provide a switch-in to Dragon type attacks and Stealth Rock support, and it can support Infernape with Knock Off to cripple bulkier Pokemon by removing their Leftovers. It also has access to Grass Knot to help Infernape beat down and defeat bulky Water types. Breloom works well with Infernape to break down defensive teams, and is great at taking Advantage of Infernape luring Dark-weak Pokemon and having them potentially trapped by Tyranitar or Scizor if Infernape is paired with one of them. Jirachi with Thunder makes for a good lead to pair with Infernape to get up Stealth Rock early while also being able to threaten a KO on Gyarados.

[SET]
name: Physical Attacker
move 1: Flare Blitz
move 2: Close Combat
move 3: Taunt / Slack Off
move 4: U-turn / Slack Off
item: Leftovers
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Infernape's
Flare Blitz is used to hit Steel-types and Grass-Types, and is used over a Special Fire move such as Fire Blast so that Infernape can run a Jolly Nature instead of a Naive or Hasty nature, which would lower one of it's defense stats. Flare Blitz also gives Infernape a way to hit Gengar and OHKO it. Close Combat let's Infernape hit Steel-types that aren't hit super effectively By Flare Blitz, namely Heatran and Empoleon, and it also OHKO's Tyranitar, Blissey and Clefable. It also provides Infernape with a way to hit most Pokemon for Neutral damage without damaging itself with Flare Blitz's recoil. The combination of Taunt and U-turn on Infernape lets it bait in defensive Latias, prevent it from using Recover and force Damage on it. It also can be used to prevent Pokemon like Gyarados, Dragonite and Suicune from setting up before switching out with U-turn, as these Pokemon will often assume that Infernape will switch out and try to set up as it does. Alternatively, if defensive Latias is already well covered on your team, Slack Off can be used to heal off recoil damage from Flare Blitz.
Set Details
========
A Jolly Nature and 252 Speed EVs are used to increase Infernape's speed to the maximum level, letting it outrun all of postive natured base 100's, Adamant Dragon Dance Tyranitar, many opposing Infernape, and Defensive versions of Starmie and Latias. Outrunning defensive latias is especially crucial to prevent it from using Thunder Wave, Roar and Recover. 252 EVs are put into Attack to let Infernape hit as hard as possible with Flare Blitz, Close Combat and U-turn. Leftovers is the item of Choice to offset Sand chip and to increase Infernape's longevity.
Usage Tips
========
This set is meant to be used aggressively to keep offensive momentum. Against Defensive Latias, Infernape should use Taunt and then use U-turn to force damage on Latias before getting itself out. Infernape also can lure and do the same thing to other checks, like Gyarados and Dragonite, as they will typically try to set up on Infernape as it switches. After using U-turn, Infernape should switch into a teammate that can take advantage of these Pokemon being unable to use their non-attacking moves. A great example of such Pokemon is a set up sweeper like Gyarados, Metagross or Tyranitar. Infernape cannot directly switch in on much due to it's poor bulk and longevity, so it is recommended to try and get it in on a forced switch or after one of it's teammates is KOed. It also can potentially be brought in on non damaging moves, barring moves that inflict paralysis or poison, which heavily cripple Infernape. A good example is Skarmory using Spikes or Roost. Oftentimes, it is a good Idea to use U-turn even on targets that are hit super-effectively by Flare Blitz or Close Combat, as they frequently will switch into a teammate that can handle Infernape, such as Latias, Gengar, Gyarados or Starmie, who are hit hard by U-turn before being forced to face one of Infernape's teammates. However, this strategy is prediction reliant, so it often is safer to just attack with Flare Blitz or Close Combat against these Pokemon. A lot of checks like Gyarados, offensive Starmie, and offensive Latias will get thumped by Infernape's attacks with Stealth Rock and/or Sand up, and Gengar can be OHKOed if it switches into Flare Blitz. This means that, although they can switch into Infernape, they often cannot switch in multiple times throughout a game, and they risk getting U-turned out on.
Team Options
========
This Infernape set fits best on hyper offense teams due to the aggressive nature of it, though it also can fit on more generic offenses. If being used on hyper offense, a suicide lead carrying taunt is necessary, as they crucially prevent Stealth Rock from going up early on and can set Stealth Rock early in a game as well. This is immensely useful for not just Infernape, but also it's teammates. Azelf and Aerodactyl are the best choices for a suicide lead due to their incredibly high speed allowing them to outrun most other relevant leads, as well as Azelf's access to explosion letting it get Infernape in safely while potentially taking the opposing Pokemon down. Set up Sweepers such as Dragon Dance Tyranitar, Dragon Dance Dragonite, and Dragon Dance Gyarados all pair well with Infernape. Tyranitar and Gyarados particularly appreciate Defensive Latias being unable to paralyze them with Thunder Wave or heal with Recover, as it means they can easily set up on Latias and KO it. Gyarados and Dragonite also can switch in on Ground-type attacks for Infernape. Metagross also makes for a great partner to Infernape, as it can switch into Infernape's most common check, Latias, and either set up on it with Agility or destroy it with Explosion. It also can explode on other checks such as Starmie, Gyarados, and Dragonite, though it does have to be wary of Earthquake from the latter two and Fire Punch from Dragonite. It also can switch into Gengar once and KO it with Meteor Mash. All of these partners also appreciate Infernape's ability to seriously dent and/or KO Steel types.

Bronzong can pair nicely with this Infernape as well, since it can switch in on Dragon-type attacks from Latias and Dragonite and force them out, and it can provide Stealth Rock support. It also can KO the aforementioned Dragonite, as well as Gyarados, with Explosion in a pinch, as it is bulky enough to take their hits, and it can even survive a hit from them after they boost with Dragon Dance. Bronzong's access to Levitate means that it can switch in on Ground-type attacks that threaten Infernape. Gengar and Scizor can take great advantage of Infernape luring and keeping Defensive Latias at low health, and damage it back hard or KO it with Shadow Ball, U-turn and Bug Bite Respectively. Scizor's Choice Band and Swords Dance + Pursuit sets in particular can take great advantage of Latias being lured and kept from using non-damaging moves, as they can KO Latias with Pursuit if it tries to switch out, and repeatedly chip it with Pursuit if it stays in.


[SET]
name: Choice Band
move 1: Flare Blitz/Blaze Kick
move 2: Close Combat
move 3: U-turn
move 4: Mach Puch/Stone Edge
item: Choice Band
ability: Blaze
nature: Jolly/Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Flare Blitz and Close Combat let Infernape combat the popular duo of Skarmory and Clefable, while in general providing nice neutral coverage across the board. With a Choice Band equiped, little will be able to avoid taking severe damage from or getting KOed by Infernape's Flare Blitz and Close Combat unless they resist the moves. U-turn allows Infernape to deal heavy damage Latias and Starmie as they come in, even being able to OHKO offensive versions of the latter after Stealth Rock, and in general is useful for scouting the opposing team and forcing them to take Stealth Rock damage before getting Infernape out. Mach Punch boosted by Choice Band lets Infernape act as a solid answer to Dragon Dance Tyranitar, and can OHKO Lucario as well with some chip. It also is useful for picking off weakened Agility Empoleon and Choice Scarf Heatran before they can land an attack. Stone Edge is a useful alternative that allows Infernape to seriously Damage Dragonite, Gyarados, and Zapdos, potentially KOing them with Stealth Rock up. However, Mach Punch is generally more useful.
Set Details
========

Usage Tips
========

Team Options
========
Spikes is a natural fit with Choiced Infernape, as they help to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against before bringing in an answer to these Pokemon, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to clean up late game if it carries a Choice Scarf, or to break the opposing team if it carries a Choice Band. Roserade and Skarmory both are great spiking partners for Infernape. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape and thwart set up sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in Pokemon and chipping them for Infernape.


