[OVERVIEW]
While it may not be a popular choice in OU due to how much competition it suffers from other Fighting-type wallbreakers such as Keldeo and Terrakion as well as Fire-types like mixed Victini and bulky Mega Charizard X, Infernape still has a few tools at its disposal that make it a decent choice on certain teams. It sports a unique typing that, despite not being particularly good, enables it to check powerful threats like Bisharp, Weavile, and Scizor. It also has an outstanding movepool, with not only multiple coverage moves that give it the ability to deal significant damage to the vast majority of the OU tier, especially given its mixed offensive capabilities enabling it to break past both physical and special walls, but also a great support movepool, with moves like Slack Off, Will-O-Wisp, Taunt, and Stealth Rock. Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are lacking, and while 104 / 104 / 108 offenses aren't bad, by ORAS standards they aren't very impressive either. Furthermore, Infernape's weaknesses to Water, Ground, Psychic, and Flying are all very crippling, given how common all of these types are in OU.
[SET]
name: All-Out-Attacker
move 1: Close Combat
move 2: Fire Blast / Flare Blitz
move 3: Gunk Shot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
ability: Blaze
nature: Naive
evs: 100 Atk / 156 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Close Combat is Infernape's primary STAB move, as it hits hard and has good neutral coverage. Fire Blast hits many Pokemon immune or resistant to Fighting, such as Sableye, Gengar, and Celebi. The fact that it inflicts special rather than physical damage also enables it to hit certain physically bulky Pokemon such as Landorus-T and Mega Manectric harder. Flare Blitz can also be used for its higher accuracy and its ability to hit Assault Vest Tornadus-T, Volcarona, and specially defensive Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothorn and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Mega Gardevoir, the former two hard checking Infernape and the latter two beating it one-on-one otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard Y, Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon that otherwise walls it, as well as hit specially defensive Hippowdon, Starmie, and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, Hidden Power Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T, and Dragonite for a huge amount of damage. If Hidden Power Ice is run, Flare Blitz is preferred over Fire Blast because most Pokemon that are hit harder by Fire Blast than Flare Blitz are hit even harder by Hidden Power Ice. Mach Punch can be used as a way to revenge kill the likes of Mega Lopunny and Choice Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Mega Charizard Y and also hits certain Water-types like Gyarados, Tentacruel, and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying-types in general, particularly Talonflame, Mega Charizard Y, and Gyarados.
Set Details
========
Life Orb gives extra firepower to both Infernape's physical and its special attacks. Blaze is the preferred ability on Infernape, as it gives its Fire-type STAB moves extra power when it's weakened. If Thunder Punch or Mach Punch is being used, Iron Fist is the better ability, as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile, and Scizor while being as fast as possible and keeping both its offensive stats intact. The given spread enables Infernape to 2HKO standard Slowbro with Grass Knot while Speed tying with Keldeo and Terrakion. If 2HKOing Slowbro isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rock with Gunk Shot. If you run Hidden Power Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO Choice Scarf variants of Landorus-T.
Usage Tips
========
This set should be used to clean through weakened teams after Pokemon that can revenge kill or counter Infernape are gone. Hence, it should usually be kept for the late-game. However, Infernape can also be used early on in the battle to lure and KO certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send Infernape in mid-game and proceed to hit Slowbro with Grass Knot as it switches in. Be careful, though, as once you reveal a certain move, you will not be able to catch your opponent off guard again. Try to predict around certain checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape through Aqua Jet. However, the opponent may well have multiple checks to Infernape, and is therefore guaranteed to send in the one you expect. He also may not send in any Pokemon at all, instead opting to sacrifice the Pokemon currently in if he feels like it isn't needed anymore. Therefore, be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team, like Bisharp, Weavile, and Scizor. However, avoid switching it directly on these Pokemon because all of these can severely weaken Infernape; Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in the late-game, it's usually better to handle these threats differently if you can.