[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Vacuum Wave/Close Combat
move 4: Grass Knot
item: Passho Berry/Life Orb
ability: Blaze
nature: Timid/Naive/Hasty
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Nasty Plot boosts Infernape's decent Special Attack stat to a screaming high stat of 614, making its special attacks hit incredibly hard against anything that doesn't resist them. Grass Knot lets Infernape snipe the likes of Hippowdon, Quagsire, Suicune, Starmie and Swampert. In conjunction with Passho Berry, it can be used to bait in bulky Water types, surviving a Water-type attack as it boosts with Nasty Plot, and then severely damaging them if not KOing them with Grass Knot. The one exception to this is Starmie, who it must be already boosted against if it wants to KO it with a boosted Grass Knot due to most Starmie outspeeding it. Vacuum Wave provides Infernape with a priority attack to hit faster Pokemon with. It also allows Infernape to check Scarf Lucario, as well as Choice Scarf and Dragon Dance sets of Tyranitar, in a pinch, though Infernape does have to be wary of a potential Chople Berry from Dragon Dance sets. Alternatively, if these Pokemon are already covered, Infernape could opt for Close Combat in place of Vacuum Wave to OHKO Clefable and Tyranitar without boosting, as well as to OHKO Blissey. However, running Close Combat means that Infernape must run a Hasty or Naive nature, which lowers its Defense and Special Defense respectively, so running Vacuum Wave and letting a teammate deal with Blissey is generally a better choice. Even when not carrying Close Combat, this set is still very threatening to Clefable, as it will do well over 60% to it with Fire Blast after Nasty Plot, and can even deal over 70%. Although Clefable does survive Fire Blast, it will then be put into KO-range of Vacuum Wave.
Set Details
========
Special Attack and Speed are maxed out to ensure that Infernape can hit as hard as possible while outrunning most Pokemon that it needs to. A Timid nature is used to maximize Infernape's Speed. You could take some EVs out of speed if you want to increase Infernape's chances of surviving certain Water-type attacks, however, and invest them into Bulk. 192 Speed EVs will allow Infernape to outrun positive natured base 100's, so you could go to that speed amount and then invest remaining evs into Bulk. Alternatively, if you are running close Combat, Infernape can run an EV spread of 144 Atk / 172 SpA / 192 Spe with a Naive or Hasty Nature. 144 Attack EVs lets Infernape OHKO 252 HP / 4 Def Clefable, and as mentioned above, 192 Speed EVs let it outrun positive natured base 100's. The remaining EVs are put into Special attack so that it can hit as hard as possible with Fire Blast and Grass Knot. A Passho Berry is preferred so that Infernape does not have it's sweep cut short by Starmie and can OHKO it back with a Nasty Plot boosted Grass Knot. Alternatively, Life Orb can be used to make Infernape's Nasty Plot boosted attacks even more powerful. Running Life Orb also alleviates the need to invest in Attack to KO Clefable if running Close Combat.
Usage Tips
========
Infernape's frailty means that it must be careful when choosing the time to set up, as it generally will only get one or two chances to do so. Infernape's ability to consistently force switches makes such switches a good opportunity to use Nasty Plot. This Infernape set cannot touch Latias, so it is advised not to bring it out until Latias is removed. Thanks to its Passho Berry, Infernape can stay in against many Water types that would otherwise force it out, such as Starmie, Milotic, and Suicune, and force damage on or KO them with Grass Knot after a boost. Infernape baiting said Water types and taking them down can be immensely useful for helping Infernape's teammates break through the rest of the opponent's team.
Team Options
========
This Infernape best fits on Hyper Offense teams, as it enjoys the fast pace of games that Hyper Offensive teams tend to move at, and it can check the dangerous Scarf Lucario for these teams with Vacuum Wave. It also is good for helping these teams break through steel types and for breaking through defensive teams. Because it cannot touch Latias, this Infernape set needs a solid lure to Latias before it can start wreaking havoc. Outrage Gyarados is a fantastic choice for such a lure, as it will OHKO even defensive versions of Latias after a Dragon Dance boost, and it can also check Swampert, ensuring Infernape isn't over-relied on to hit it with Grass Knot and can focus on it's job of handling Steel types and busting through defensive Staples like Skarmory and Clefable for its teammates. Alternatively, Swords Dance Scizor with Pursuit can be used to trap and KO Latias, and it is better against some of Infernapes other checks such as Starmie and Gengar. Metagross also makes for a good check to Latias thanks to its Steel typing and good bulk, and it can set up on Latias with Agility as it switches out, or even use Explosion and KO it. Dragon Dance Dragonite and Dragon Dance Tyranitar also make for good partners; the former can use its own priority move in Extreme Speed to pick off a target that Infernape can deal heavy damage to with a Nasty Plot boosted Vacuum Wave, such as Choice Scarf Flygon, and is an excellent breaker itself. It also can switch into Ground-type attacks aimed at Infernape. The reverse can also be done, with Infernape using Vacuum Wave to finish off a target at low health that survived Extreme Speed from Dragonite. Tyranitar can check Pokemon such as Scarf Rotom and Latias, and can also handle Gengar and Starmie once boosted with Dragon Dance. It also is a great abuser of Infernape handling Skarmory and other Steel types. Choice Scarf Tyranitar is also a very useful partner due to its ability to reliably trap Starmie, Gengar and offensive variants of Latias. However, it is hard to fit with this Infernape due to the fact that they don't tend to fit on the same types of teams; Choice Scarf Tyranitar tends to fit on Stall teams best, in sharp contrast to the aggressive Hyper Offense teams that Nasty Plot Infernape shines on.


[STRATEGY COMMENTS]
Other Options
=============
Infernape has a plethora of alternative options at its disposal. Swords Dance can be used with an entirely Physical moveset to boosts its attack, and to help it break through bulkier Pokemon that may otherwise be able to withstand a hit from it. Stone Edge is a viable option on Mixed and Swords Dance Sets to hit Dragonite, Gyarados and Zapdos for super effective damage. It can OHKO these Pokemon after a Swords Dance boost or with some prior chip damage, though Intimidate from Gyarados will make Stone Edge a 2HKO. Thunder Punch similarly provides coverage to hit Gyarados, as well as other Water types such as Suicune and Starmie. However, like Nasty Plot sets, Thunder Punch Infernape sets are walled completely by Latias, so you need a solid Latias Lure before being able to consider Thunder Punch. Additionally, apart from the aforementioned Water-types, it doesn't provide coverage for much else, so it is usually not worth using over Stone Edge. On mixed sets, Fist Plate and Flame Plate can be used to boost the Power of Infernapes Fighting- and Fire-type moves respectively instead of Expert Belt if you want Infernape to deal more damage to specific targets with those moves. Will-O-Wisp is a viable option on Mixed sets to lure and cripple switch-ins, such as Dragonite, Gyarados and Latias. However, running it means that Infernape will give up valuable coverage, so it is hard to fit. Infernape also has access to Stealth Rock, which is unusual for a Fire-type. However, it is outclassed by other Stealth Rock setters almost every time, including its fellow Fire-type, Heatran, and it prefers to do other things.

Checks and Counters
===================

**Residual Damage**
Infernape is vulnerable to all of sand, Spikes, Toxic Spikes, and Stealth Rock, meaning that it gets worn down fast throughout battles and can struggle to safely get in. Because of this, some teams may try to beat it by wearing it down and switching around Infernape's attacks. However, running Slack Off, pairing it with Taunt users, or pairing it with a Healing Wish user can help to mitigate this issue somewhat.

**Latias**
Latias is the best counter to Infernape in the tier, as it resists both its Fire- and Fighting-type moves, as well as many of its coverage moves, and can outrun and OHKO it. Infernape's best hope of handling Latias is to hit it with a super effective U-turn or Hidden Power Ice before switching out into a teammate that can handle it.

**Bulky Water-types**
Bulky Water-types such as Suicune and defensive Starmie are able to take an unboosted hit from Infernape and OHKO it back with their STAB moves. Starmie is especially threatening since on top of not being KOed by Grass Knot due to it's relatively low weight, it can outrun Infernape. However, it takes a lot of damage from U-turn so it has to be weary when switching in, and despite not being KOed by it from full health, Starmie does not appreciate Grass Knot, and other bulky Water-types don't either.

**Gengar**
Thanks to its Ghost typing, Gengar can switch in freely on Close Combat from Infernape and several damage or KO it back with Shadow Ball. However, it must be weary of switching into Fire Blast.

**Dragonite**
If it does not run Hidden Power Ice or the rare Stone Edge, Dragonite can switch into Infernape with ease and proceed to set up on it or KO it, as it resists all of Infernapes other moves.

**Gyarados**
Gyarados resists both Fire- and Fighting-type moves from Infernape, and only is 3HKOed by an unboosted Grass Knot at best, meaning it can generally switch in without too much trouble and then set up on Infernape. However, if Infernape has Nasty Plot and is boosted, it can potentially KO Gyarados after Stealth Rock and Sand damage.

**Bulky Ground-types**
If Infernape lacks Grass Knot or Hidden Power Ice, bulky Ground-types like Hippowdon and Swampert can check it well. Though an uncommon sight in the tier, Nidoqueen also makes for a decent check to Infernape, as it resists Close Combat and is neutrally hit by most of its other moves. However, it is 2HKOed by Fire Blast, and Infernape can OHKO it with Fire Blast if it has a Nasty Plot Boost.


[CREDITS]
- Written by: [Cubic Skunk 527292]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:
I decided to just start from scratch after what I did last time. Just copy and paste what I've written (I've made some small changes to what I had last time), and then consider this qc 1 after you finish out the teammate section for Choice Band. In general, I think you had too much detail (heh coming from me) in the write up and should stick to making the writing concise.

[OVERVIEW]

Infernape is an effective attacker in DPP OU due to its combination of good offensive stats, great base 108 speed, extensive movepool, and excellent offensive typing. These flexible stats allow it to focus on whatever attacking style is needed for the team: it can be mixed, purely physical, or purely special. This flexibility is made possible by its excellent Speed, as it outspeeds Flygon, Jirachi, and Zapdos and forces Gengar and Latias to run maximum Speed to outspeed it. Its Fire / Fighting typing lets it combat many prominent defensive Pokemon in the tier such as Clefable, Tyranitar, Empoleon, Heatran, Bronzong, Skarmory, and Jirachi. Additionally, with its access to U-turn and neutrality to Stealth Rock, Infernape is an effective pivot—it can use U-turn on foes such as Latias and Starmie to maintain momentum. Infernape's movepool is vast: its excellent coverage options such as Grass Knot, Stone Edge, Thunder Punch, and Hidden Power Ice can hit almost every Pokemon in DPP OU super effectively, while it also has both offensive set up moves like Nasty Plot and Swords Dance and strong utility moves such as Taunt and Slack Off. Infernape even has strong priority in Mach Punch and Vacuum Wave, allowing it to revenge kill weakened Pokemon such as Dragon Dance Tyranitar and Swords Dance Lucario before it can use Extreme Speed.

Infernape's issues stem from its subpar longevity, its stats, the existence of Latias, and four moveslot syndrome. Although it is neutral to Stealth Rock, Infernape is otherwise vulnerable to Spikes and Toxic Spikes as well as sand. Combined with Infernape's low defensive stats and poor defensive typing, it struggles to switch in safely and is easily worn down when it does get on the field. However, this issue is heightened by Infernape's overall stats. Infernape's attacking stats are solid, but not exceptional enough to sweep or wallbreak effectively, especially without the boost of Life Orb or Choice Band—an example is that maximum HP Jirachi is not OHKOed by maximum Special Attack Infernape's Fire Blast without a boosting item. Life Orb and Choice Band either make it faint exceptionally quickly or lock it into an attack, meaning it needs to take even more residual damage to switch back in if it is walled. Infernape's defensive stats mean that it already is at least 2HKOed by much of the metagame even before residual damage, making it easy prey for various revenge killers such as Gengar, Starmie, Choice Scarf Rotom-A, Choice Scarf Flygon, and Choice Scarf Lucario. As such, Infernape often relies on either Leftovers or Expert Belt to minimize this residual damage. However, the power output of these items is disappointing, and this is made worse by Latias, which outspeeds and effortlessly walls most Infernape sets without U-turn or a boosted Hidden Power Ice. However, with U-turn alongside an obligatory Fire-type move and Fighting-type move, Infernape frequently cannot fit all of the moves it wants, whether it be Grass Knot for Hippowdon, Swampert and Quagsire; Hidden Power Ice for Dragonite and Gliscor; Slack Off to offset residual damage; or Mach Punch to hit Dragon Dance Tyranitar and Choice Scarf Lucario.

[SET]
name: Mixed Attacker
move 1: Fire Blast/Overheat
move 2: Close Combat
move 3: U-turn/Hidden Power Ice/Mach Punch
move 4: U-turn/Slack Off/Grass Knot
item: Expert Belt / Life Orb / Leftovers
ability: Blaze
nature: Naive / Rash
evs: 64 Atk / 252 SpA / 192 Spe

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

Infernape offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types effectively, OHKOing Skarmory, Metagross, and bulkless Jirachi. Overheat is another option, especially with a move physically offensive slant to maintain OHKOes on Metagross and bulkless Jirachi without much investment. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the correct coverage move.

U-turn lets Infernape pivot effectively, as common checks such as Latias and Starmie are weak to it and racks up entry hazard damage on targets such as Gyarados, Gengar, and Dragonite so they struggle to answer Infernape. Grass Knot covers Water- and Ground-types such as OHKOing Swampert and Quagsire with a boosting item and 2HKOing Milotic, Hippowdon, Starmie and Suicune. Hidden Power Ice OHKOes Flygon outright and OHKOes Gliscor and Dragonite after Stealth Rock and also hits Latias super effectively. Mach Punch gives Infernape priority and helps KO weakened Dragon Dance Tyranitar, Lucario, and Agility Empoleon. Slack Off help mitigate residual damage and takes advantage of the many switches Infernape forces. Using it gives up the utility of U-turn or the additional coverage of Grass Knot or Hidden Power Ice, however.

Set Details
========

With a Naive or Hasty Nature, 192 Speed EVs allow Infernape to outrun positive natured base 100's. From there, its Special Attack and Attack EVs can be split up depending on its moveset, its coverage options, and what it needs to deal with. This specific EV spread for specially based Infernape to maximize its coverage moves while still handling Clefable, Tyranitar, Empoleon, and Heatran with Close Combat. Without a boosting item, it should run at least 144 Attack EVs, as it allows Infernape to OHKO Specially Defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should use primarily Attack EVs. A good benchmark on the physically based set is 92 Special Attack EVs, as it allows Infernape to OHKO bulkless Jirachi with Overheat. A positive Speed nature is usually the best choice for Infernape, as it outspeeds crucial targets such as offensive Jirachi, mixed Flygon, offensive Zapdos, and Gliscor. However, a positive Attack or Special Attack nature can compensate for its power, especially without Expert Belt or Life Orb. Infernape can lower either of its defenses, but lowering Special Defense is preferred, as it can survive physical attacks such as Jirachi's Body Slam and Lucario's Close Combat with its Defense in tact. Defense hindering nature help against Life Orb Gengar and Choice Scarf Rotom-A, but surviving physical attacks is more preferred.

For its item, Expert Belt offers the best mix between power and survivability. It gives the necessary power boost for targets such as maximum HP Jirachi and Swampert while not taking 10% of its health every turn. However, it does not boost neutral hits, leaving something to be desired against defensive Pokemon such as Rotom-A and Zapdos. Life Orb further boosts its power even if the move is not super effective and makes Infernape quite difficult to switch into. Life Orb only gives it a few turns to make an impact, however. Leftovers also is quite helpful, especially with an Attack or Special Attack boosting nature. It allows Infernape to mitigate residual damage and stick around to use its coverage on more Pokemon.
Usage Tips
========

Infernape's frailty and susceptibility to residual damage means it should avoid switching in directly, and instead try to get it in on a forced switch, U-turn, or after a teammate is KOed. With U-turn, Infernape is quite effective at wearing down its answers in conjunction with Stealth Rock, so even if it can hit the foe super effectively, using U-turn can help wear down the opposing team. Avoid bringing Infernape in too many times early on in a game, as it will wear down fast. How Infernape is played depends on its item: with Leftovers, it commonly lures in Dark-weak foes vulnerable to Pursuit trapping such as Gengar, Latias, and Starmie. Take advantage of this to switch in Pursuit Tyranitar and get rid of them. This can force the opponent to answer Infernape with Pokemon that do not handle it as well, such as Hippowdon or Choice Scarf Tyranitar. With more offensive items, Infernape should aim to hit as hard as possible for as long as possible; do not be afraid to predict switches, as hitting something super effectively with an Expert Belt or Life Orb boost can be devastating.