Team Options
========
A good answer to Talonflame and Latios and Latias, two of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, acting not only as a great Talonflame check but also as a reliable way to Pursuit trap Latios and Latias. Tyranitar can also Pursuit trap several bulky Psychic-types like Reuniclus, Cresselia, and Slowking, which can cause a lot of trouble for Infernape. Other Pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, with Weavile's high Speed and access to priority helping a lot against the likes of Tornadus-T and Choice Scarf Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via entry hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon, and Slowbro, and Icy Wind Gengar can remove Gliscor, all of which can handle certain variants of this set. Certain Pokemon benefit from Infernape's ability to lure and KO certain threats and therefore make for good partners for it. For instance, Mega Charizard X appreciates Infernape's ability to eliminate Slowbro, Quagsire, Hippowdon, Azumarill, and Mega Altaria, all of which can check or counter Mega Charizard X. Infernape can have a hard time finding opportunities to switch in, so it pairs well with a slow Volt Switch user such as Rotom-W, U-turn user such as defensive Landorus-T, or Baton Pass user such as Celebi, which can even pass Substitutes, Nasty Plots, (AC) or Swords Dances to it. Celebi is a particularly good partner because it also easily takes care of the Ground- and Water-types that can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to paralysis and poison. Thus, a Healing Wish user can provide good support for it. Latias is a particularly good option, as it check certain Water-, Ground-, and Dragon-types that threaten Infernape, which, in return, takes care of Steel- and Dark-types, which pose a huge threat to Latias. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, as it is 2HKOed by both of these Pokemon.
[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Slack Off
move 3: Taunt
move 4: Low Kick
ability: Blaze
item: Leftovers
nature: Jolly
evs: 248 HP / 88 Def / 124 SpD / 48 Spe
[SET COMMENTS]
Moves
========
Will-O-Wisp disables physical attackers Infernape is supposed to check such as Scizor, cripples common switch-ins like Gyarados, Azumarill, Hippowdon, and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt disables defensive Pokemon like Clefable, Celebi, Mew, and Amoonguss by shutting down their recovery and utility moves and allows Infernape to stallbreak when combined with burn damage from Will-O-Wisp. Low Kick is the preferred offensive move on this set, as it hits Heatran, a very common Will-O-Wisp absorber, very hard. Close Combat can be used instead for more consistent power and much more damage against the likes of Rotom-W, Manaphy, and Diancie. However, the defense drops are detrimental to the defensive nature of this set. Flare Blitz can be used in order to OHKO Ferrothorn, Excadrill, Serperior, and Mega Scizor, 2HKO Skarmory, and deal far more damage to Clefable, Tornadus-T, and Mega Gardevoir as they switch in. However, this leaves Infernape completely helpless against Heatran, and the recoil damage it causes can be detrimental to a defensive set like this. Finally, Stealth Rock can be used over Taunt on this set if your team doesn't have another setter; however, this leaves Infernape very vulnerable to defensive Pokemon that it would much rather be able to handle, and it would enable Swords Dance Mega Scizor, a Pokemon Infernape is supposed to counter, to beat it instead.
Set Details
========
Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flare Blitz is used, while Iron Fist should be used if Fire Punch is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed everything up to neutral-natured base 95 Speed Pokemon and positive-natured base 80 Speed Pokemon, all the while having enough physical bulk to avoid the OHKO from a burned Mega Gyarados's +1 Waterfall and the 2HKO from Hippowdon's Earthquake as well as enough special bulk to avoid the OHKO from Kyurem-B's Earth Power and Rotom-W's Hydro Pump. However, a faster spread of 252 HP / 48 Def / 208 Spe enables Infernape to outspeed and burn Garchomp and helps it check Mega Charizard Y by stalling out sun turns with a faster Slack Off.
Usage Tips
========
Infernape should be sent in against the Steel-, Dark-, and Grass-types it counters, such as Bisharp, Scizor, and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but it must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use because it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burned, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, especially when it is weakened, so that it can consistently switch into threats to your team. Try to get Stealth Rock up before sending Infernape out, as its best checks are weak to it. This makes Will-O-Wisp even more of a risk-free move, as the main risk is that a Fire-type like Talonflame will absorb it, and in order to do so, it will have to take hefty damage from Stealth Rock. Taunt should be used against defensive Pokemon like Clefable and Celebi and entry hazard setters that can't threaten Infernape, such as Ferrothorn, Heatran, and burned Garchomp or Hippowdon. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, making it almost always a better move to use in that scenario.