Team Options
========

This Infernape set fits well on more offensive teams, as its coverage and access to U-turn can help break open defensive cores. One of Infernape's best partners is Tyranitar, as it can Pursuit trap the Dark-weak foes that commonly check Infernape. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon as they switch after Infernape lures them in. However, watch out for sand exacerbating residual damage. Scizor is another Pursuit trapper that can fit well with Infernape that does not set up sand, and appreciates Infernape's coverage wearing down bulkier Pokemon such as Water-types. It can also form a U-turn core with Infernape or potentially set-up with Swords Dance. It also provides a strong check to Dragon Dance Tyranitar, allowing Infernape to potentially drop Mach Punch. Infernape enjoys entry hazards to help wear down bulkier Pokemon and make up for its lack of power at times. Skarmory is the premier choice, as it can switch into Dragon Dance Gyarados, Dragon Dance Dragonite, and Choice Scarf Flygon and set up Spikes. Roserade is another good choice as it can switch into Water-types and clears Toxic Spikes, but struggles to fit all the pieces needed to function effectively. Other Spikes attackers, such as offensive Latias, Swampert, mixed Flygon, Gengar, and Choice Scarf Rotom-A are nice partners alongside entry hazards. Choice Specs Latias has good type synergy with Infernape, coming in on Water- and Ground-type attacks and firing off strong attacks and can potentially even use Healing Wish to heal Infernape back up. Gengar and Rotom-A can similarly come in immunities and soften up foes for Infernape as well as block Rapid Spin from Starmie. Other more offensive partners such as Dragon Dance Gyarados, Rock Polish Metagross, and offensive Empoleon appreciate Infernape breaking open common defensive cores. Dragon Dance Gyarados especially likes Infernape potentially putting defensive Latias in range of +1 Ice Fang. Other Fighting-type partners such as Breloom, Lucario, and Machamp can help synergistically break Fighting-type checks together.

[SET]
name: Physical Attacker
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: Taunt / Slack Off
move 4: U-turn / Slack Off
item: Leftovers
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Infernape can focus fully on physical moves and maximize its utility options. With Flare Blitz, Infernape has a perfectly accurate option to take advantage of Grass- and Steel-types such as Breloom, Shaymin, and Bronzong. Blaze Kick is another option to not suffer from recoil, but beware of the huge power loss and imperfect accuracy. With full Attack investment, Close Combat hits neutral targets hard, negating the need for coverage moves. It also avoids Flare Blitz's recoil and, between the two of them, cover every Steel-type in the tier besides Heatproof Bronzong. The key to this set is both Taunt and U-turn, as when defensive Latias switches in on Infernape, it can use Taunt to prevent it from healing or statusing Infernape, and then U-turn out, keeping Latias at low health. It also helps against set up threats such as Gyarados, Dragonite, and Suicune from taking advantage of Infernape. Alternatively, Slack Off gives Infernape additional recovery and helps keep it alive longer, especially from Flare Blitz recoil.

Set Details
========

A simple 252 Attack EVs and Speed EVs allow Infernape to hit as hard as possible and outspeed as much as it can. The increased power let Infernape more reliably run Leftovers, as Infernape can offset residual damage effectively. It crucially outruns almost all defensive Latias, and dropping Speed by investing more in bulk or using an Adamant nature is generally not recommended.

Usage Tips
========

This set is meant to be used aggressively to keep offensive momentum, often early in the game. Against defensive Latias, Infernape should use Taunt and then use U-turn to force damage on Latias. Infernape also can lure and do the same thing to other checks, like Gyarados and Dragonite, as they will typically try to set up on Infernape as it switches. A common option is to switch in Dragon Dance Tyranitar, as it can set up on Latias that cannot status or phaze it. Taunt can often be quite unexpected on Infernape; try to leverage this to further weaken the foe with U-turn or strong attacks. Even with Leftovers and potentially Slack Off, Infernape cannot directly switch in on much due to its poor bulk and longevity, so should be brought through revenge kills or predicted switches. However, with its defenses in tact, it generally survives one strong neutral hit, allowing it to trade effectively.

Team Options
========

This Infernape set fits best on hyper offense teams due to the aggressive nature of it, though it also can fit on more generic offenses. Infernape appreciates coming in without entry hazards set up, meaning fast Taunt leads such as Azelf and Aerodactyl are appreciated. Other offensive leads such as Choice Scarf or Focus Sash Breloom, Froslass, Smeargle, Gallade, and Choice Scarf Roserade can also accomplish this and provide utility. Set up Sweepers such as Dragon Dance Tyranitar, Dragon Dance Dragonite, and Dragon Dance Gyarados all pair well with Infernape. Tyranitar and Gyarados particularly appreciate defensive Latias being unable to paralyze them with Thunder Wave or heal with Recover, and Dragonite enjoys Infernape softening defensive walls such as Milotic and Hippowdon. Metagross also makes for a great partner to Infernape, as it can switch into Infernape's most common check, Latias, and either set up on it with Agility or destroy it with Explosion. It also can switch into Gengar once and KO it with Meteor Mash. All of these partners also appreciate Infernape's ability to seriously weaken or KO Steel-types.

Bronzong can pair nicely with this Infernape as well, since it can switch in on Dragon-type attacks from Latias and Dragonite and force them out. It also generally survives even boosted physical attacks from attackers such as Gyarados and KOs them in return with Explosion. Scizor is another excellent partner, as both its Choiced sets and Swords Dance + Pursuit can take great advantage of Latias being under the influence of Taunt and at low health, as they can continually use Pursuit to remove it. Pursuit Tyranitar performs similarly.

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

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

With a Choice Band, Infernape's attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates it in Blaze range earlier, letting it get off one more strong attack before fainting. It can even potentially 2HKO bulky resists such as defensive Latias in Blaze after Stealth Rock. As it faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKO even physically defensive Latias and Starmie and can even OHKO offensive versions of the latter after Stealth Rock. The increased damage allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again under Stealth Rock. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========'

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability and hit as hard as possible while outspeeding as much as possible. Infernape can use an Adamant nature, as it prominently 2HKO offensive Gyarados with Close Combat after Intimidate and Stealth Rock as well as potentially OHKO offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early in the game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze boosted Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choiced Infernape, as they help to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against before bringing in an answer to these Pokemon, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to clean up late game if it carries a Choice Scarf, or to break the opposing team if it carries a Choice Band. Roserade and Skarmory both are great spiking partners for Infernape. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape and thwart set up sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in Pokemon and chipping them for Infernape.


[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot / Hidden Power Ice
move 4: Vacuum Wave / Close Combat
item: Passho Berry/Life Orb
ability: Blaze
nature: Timid / Naive
evs: 252 SpA / 4 SpD / 252 Spe

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

Infernape is perhaps the best Nasty Plot user in OU, as it has excellent coverage and Nasty Plot boosts its Special Attack stat sky high. Fire Blast OHKOes some Infernape checks such as physically defensive Zapdos, Nidoqueen, and physically defensive Hippowdon at +2. With Blaze, it has terrifying power, OHKOing frailer Fire resists and very bulky Pokemon such as defensive Starmie after Stealth Rock, Flygon, specially defensive Hippowdon, and Clefable most of the time. With Nasty Plot, Grass Knot OHKOes most Water-types and Ground-types after Stealth Rock such as offensive Gyarados, offensive Suicune, Starmie, and Swampert. However, another choice is Hidden Power Ice, as it is Infernape's best option against Latias and Dragonite, 2HKOing the former and OHKOing the latter through Yache Berry after Stealth Rock. Despite being weak, Vacuum Wave provides a priority attack, OHKOing Lucario and Choice Scarf Tyranitar after Stealth Rock. Infernape could instead opt for Close Combat to OHKO Clefable, Blissey, and Tyranitar without boosting.

Set Details
========

If Infernape doesn't have Close Combat, a simple EV spread of 252 SpA / 252 Spe ensures Infernape hits as hard and as fast as possible. A Timid nature is used to maximize Infernape's Speed. With Close Combat, an EV spread of 144 Atk / 172 SpA / 192 Spe with a Naive nature is recommended, as 144 Attack EVs OHKO specially defensive Clefable and the Speed investment outspeeds Flygon, Zapdos, and Jirachi. The remaining EVs are put into Special attack so that it can hit as hard as possible with Fire Blast and Grass Knot. A Passho Berry maximizes Infernape's offensive potential, as it can survive weaker Water-type moves and either set up if its faster or can OHKO them in return with Grass Knot against faster ones such as Starmie. Alternatively, Life Orb can be used to make Infernape's Nasty Plot boosted attacks even more powerful. Running Life Orb also alleviates the need to invest in Attack to KO Clefable if running Close Combat. Infernape finds it quite hard to set up Nasty Plot without Passho Berry, however.

Usage Tips
========

Infernape's frailty means that it must time Nasty Plot carefully, as it will only get one or two opportunities to use it. Infernape's ability to consistently force switches gives it a good opportunity to use Nasty Plot. Without Hidden Power Ice, it cannot beat Latias, meaning it should be dealt with before Infernape comes out. Both Nasty Plot and Passho Berry are often unexpected from Infernape, so leverage this break through teams once Latias is sufficiently weakened or KOed. Manage Infernape's health carefully, as +2 Fire Blast in Blaze is ridiculously strong and can even 2HKO defensive Latias.

Team Options
========

This Infernape best fits on hyper offensive teams, as common sweepers can consistently weaken Latias and enjoy how Infernape can break through Water-types. Dragon Dance Gyarados, especially with Outrage, is a fantastic choice to lure in and OHKO defensive Latias, while with a Wacan Berry, it can heavily damage Choice Scarf users such as Latias, Flygon, and Lucario that can revenge kill Infernape. Alternatively, Swords Dance Scizor with Pursuit can be used to trap and KO Latias, and can handle Gengar with Bullet Punch. Other sweepers such as Dragon Dance Tyranitar and Dragon Dance Dragonite are also good partners, as they appreciate Infernape potentially luring in Choice Scarf Lucario and Water-types while Tyranitar can answer Latias and Dragonite can potentially knock out Choice Scarf revenge killers with a boosted Extreme Speed. Other Tyranitar sets such as Choice Scarf can Pursuit trap Latias, Starmie, Gengar, and Rotom-A for Infernape. Infernape also enjoys entry hazards not being up and as such enjoys Taunt leads such as Aerodactyl, Azelf, Froslass, and Gallade or other leads that incapacitate Stealth Rock users such as Choice Scarf or Focus Sash Breloom, Choice Scarf Roserade, and Smeargle. Other offensive Pokemon common on hyper offensive teams such as Metagross, offensive Empoleon, mixed Jirachi, and Lucario can help Infernape sweep. All of these are Steel-types that can deal with Latias and enjoy Infernape potentially luring in Water-types: Metagross can set up Rock Polish or can use Explosion on Latias, while Empoleon and Lucario form potent offensive cores with Infernape. Mixed Jirachi sets appreciate Infernape breaking through walls so it can sweep.

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

Swords Dance is one of the most prominent other options, as it can be used with an entirely physical moveset to break through bulkier Pokemon. Such a set struggles to set up and still can be walled fairly easily by Latias, however. Another option is to use Choice Scarf, as Infernape is quite fast and can revenge kill boosted sweepers with its coverage. Infernape has many other coverage moves it can use: Stone Edge can be used on mixed and all fully physical sets, ThunderPunch can hit Gyarados better than anything else, Shadow Claw can be used to hit Latias on Swords Dance sets, and Focus Blast can be used on fully special sets. Beware that it already has trouble fitting its given options, however. Infernape has a fantastic utility movepool, and thus has many options such as Stealth Rock, Encore, Will-O-Wisp, and even Role Play, but it does not have the bulk to really use these effectively. Infernape can use a dedicated lead set with a Focus Sash focused on setting up Stealth Rock with options such as Fake Out to remove other Focus Sash, Endeavor to bring foes down to low HP, Taunt to prevent set up, U-turn to scout, and many potential offensive moves. Such a set struggles to provide much midgame utility while struggling to fit everything it wants into its moveset. Infernape has the versatility to use many different items, such as Fist Plate or Flame Plate to always power up its attacks, Passho Berry to survive Water-type attacks, Shuca Berry to survive revenge killing, Lum Berry to mitigate status, and Salac Berry to outspeed everything with a Substitute. However, many of these do not help it against Latias.

Checks and Counters
===================

**Latias**: Latias is the best counter to Infernape in the tier, as it resists both its Fire- and Fighting-type moves, outspeeds it, and can either status or OHKO it. Latias does not appreciate U-turn or a boosted Hidden Power Ice, but Infernape otherwise cannot handle it effectively.

**Residual Damage**: Infernape is vulnerable to all of sand, Spikes, Toxic Spikes, and is neutral to Stealth Rock, which further expose its poor bulk. Status is particularly devastating, as it faints very quickly when inflicted with paralysis or poison from Pokemon such as Jirachi, Latias, Clefable, or Blissey. Often keeping sand and entry hazards, especially Toxic Spikes, is enough to hamper Infernape, especially if it has a Life Orb or is using Flare Blitz. However, Leftovers and Slack Off do help to mitigate the residual damage.

**Water-types**: Bulky Water-types such as Suicune, Gyarados, and defensive Starmie are able to take any unboosted attack and OHKO back with Water-type attacks. Starmie is especially threatening due to outspeed Infernape. Gyarados also is a fantastic answer to Infernape, as its Intimidate weakens Infernape's attacks and can potentially set up or it or just OHKO it with Waterfall. Other Water-types such as Milotic, Swampert, and Kingdra can switch into Fire-type attacks and KO in return. However, all of these need to watch out for the Nasty Plot set, which can survive Water-type attacks with the Passho Berry and KO in return with Grass Knot. While uncommon, Tentacruel and Vaporeon are perhaps some of the best Nasty Plot Infernape answers, as they take little damage from Grass Knot due to their weight.

**Flying-types**: Bulky Flying-types such as Zapdos, Dragonite, and Gliscor can survive Infernape's Close Combat easily and OHKO it in return. Dragonite also resists Fire-type moves and can set up on Infernape, while specially defensive Zapdos and Gliscor survive its attacks. Dragonite and Gliscor should watch out for Hidden Power Ice, and neither Zapdos nor Dragonite enjoy switching in with Stealth Rock up or take Stone Edge well, however.

**Ghost-types**: Both Gengar and Rotom-A are immune to Close Combat and hit Infernape hard. Gengar outspeeds Infernape and a Life Orb Shadow Ball OHKOes Infernape after Stealth Rock, while Choice Scarf Rotom-A can OHKO with Hydro Pump or 2HKO with Thunderbolt. Both should watch out, as they do not take Infernape's Fire-type moves well at all.

**Faster Pokemon**: While Infernape can generally one strong neutral hit from full HP, it does not like dealing with faster Pokemon such as Latias, Starmie, Gengar, Choice Scarf Tyranitar, Choice Scarf Flygon, Choice Scarf Heatran, Choice Scarf Rotom-A, and Choice Scarf Lucario, as they can easily dispatch it with super effective attacks or after it takes residual damage.

**Bulky Ground-types**: If Infernape lacks Grass Knot or Hidden Power Ice, bulky Ground-types like Hippowdon, Nidoqueen, Swampert, Quagsire, and Gastrodon can check Infernape well. However, Nidoqueen is 2HKOed by Fire Blast, while the rest do not enjoy Grass Knot at all, however.


[CREDITS]
- Written by: [Cubic Skunk 527292]
- Quality checked by: [[johnnyg2, 57904 ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Hi Cubic, this is very well-written and I can't imagine how difficult it must have been to prepare this analysis. Good job! Please see my changes/suggestions in yellow.