Team Options
========
This Infernape set fits well on defensive teams that require a bulky Fire-type with stallbreaking capabilities that can also act as a check to certain Dark-types and Steel-types such as Bisharp, Weavile, Scizor, and Heatran, as well as a Knock Off and burn absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good, as it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the two as well as Gardevoir and Diancie, two big threats to Infernape, makes it another good partner. Most Fire-types easily switch in on Infernape because they can absorb Will-O-Wisp, so Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire or a Dragon-type like Latias or Mega Altaria. Grass-types such as Ferrothorn, Celebi, and Serperior can also make for good Infernape partners, as they check Water-types that pose a huge threat to Infernape.
[STRATEGY COMMENTS]
Other Options
=============
Infernape is a very versatile Pokemon with many options at its disposal. It can be used as a Stealth Rock lead, with the distinction of being able to check Weavile, a Pokemon most suicide leads are very weak to. Infernape can also run a boosting set with either Swords Dance or Nasty Plot, both of which enable it to set up on Sableye as opposed to being walled by it. However, Infernape's poor bulk makes it very difficult for it to find opportunities to set up, and its lack of good priority options combined with its low Speed compared to that of most offensive threats makes it very easy to revenge kill. A Choice Band set can take advantage of a powerful U-turn, but its unremarkable speed makes it hard for it to threaten offensive teams, and its inability to switch moves combined with its lack of raw power makes it difficult for it to pressure defensive teams, especially with its heavy reliance on Flare Blitz cutting its longevity. Encore can be used to provide setup opportunities for sweepers and lock defensive Pokemon like Slowbro and Hippowdon into their recovery move, while Fake Out can be used to break Focus Sashes and get chip damage on faster Pokemon; however, both are very hard to fit on Infernape's set.
Checks and Counters
===================
**Psychic-types**: Psychic-types that either resist Infernape's Fire-type STAB moves or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-turn on the switch. Starmie can also take Infernape on very well unless it switches into a super effective coverage move, Slowbro can counter any Infernape set that does not run Grass Knot, and Slowking can even take a Grass Knot well but fears Thunder Punch and U-turn. Mew can easily deal with any set provided it runs Psychic-type coverage, as it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infernape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't carry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychic-types such as Mega Gallade, Alakazam, and Mega Metagross can easily switch in on Infernape's Fighting-type STAB moves and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.
**Water-types**: Water-types can usually check Infernape decently, although most of them have a hard time switching in; Azumarill works particularly well thanks to its access to super effective priority, although it hates Gunk Shot and Will-O-Wisp. Suicune handles non-Grass Knot sets with ease thanks to its great bulk, as does Alomomola. Gyarados takes little damage from Infernape's most common moves thanks to Intimidate and its natural special bulk, but it dislikes Stone Edge and Thunder Punch. Tentacruel resists most of Infernape's coverage moves, but it lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape one-on-one and can even take a Close Combat relatively well thanks to its natural bulk, but it needs to win the Speed tie to actually switch into Infernape properly, unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well and easily walls it with a Calm Mind set. Weather sweepers such as Kingdra and Kabutops make quick work of Infernape under rain, provided that they don't switch into a Close Combat. While uncommon, Jellicent acts as a decent answer to Infernape, although physically defensive variants fear Grass Knot and specially defensive variants take a lot of damage from Gunk Shot.
**Ground-types**: While they do not necessarily resist either of Infernape's STAB types, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to super effective STAB moves. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, and Gliscor in particular is immune to burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted Hidden Power Ice. Other Ground-types such as Hippowdon, Mega Swampert, Quagsire, and physically defensive Gastrodon can handle any set not running Grass Knot.
**Dragon-types**: Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOes Infernape with Earthquake and deals massive recoil damage back with Rough Skin and Rocky Helmet when hit by Close Combat; however, it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake but does not have the Defense or the recovery to take repeated hits. Dragonite takes Infernape on rather easily, only fearing the uncommon Hidden Power Ice, which is mitigated by Multiscale and can even be taken advantage of with a potential Weakness Policy, and it can even heal a burn if it runs a Lum Berry.
**Flying-types**: Flying-types serve as solid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its priority Flying-type STAB moves. Tornadus-T can take both Close Combat and Fire Blast from Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infernape's Fire-type STAB moves and KO back with Aerial Ace provided it does not get burned.