QC 2/2

[OVERVIEW]
:dp/infernape:
Infernape is an effective attacker in DPP OU due to its combination of good offensive stats, great base 108 speed, extensive movepool, and excellent offensive typing. These flexible stats allow it to focus on whatever attacking style is needed for the team: it can be mixed, purely physical, or purely special. This flexibility is made possible by its excellent Speed, as it outspeeds Flygon, Jirachi, and Zapdos and forces Gengar and offensive Latias to run maximum Speed to outspeed it. Its Fire / Fighting typing lets it combat many prominent defensive Pokemon in the tier such as Clefable, Tyranitar, Empoleon, Heatran, Bronzong, Skarmory, and Jirachi. Additionally, with its access to U-turn and neutrality to Stealth Rock, Infernape is an effective pivot—it can use U-turn on foes such as Latias and Starmie to maintain momentum. Infernape's movepool is vast: its excellent coverage options such as Grass Knot, Stone Edge, Thunder Punch, and Hidden Power Ice can hit almost every Pokemon in DPP OU super effectively, while it also has both offensive set up moves like Nasty Plot and Swords Dance and strong utility moves such as Taunt and Slack Off. Infernape even has strong priority in Mach Punch and Vacuum Wave, allowing it to revenge kill weakened Pokemon such as Dragon Dance Tyranitar and Swords Dance Lucario before it can use Extreme Speed. Infernape's ability, Blaze, also gives its Fire-type moves a 50% boost in power when Infernape is at 33% health or lower.

Infernape's issues stem from its subpar longevity, the existence of Latias, four moveslot syndrome and, to a lesser extent, its defensive stats. Although it is neutral to Stealth Rock, Infernape is otherwise vulnerable to Spikes and Toxic Spikes as well as sand. Infernape's poor defensive typing, in conjunction with its low defensive stats, causes it toCombined with Infernape's low defensive stats and poor defensive typing, it struggles to switch in safely and is easily worn down when it does get on the field. However, this issue is heightened by Infernape's overall stats. Although Infernape's attacking stats are solid, but they are not exceptional enough to OHKO bulkier targets without a boosting item such as Expert Belt, Life Orb or Choice Band. A notable example is that maximum HP Jirachi is not OHKOed by maximum Special Attack Infernape's Fire Blast without a boosting item. Life Orb and Choice Band either make it faint exceptionally quickly or lock it into an attack, respectively, meaning it needs to take even more residual damage to switch back in if it is walled. Infernape's defensive stats mean that it already is at least 2HKOed by much of the metagame even before residual damage (e.g., sandstorm chip), making it easy prey for various revenge killers such as Gengar, Starmie, Choice Scarf Rotom-A, Choice Scarf Flygon, and Choice Scarf Lucario. As such, Infernape often relies on either Leftovers or Expert Belt to minimize this residual damage. However, the power output of these items, mainly Leftovers, can be disappointing, and this is made worse by Latias, which outruns and effortlessly walls most Infernape sets without U-turn or a boosted Hidden Power Ice. HoweverFurthermore, with U-turn alongside an obligatory Fire-type move and Fighting-type move, Infernape frequently cannot fit all of the moves it wants, whether it be Grass Knot for Hippowdon, Swampert and Quagsire, Hidden Power Ice for Dragonite and Gliscor, Slack Off to offset residual damage, or Mach Punch to hit Lucario, Agility Empoleon and Dragon Dance Tyranitar.

[SET]
name: Mixed Attacker
move 1: Fire Blast/Overheat
move 2: Close Combat
move 3: U-turn/Hidden Power Ice/Mach Punch
move 4: U-turn/Slack Off/Grass Knot
item: Expert Belt / Life Orb / Leftovers
ability: Blaze
nature: Naive / Rash
evs: 64 Atk / 252 SpA / 192 Spe

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

Infernape's offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types supereffectively, OHKOing Skarmory, Metagross, and bulkless Jirachi. Overheat is another option, especially with a physically offensive oriented set to maintain OHKOes on Metagross and bulkless Jirachi without much investment. It also is a good option when using leftovers, as it will maintain a KO on maximum HP Jirachi, unlike Fire Blast. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the correct coverage move.

U-turn lets Infernape pivot effectively, as common checks such as Latias and Starmie are weak to it and racks up entry hazard damage on targets such as Gyarados, Gengar, and Dragonite so that their ability they struggle to answer Infernape diminishes. Grass Knot covers Water- and Ground-types such as OHKOing Swampert and Quagsire with a boosting item and 2HKOing Milotic, Hippowdon, Starmie and Suicune. Hidden Power Ice OHKOes Flygon outright and OHKOes offensive Gliscor and Dragonite after Stealth Rock and also hits Latias super effectively. Mach Punch gives Infernape priority and helps KO weakened Dragon Dance Tyranitar, Lucario, and Agility Empoleon. Slack Off helps to mitigate residual damage and takes advantage of the many switches that Infernape forces. Using it Slack Off gives up the utility of U-turn or the additional coverage of Grass Knot or Hidden Power Ice, however.

Set Details
========

With a Naive or Hasty Nature, 192 Speed EVs allow Infernape to outrun positive natured base 100's, such as max speed Jirachi or Flygon. From there, its Special Attack and Attack EVs can be split up depending on its moveset, its coverage options, and what it needs to deal with. This specific EV spread is for specially based Infernape to maximize its coverage moves while still handling Clefable, Tyranitar, Empoleon, and Heatran with Close Combat. Without a boosting item, it should run at least 144 Attack EVs, as it allows Infernape to OHKO Specially Defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should use primarily Attack EVs. A good benchmark on the physically based set is 92 Special Attack EVs, as it allows Infernape to OHKO bulkless Jirachi with Overheat. A positive Speed nature is usually the best choice for Infernape, as it outspeeds crucial targets such as offensive Jirachi, mixed Flygon, offensive Zapdos, and Gliscor. However, a positive Attack or Special Attack nature can compensate for its power, especially without Expert Belt or Life Orb. Ideally, Infernape's nature will be one that can lower either of its defenses, but lowering Special Defense is preferred, as it can survive physical attacks such as Jirachi's Body Slam and Choice Scarf Lucario's Close Combat with its Defense in tact. Defense hindering nature helps against Life Orb Gengar and Choice Scarf Rotom-A, but surviving physical attacks is more preferred.

For its item, Expert Belt offers the best mix between power and survivability. It gives the necessary power boost for targets such as maximum HP Jirachi and Swampert while not taking losing 10% of its health every turn. However, it does not boost neutral hits, leaving something to be desired against defensive Pokemon such as Rotom-A and Zapdos. Life Orb further boosts its power even if the move is not super effective and makes Infernape quite difficult to switch into. Life Orb only gives it a few turns to make an impact, however. Leftovers also is quite helpful, especially with an Attack or Special Attack boosting nature. It allows Infernape to mitigate residual damage and stick around to use its coverage on more Pokemon.

Usage Tips
========

Infernape's frailty and susceptibility to residual damage means it should avoid switching in directly, and instead try to get in on a forced switch, U-turn, or after a teammate is KOed. With U-turn, Infernape is quite effective at wearing down its answers in conjunction with Stealth Rock, so even if it can hit the foe super effectively, using U-turn can help wear down the opposing team. Avoid bringing Infernape in too many times early on in a game, as it will wear down fast. How Infernape is played depends on its item; with Leftovers, it commonly lures in Dark-weak foes vulnerable to Pursuit trapping such as Gengar, Latias, and Starmie. Take advantage of this to switch in Pursuit Tyranitar and to get rid of them. This can force the opponent to answer Infernape with Pokemon that do not handle it as well, such as Hippowdon or Choice Scarf Tyranitar. With more offensive items, Infernape should aim to hit as hard as possible for as long as possible; do not be afraid to predict switches, as hitting something super effectively with an Expert Belt or Life Orb boost can be devastating.

Team Options
========

This Infernape set fits well on more offensive teams, as its coverage and access to U-turn can help break open defensive cores. One of Infernape's best partners is Tyranitar, as it can Pursuit trap the Dark-weak foes that commonly check Infernape. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon as they switch in after Infernape lures them in. However, watch out for sand exacerbating residual damage. Scizor is another Pursuit trapper that can fit well with Infernape that does not set up sand, and appreciates Infernape's coverage wearing down bulkier Pokemon such as Water-types. It can also form a U-turn core with Infernape or potentially set-up with Swords Dance. It also provides a strong check to Dragon Dance Tyranitar, allowing Infernape to potentially drop Mach Punch. Infernape enjoys entry hazards to help wear down bulkier Pokemon and make up for its lack of power at times. Skarmory is the premier choice, as it can switch into Dragon Dance Gyarados, Dragon Dance Dragonite, and Choice Scarf Flygon and set up Spikes. Roserade is another good choice as it can switch into Water-types and clears Toxic Spikes, but struggles to fit all the pieces needed to function effectively. Other Spikes attackers, such as offensive Latias, Swampert, mixed Flygon, Gengar, and Choice Scarf Rotom-A are nice partners alongside entry hazards. Choice Specs Latias has good type synergy with Infernape, coming in on Water- and Ground-type attacks and firing off strong attacks and can potentially even use Healing Wish to heal Infernape back up. Gengar and Rotom-A can similarly come in immunities and soften up foes for Infernape as well as block Rapid Spin from Starmie. Other more offensive partners such as Dragon Dance Gyarados, Agility Metagross, and offensive Empoleon appreciate Infernape breaking open common defensive cores. Dragon Dance Gyarados especially likes Infernape potentially putting defensive Latias in range of +1 Ice Fang. Other Fighting-type partners such as Breloom, Lucario, and Machamp can help synergistically break Fighting-type checks together.