**Ghost-types**: While they can rarely switch into its Fire-type STAB moves, Ghost-types serve as good checks to Infernape thanks to their Fighting immunity. Mega Sableye's ability to bounce back Taunts and Will-O-Wisps enables it to completely shut down defensive Infernape sets, although it struggles a lot more against offensive sets, especially ones running boosting moves. Gengar completely shuts down defensive Infernape via Taunt, and it can outspeed and OHKO offensive sets with Sludge Wave. Hoopa can handle Infernape sets that do not carry Flare Blitz, although Fire Blast and Gunk Shot both deal a good chunk of damage to it.
While it may not be a popular choice in OU due to how much competition it suffers from other Fighting-type wallbreakers such as Keldeo and Terrakion as well as Fire-types like mixed Victini and bulky Mega Charizard X, Infernape still has a few tools at its disposal that make it a decent choice on certain teams. It sports a unique typing that, despite not being particularly good, enables it to check powerful threats like Bisharp, Weavile, and Scizor. It also has an outstanding movepool, with not only multiple coverage moves that give it the ability to deal significant damage to the vast majority of the OU tier, especially given its mixed offensive capabilities enabling it to break past both physical and special walls, but also a great support movepool, with moves like Slack Off, Will-O-Wisp, Taunt, and Stealth Rock. Unfortunately, while Infernape's typing and movepool are impressive, its stats are not. Its defenses are lacking, and while 104 / 104 / 108 offenses aren't bad, by ORAS standards they aren't very impressive either. Furthermore, Infernape's weaknesses to Water, Ground, Psychic, and Flying are all very crippling, given how common all of these types are in OU.
[SET]
name: All-Out-Attacker
move 1: Close Combat
move 2: Fire Blast / Flare Blitz
move 3: Gunk Shot
move 4: Grass Knot / Hidden Power Ice
item: Life Orb
ability: Blaze
nature: Naive
evs: 100 Atk / 156 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Close Combat is Infernape's primary STAB move, as it hits hard and has good neutral coverage. Fire Blast hits many Pokemon immune or resistant to Fighting, such as Sableye, Gengar, and Celebi. The fact that it inflicts special rather than physical damage also enables it to hit certain physically bulky Pokemon such as Landorus-T and Mega Manectric harder. Flare Blitz can also be used for its higher accuracy and its ability to hit Assault Vest Tornadus-T, Volcarona, and specially defensive Mew harder. However, the recoil damage it causes can be very problematic for Infernape when combined with Life Orb recoil, especially when going against the likes of Ferrothorn and weakened Garchomp. Gunk Shot is a must on this set, targeting Mega Altaria, Azumarill, Clefable, and Mega Gardevoir, the former two hard checking Infernape and the latter two beating it one-on-one otherwise. It also gives Infernape good neutral coverage on Talonflame, Mega Charizard Y, Latios, Gyarados, Dragonite, and Starmie. Grass Knot enables Infernape to 2HKO Slowbro, a Pokemon that otherwise walls it, as well as hit specially defensive Hippowdon, Starmie, and Quagsire, all of which are very good checks and counters to Infernape otherwise. However, Hidden Power Ice can also be used in order to hit Garchomp, Gliscor, Landorus-T, and Dragonite for a huge amount of damage. If Hidden Power Ice is run, Flare Blitz is preferred over Fire Blast because most Pokemon that are hit harder by Fire Blast than Flare Blitz are hit even harder by Hidden Power Ice. Mach Punch can be used as a way to revenge kill the likes of Mega Lopunny and Choice Scarf Tyranitar as well as deal with Bisharp and Weavile more reliably, but Infernape generally prefers the coverage. Thunder Punch is a decent option for hitting Talonflame and Mega Charizard Y and also hits certain Water-types like Gyarados, Tentacruel, and Slowking harder than any other move, but Infernape has to sacrifice pretty important coverage for that. Finally, Stone Edge can be used for Flying-types in general, particularly Talonflame, Mega Charizard Y, and Gyarados.