[SET]
name: Physical Attacker
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: Taunt / Slack Off
move 4: U-turn / Slack Off
item: Leftovers
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Infernape can focus fully on physical moves and maximize its utility options. With Flare Blitz, Infernape has a perfectly accurate option to take advantage of on Grass- and Steel-types such as Breloom, Shaymin, and Bronzong. Blaze Kick is another option to not suffer from recoil, but beware of the huge power loss and imperfect accuracy. With full Attack investment, Close Combat hits neutral targets hard, negating the need for coverage moves. It also avoids Flare Blitz's recoil and, between the two of them, cover every Steel-type in the tier besides Heatproof Bronzong. The key to this set is both Taunt and U-turn, as when defensive Latias switches in on Infernape, it can use Taunt to prevent it from healing or statusing Infernape, and then U-turn out, keeping Latias at low health. It also helps against set up threats such as Gyarados, Dragonite, and Suicune from taking advantage of Infernape. Alternatively, Slack Off gives Infernape additional recovery and helps keep it alive longer, especially from Flare Blitz recoil.

Set Details
========

A simple 252 Attack EVs and Speed EVs allow Infernape to hit as hard as possible and outspeed as much as it can. The increased power lets Infernape more reliably run Leftovers, as Infernape can offset residual damage effectively. It crucially outruns almost all defensive Latias, and dropping Speed by investing more in bulk or using an Adamant nature is generally not recommended.

Usage Tips
========

This set is meant to be used aggressively to keep offensive momentum, often early in the game. Against defensive Latias, Infernape should use Taunt and then use U-turn to force damage on Latias. Infernape also can lure and do the same thing to other checks, like Gyarados and Dragonite, as they will typically try to set up on Infernape as it switches. A common option is to switch in Dragon Dance Tyranitar, as it can set up on Latias that are unable to cannot status or phaze it. Taunt can often be quite unexpected on Infernape; try to leverage this to further weaken the foe with U-turn or strong attacks. Even with Leftovers and potentially Slack Off, Infernape cannot directly switch in on much due to its poor bulk and longevity, so should be brought through revenge kills or predicted switches. However, with its defenses in tact, it generally survives one strong neutral hit, allowing it to trade effectively.

Team Options
========

This Infernape set fits best on hyper offense teams due to the aggressive nature of it, though it also can fit on more generic offenses. Infernape appreciates coming in without entry hazards set up, meaning fast Taunt leads such as Azelf and Aerodactyl are appreciated. Other offensive leads such as Choice Scarf or Focus Sash Breloom, Froslass, Gallade, and Choice Scarf Roserade can also accomplish this and provide utility. Set up Sweepers such as Dragon Dance Tyranitar, Dragon Dance Dragonite, and Dragon Dance Gyarados all pair well with Infernape. Tyranitar and Gyarados particularly appreciate defensive Latias being unable to paralyze them with Thunder Wave or heal with Recover, and Dragonite enjoys Infernape softening defensive walls such as Milotic and Hippowdon. Metagross also makes for a great partner to Infernape, as it can switch into Infernape's most common check, Latias, and either set up on it with Agility or destroy it with Explosion. It also can switch into Gengar once and KO it with Meteor Mash. All of these partners also appreciate Infernape's ability to seriously weaken or KO Steel-types.

Bronzong can pair nicely with this Infernape as well, since it can switch in on Dragon-type attacks from Latias and Dragonite and force them out. It also generally survives even boosted physical attacks from attackers such as Gyarados and KOs them in return with Explosion. Scizor is another excellent partner, as both its Choiced sets and Swords Dance + Pursuit can take great advantage of Latias being under the influence of Taunt and at low health, as they can continually use Pursuit to remove it. Pursuit Tyranitar performs similarly.

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

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

With a Choice Band, Infernape's physical attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates it into Blaze range earlier, letting it get off one more strong attack before fainting. It can even potentially 2HKO bulky resists such as defensive Latias in Blaze after Stealth Rock. As it faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKO even physically defensive Latias and Starmie and can even OHKO offensive versions of the latter after Stealth Rock. The increased damage allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again under Stealth Rock. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========'

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability and hit as hard as possible while outspeeding as much as possible. Infernape can use an Adamant nature, as it prominently 2HKO offensive Gyarados with Close Combat after Intimidate and Stealth Rock as well as potentially OHKO offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early in the game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze boosted Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choice Band Infernape, as they help to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against before bringing in an answer to these Pokemon, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to break the opposing team and pick up KOs. Roserade and Skarmory both are great spiking partners for Infernape. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape and thwart set up sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in Pokemon and chipping them for Infernape. Scizor and Tyranitar also make for great partners to Pursuit Dark-weak targets that threaten Infernape, though be mindful that sand from the latter will cause Infernape to wear down quicker. Infernape having U-turn makes this combination especially effective, as it can lure in said dark weak checks before switching out and bringing in it's pursuit using partner. Scizor additionally can form a U-turn chaining core with Infernape, luring in checks for each other and forcing said checks to take hazard damage before getting themselves out with U-turn.

Choice Scarf Latias also makes for a great partner to this Infernape set, as it can revenge kill some of Infernape's main checks in Dragonite and Gyarados, though it has to be weary of a boosted Extreme Speed from the former. Infernape can potentially lure in Dragonite and Gyarados and force them to take Stealth Rock damage before U-turning out into Latias, too. It also great appreciates Healing Wish support from Latias as it will wear down quickly. Alternatively, Choice Scarf Rotom could be used for it's immunity to Extreme Speed from Dragonite and ability to KO even Wacan Berry Gyarados with Stealth Rock up, and it addtionally can block attempts to spin away hazards. Swampert and Bronzong also pair well with Infernape for setting up Stealth Rock, and providing additonal measures against Dragon Dance Tyranitar so that Infernape isn't overrelied on. The latter also provides a nice Ground immunity and Dragon Resist for it, while the former can pair well with Infernape to break common defensive cores while offensively taking advantage of Ground-types. Other Offensive Water types that appreciate being paired with Infernape are Empoleon, Calm Mind Suicune and Dragon Dance Gyarados. Empoleon can set up Stealth Rock and resist Dragon-type and Water-type moves for it, and appreciates Infernape breaking defensive teams. Suicune and Gyarados similarly appreciate Infernape's wallbreaking capabilities, and it's ability to potentially put Latias in range of being KOed by +1 Ice-type moves. They also take great advantage of Ground type pokemon that scare Infernape, especially Gyarados to its ground immunity.


[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Grass Knot / Hidden Power Ice
move 4: Vacuum Wave / Close Combat
item: Passho Berry/Life Orb
ability: Blaze
nature: Timid / Naive
evs: 252 SpA / 4 SpD / 252 Spe

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

Infernape is perhaps the best Nasty Plot user in OU, as it has excellent coverage and Nasty Plot boosts its Special Attack stat sky high. Fire Blast OHKOes some Infernape checks such as physically defensive Zapdos, Nidoqueen, and physically defensive Hippowdon at +2. With Blaze, it has terrifying power, OHKOing frailer Fire resists and very bulky Pokemon such as defensive Starmie after Stealth Rock, Flygon, specially defensive Hippowdon, and Clefable most of the time. With Nasty Plot, Grass Knot OHKOes most Water-types and Ground-types after Stealth Rock such as offensive Gyarados, offensive Suicune, Starmie, and Swampert. However, another choice is Hidden Power Ice, as it is Infernape's best option against Latias and Dragonite, 2HKOing the former and OHKOing the latter through Yache Berry after Stealth Rock. Despite being weak, Vacuum Wave provides a priority attack, OHKOing Lucario and Choice Scarf Tyranitar and Magneton after Stealth Rock. Infernape could instead opt for Close Combat to OHKO Clefable, Blissey, and Tyranitar without boosting.