Set Details
========
Life Orb gives extra firepower to both Infernape's physical and its special attacks. Blaze is the preferred ability on Infernape, as it gives its Fire-type STAB moves extra power when it's weakened. If Thunder Punch or Mach Punch is being used, Iron Fist is the better ability, as it powers up both those moves. A Naive nature enables Infernape to switch into the likes of Bisharp, Weavile, and Scizor while being as fast as possible and keeping both its offensive stats intact. The given spread enables Infernape to 2HKO standard Slowbro with Grass Knot while Speed tying with Keldeo and Terrakion. If 2HKOing Slowbro isn't too much of a concern and you want a more physically offensive spread, running 188 Atk / 68 SpA / 252 Spe enables Infernape to OHKO 0 HP / 4 Def Mega Altaria after Stealth Rock with Gunk Shot. If you run Hidden Power Ice, a spread of 124 Atk / 132 SpA / 252 Spe enables Infernape to OHKO Choice Scarf variants of Landorus-T.
Usage Tips
========
This set should be used to clean through weakened teams after Pokemon that can revenge kill or counter Infernape are gone. Hence, it should usually be kept for the late-game. However, Infernape can also be used early on in the battle to lure and KO certain threats to your team. For example, if you want Slowbro removed for your Keldeo to sweep, you can send Infernape in mid-game and proceed to hit Slowbro with Grass Knot as it switches in. Be careful, though, as once you reveal a certain move, you will not be able to catch your opponent off guard again. Try to predict around certain checks to Infernape in order to be able to KO them. For instance, if your opponent has a healthy Slowbro, you will need to hit it with Grass Knot in order to 2HKO it, and Azumarill needs to be hit with Gunk Shot as it switches in or it will be able to check Infernape through Aqua Jet. However, the opponent may well have multiple checks to Infernape, and is therefore guaranteed to send in the one you expect. He also may not send in any Pokemon at all, instead opting to sacrifice the Pokemon currently in if he feels like it isn't needed anymore. Therefore, be sure to predict your opponent's reaction based on their team. Use Infernape as a check to certain threats to your team, like Bisharp, Weavile, and Scizor. However, avoid switching it directly on these Pokemon because all of these can severely weaken Infernape; Weavile and Bisharp in particular can easily compromise its offensive capabilities by removing its Life Orb via Knock Off. If you need Infernape to stay healthy to clean more easily in the late-game, it's usually better to handle these threats differently if you can.
Team Options
========
A good answer to Talonflame and Latios and Latias, two of Infernape's best and most common checks, is a necessity. Pursuit Tyranitar is an excellent partner for these reasons, acting not only as a great Talonflame check but also as a reliable way to Pursuit trap Latios and Latias. Tyranitar can also Pursuit trap several bulky Psychic-types like Reuniclus, Cresselia, and Slowking, which can cause a lot of trouble for Infernape. Other Pursuit trappers like Bisharp and Weavile are also good partners for the same reasons, with Weavile's high Speed and access to priority helping a lot against the likes of Tornadus-T and Choice Scarf Landorus-T. Depending on its moveset, Infernape will have a hard time breaking past certain Pokemon, so these Pokemon will need to be lured or weakened via entry hazards. For instance, Toxic Spikes support can severely weaken Garchomp, Hippowdon, and Slowbro, and Icy Wind Gengar can remove Gliscor, all of which can handle certain variants of this set. Certain Pokemon benefit from Infernape's ability to lure and KO certain threats and therefore make for good partners for it. For instance, Mega Charizard X appreciates Infernape's ability to eliminate Slowbro, Quagsire, Hippowdon, Azumarill, and Mega Altaria, all of which can check or counter Mega Charizard X. Infernape can have a hard time finding opportunities to switch in, so it pairs well with a slow Volt Switch user such as Rotom-W, U-turn user such as defensive Landorus-T, or Baton Pass user such as Celebi, which can even pass Substitutes, Nasty Plots, (AC) or Swords Dances to it. Celebi is a particularly good partner because it also easily takes care of the Ground- and Water-types that can check Infernape. Infernape can also very easily get worn down by Flare Blitz recoil, especially combined with Life Orb, and is vulnerable to paralysis and poison. Thus, a Healing Wish user can provide good support for it. Latias is a particularly good option, as it check certain Water-, Ground-, and Dragon-types that threaten Infernape, which, in return, takes care of Steel- and Dark-types, which pose a huge threat to Latias. Infernape should not be used as the team's sole check to Weavile or Bisharp, unless it runs Mach Punch, as it is 2HKOed by both of these Pokemon.
[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Slack Off
move 3: Taunt
move 4: Low Kick
ability: Blaze
item: Leftovers
nature: Jolly
evs: 248 HP / 88 Def / 124 SpD / 48 Spe
[SET COMMENTS]
Moves
========
Will-O-Wisp disables physical attackers Infernape is supposed to check such as Scizor, cripples common switch-ins like Gyarados, Azumarill, Hippowdon, and Garchomp, and serves as a way of wearing down defensive Pokemon in general. Slack Off gives Infernape a good amount of longevity and enables it to consistently wall threats. Taunt disables defensive Pokemon like Clefable, Celebi, Mew, and Amoonguss by shutting down their recovery and utility moves and allows Infernape to stallbreak when combined with burn damage from Will-O-Wisp. Low Kick is the preferred offensive move on this set, as it hits Heatran, a very common Will-O-Wisp absorber, very hard. Close Combat can be used instead for more consistent power and much more damage against the likes of Rotom-W, Manaphy, and Diancie. However, the defense drops are detrimental to the defensive nature of this set. Flare Blitz can be used in order to OHKO Ferrothorn, Excadrill, Serperior, and Mega Scizor, 2HKO Skarmory, and deal far more damage to Clefable, Tornadus-T, and Mega Gardevoir as they switch in. However, this leaves Infernape completely helpless against Heatran, and the recoil damage it causes can be detrimental to a defensive set like this. Finally, Stealth Rock can be used over Taunt on this set if your team doesn't have another setter; however, this leaves Infernape very vulnerable to defensive Pokemon that it would much rather be able to handle, and it would enable Swords Dance Mega Scizor, a Pokemon Infernape is supposed to counter, to beat it instead.
Set Details
========
Both of Infernape's abilities are worthless on the standard set. However, Blaze should be chosen if Flare Blitz is used, while Iron Fist should be used if Fire Punch is used. Leftovers gives Infernape passive recovery, increasing its defensive capabilities. The given spread enables Infernape to outspeed everything up to neutral-natured base 95 Speed Pokemon and positive-natured base 80 Speed Pokemon, all the while having enough physical bulk to avoid the OHKO from a burned Mega Gyarados's +1 Waterfall and the 2HKO from Hippowdon's Earthquake as well as enough special bulk to avoid the OHKO from Kyurem-B's Earth Power and Rotom-W's Hydro Pump. However, a faster spread of 252 HP / 48 Def / 208 Spe enables Infernape to outspeed and burn Garchomp and helps it check Mega Charizard Y by stalling out sun turns with a faster Slack Off.
Usage Tips
========
Infernape should be sent in against the Steel-, Dark-, and Grass-types it counters, such as Bisharp, Scizor, and Weavile. It can also be sent in against defensive Pokemon in order to cripple them, but it must be wary of getting poisoned or paralyzed. Early on in the battle, Will-O-Wisp is a very safe move to use because it can easily cripple Pokemon that switch into it. If the opponent's answer to Infernape is already burned, using Will-O-Wisp can be a waste of time, so avoid doing it. Be sure to keep Infernape healthy by using Slack Off frequently, especially when it is weakened, so that it can consistently switch into threats to your team. Try to get Stealth Rock up before sending Infernape out, as its best checks are weak to it. This makes Will-O-Wisp even more of a risk-free move, as the main risk is that a Fire-type like Talonflame will absorb it, and in order to do so, it will have to take hefty damage from Stealth Rock. Taunt should be used against defensive Pokemon like Clefable and Celebi and entry hazard setters that can't threaten Infernape, such as Ferrothorn, Heatran, and burned Garchomp or Hippowdon. It can also be used as a way to prevent slower setup sweepers from setting up, but Will-O-Wisp does this more safely and permanently, making it almost always a better move to use in that scenario.