Set Details
========

If Infernape doesn't have Close Combat, a simple EV spread of 252 SpA / 252 Spe ensures Infernape hits as hard and as fast as possible. A Timid nature is used to maximize Infernape's Speed. With Close Combat, an EV spread of 144 Atk / 172 SpA / 192 Spe with a Naive nature is recommended, as 144 Attack EVs OHKO specially defensive Clefable and the Speed investment outspeeds Flygon, Zapdos, and Jirachi. The remaining EVs are put into Special attack so that it can hit as hard as possible with Fire Blast and Grass Knot. A Passho Berry maximizes Infernape's offensive potential, as it can survive weaker Water-type moves and either set up if its faster or can OHKO them in return with Grass Knot against faster ones such as Starmie. Alternatively, Life Orb can be used to make Infernape's Nasty Plot boosted attacks even more powerful. Running Life Orb also alleviates the need to invest in Attack to KO Clefable if running Close Combat. Infernape finds it quite hard to set up Nasty Plot without Passho Berry, however.

Usage Tips
========

Infernape's frailty means that it must time Nasty Plot carefully, as it will only get one or two opportunities to use it. Infernape's ability to consistently force switches gives it a good opportunity to use Nasty Plot. Without Hidden Power Ice, it cannot beat Latias, meaning it should be dealt with before Infernape comes out. Both Nasty Plot and Passho Berry are often unexpected from Infernape, so leverage this to break through teams once Latias is sufficiently weakened or KOed. Manage Infernape's health carefully, as +2 Fire Blast in Blaze is ridiculously strong and can even 2HKO defensive Latias.

Team Options
========

This Infernape best fits on hyper offensive teams, as common sweepers can consistently weaken Latias and enjoy how Infernape can break through Water-types. Dragon Dance Gyarados, especially with Outrage, is a fantastic choice to lure in and OHKO defensive Latias, while with a Wacan Berry, it can heavily damage Choice Scarf users such as Latias, Flygon, and Lucario that can revenge kill Infernape. Alternatively, Swords Dance Scizor with Pursuit can be used to trap and KO Latias, and can handle Gengar with Bullet Punch. Other sweepers such as Dragon Dance Tyranitar and Dragon Dance Dragonite are also good partners, as they appreciate Infernape potentially luring in Choice Scarf Lucario and Water-types while Tyranitar can answer Latias and Dragonite can potentially knock out Choice Scarf revenge killers with a boosted Extreme Speed. Other Tyranitar sets such as Choice Scarf can Pursuit trap Latias, Starmie, Gengar, and Rotom-A for Infernape. Infernape also enjoys entry hazards not being up and as such enjoys Taunt leads such as Aerodactyl, Azelf, Froslass, and Gallade or other leads that incapacitate Stealth Rock users such as Choice Scarf or Focus Sash Breloom, Choice Scarf Roserade, and Smeargle. Other offensive Pokemon common on hyper offensive teams such as Metagross, offensive Empoleon, mixed Jirachi, and Lucario can help Infernape sweep. All of these are Steel-types that can deal with Latias and enjoy Infernape potentially luring in Water-types: Metagross can set up Rock Polish or can use Explosion on Latias, while Empoleon and Lucario form potent offensive cores with Infernape. Mixed Jirachi sets appreciate Infernape breaking through walls so it can sweep.

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

Swords Dance is one of the most prominent other options, as it can be used with an entirely physical moveset to break through bulkier Pokemon. Such a set struggles to set up and still can be walled fairly easily by Latias, however. Another option is to use Choice Scarf, as Infernape is quite fast and can revenge kill boosted sweepers with its coverage. Infernape has many other coverage moves it can use: Stone Edge can be used on mixed and all fully physical sets, Thunder Punch can hit Gyarados better than anything else, Shadow Claw can be used to hit Latias on Swords Dance sets, and Focus Blast can be used on fully special sets. Beware that it already has trouble fitting its given options, however. Infernape has a fantastic utility movepool, and thus has many options such as Stealth Rock, Encore, Will-O-Wisp, and even Role Play, but it does not have the bulk to really use these effectively. Infernape can use a dedicated lead set with a Focus Sash focused on setting up Stealth Rock with options such as Fake Out to remove other Focus Sash, Endeavor to bring foes down to low HP, Taunt to prevent set up, U-turn to scout, and many potential offensive moves. Such a set struggles to provide much midgame utility while struggling to fit everything it wants into its moveset. Infernape has the versatility to use many different items, such as Fist Plate or Flame Plate to always power up its attacks, Passho Berry to survive Water-type attacks, Shuca Berry to survive revenge killing from Earthquake users like Scarf Metagross or Flygon, Lum Berry to mitigate status, and Salac Berry to outspeed everything with a Substitute. However, many of these do not help it against Latias.

Checks and Counters
===================

**Latias**: Latias is the best counter to Infernape in the tier, as it resists both its Fire- and Fighting-type moves, outspeeds it, and can either status or OHKO it. Latias does not appreciate U-turn or a boosted Hidden Power Ice, but Infernape otherwise cannot handle it effectively.

**Residual Damage**: Infernape is vulnerable to all of sand, Spikes, Toxic Spikes, and is neutral to Stealth Rock, which further expose its poor bulk. Status is particularly devastating, as it faints very quickly when inflicted with paralysis or poison from Pokemon such as Jirachi, Latias, Clefable, or Blissey. Often keeping sand and entry hazards, especially Toxic Spikes, is enough to hamper Infernape, especially if it has a Life Orb or is using Flare Blitz. However, Leftovers and Slack Off do help to mitigate the residual damage.

**Water-types**: Bulky Water-types such as Suicune, Gyarados, and defensive Starmie are able to take any unboosted attack and OHKO back with Water-type attacks. Starmie is especially threatening due to outspeed Infernape. Gyarados also is a fantastic answer to Infernape, as its Intimidate weakens Infernape's attacks and can potentially set up or it or just OHKO it with Waterfall. Other Water-types such as Milotic, Swampert, and Kingdra can switch into Fire-type attacks and KO in return. However, all of these need to watch out for the Nasty Plot set, which can survive Water-type attacks with the Passho Berry and KO in return with Grass Knot. While uncommon, Tentacruel and Vaporeon are perhaps some of the best Nasty Plot Infernape answers, as they take little damage from Grass Knot due to their weight.

**Flying-types**: Bulky Flying-types such as Zapdos, Dragonite, and Gliscor can survive Infernape's Close Combat easily and OHKO it in return. Dragonite also resists Fire-type moves and can set up on Infernape, while specially defensive Zapdos and Gliscor survive its attacks. Dragonite and Gliscor should watch out for Hidden Power Ice, and neither Zapdos nor Dragonite enjoy switching in with Stealth Rock up or take Stone Edge well, however.

**Ghost-types**: Both Gengar and Rotom-A are immune to Close Combat and hit Infernape hard. Gengar outspeeds Infernape and a Life Orb Shadow Ball OHKOes Infernape after Stealth Rock, while Choice Scarf Rotom-A can OHKO with Hydro Pump or 2HKO with Thunderbolt. Both should watch out, as they do not take Infernape's Fire-type moves well at all.

**Faster Pokemon**: While Infernape can generally survive one strong neutral hit from full HP, it does not like dealing with faster Pokemon such as Latias, Starmie, Gengar, Choice Scarf Tyranitar, Choice Scarf Flygon, Choice Scarf Heatran, Choice Scarf Rotom-A, and Choice Scarf Lucario, as they can easily dispatch it with super effective attacks or after it takes residual damage.

**Bulky Ground-types**: If Infernape lacks Grass Knot or Hidden Power Ice, bulky Ground-types like Hippowdon, Nidoqueen, Swampert, Quagsire, and Gastrodon can check Infernape well. However, Nidoqueen is 2HKOed by Fire Blast, while the rest do not enjoy Grass Knot at all, however.


[CREDITS]
- Written by: [Cubic Skunk 527292]
- Quality checked by: [[johnnyg2, 57904 ], [, ]]
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