Team Options
========
This Infernape set fits well on defensive teams that require a bulky Fire-type with stallbreaking capabilities that can also act as a check to certain Dark-types and Steel-types such as Bisharp, Weavile, Scizor, and Heatran, as well as a Knock Off and burn absorber. Mega Sableye completely shuts down this set, so Infernape needs support from a Mega Sableye counter. Clefable is particularly good, as it also handles Latios and Latias, two very good answers to Infernape. Jirachi's ability to handle the two as well as Gardevoir and Diancie, two big threats to Infernape, makes it another good partner. Most Fire-types easily switch in on Infernape because they can absorb Will-O-Wisp, so Infernape needs support from a good answer to Fire-types, be it a Water-type like Slowbro or Quagsire or a Dragon-type like Latias or Mega Altaria. Grass-types such as Ferrothorn, Celebi, and Serperior can also make for good Infernape partners, as they check Water-types that pose a huge threat to Infernape.
[STRATEGY COMMENTS]
Other Options
=============
name: Choice Scarf
move 1: U-turn
move 2: Close Combat
move 3: Flare Blitz
move 4: Gunk Shot
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
This set acts both as a fast revenge killer with the ability to keep up momentum and as a way to bait Psychic-types like Latios and Latias and hit them very hard with U-turn, gaining momentum in the process. It works very well with a Pursuit trapper, as Infernape can get it in safely against a Psychic- or Ghost-type, which its teammate can then Pursuit trap so that Infernape can much more easily clean with Close Combat later on in the battle.
move 1: U-turn
move 2: Close Combat
move 3: Flare Blitz
move 4: Gunk Shot
item: Choice Scarf
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
This set acts both as a fast revenge killer with the ability to keep up momentum and as a way to bait Psychic-types like Latios and Latias and hit them very hard with U-turn, gaining momentum in the process. It works very well with a Pursuit trapper, as Infernape can get it in safely against a Psychic- or Ghost-type, which its teammate can then Pursuit trap so that Infernape can much more easily clean with Close Combat later on in the battle.
Checks and Counters
===================
**Psychic-types**: Psychic-types that either resist Infernape's Fire-type STAB moves or have enough natural bulk to take it on act as good checks to it. Latios and Latias in particular easily outspeed and OHKO Infernape, only fearing U-turn on the switch. Starmie can also take Infernape on very well unless it switches into a super effective coverage move, Slowbro can counter any Infernape set that does not run Grass Knot, and Slowking can even take a Grass Knot well but fears Thunder Punch and U-turn. Mew can easily deal with any set provided it runs Psychic-type coverage, as it cannot beat faster variants that carry Taunt otherwise. Likewise, Reuniclus handles Infernape very well for the most part, even though it does take a large chunk of damage from Fire Blast. Victini is a decent check, though it does get outsped if it doesn't carry a Choice Scarf, takes a solid chunk of damage from Gunk Shot, and is 2HKOed by Stone Edge. Faster Psychic-types such as Mega Gallade, Alakazam, and Mega Metagross can easily switch in on Infernape's Fighting-type STAB moves and OHKO back, even though all of these hate taking a Fire Blast or a Flare Blitz.
**Water-types**: Water-types can usually check Infernape decently, although most of them have a hard time switching in; Azumarill works particularly well thanks to its access to super effective priority, although it hates Gunk Shot and Will-O-Wisp. Suicune handles non-Grass Knot sets with ease thanks to its great bulk, as does Alomomola. Gyarados takes little damage from Infernape's most common moves thanks to Intimidate and its natural special bulk, but it dislikes Stone Edge and Thunder Punch. Tentacruel resists most of Infernape's coverage moves, but it lacks the physical bulk and recovery to take repeated Close Combats. Keldeo easily beats Infernape one-on-one and can even take a Close Combat relatively well thanks to its natural bulk, but it needs to win the Speed tie to actually switch into Infernape properly, unless it runs a Choice Scarf. Manaphy is bulky enough to switch into Infernape quite well and easily walls it with a Calm Mind set. Weather sweepers such as Kingdra and Kabutops make quick work of Infernape under rain, provided that they don't switch into a Close Combat. While uncommon, Jellicent acts as a decent answer to Infernape, although physically defensive variants fear Grass Knot and specially defensive variants take a lot of damage from Gunk Shot.
**Ground-types**: While they do not necessarily resist either of Infernape's STAB types, Ground-types are generally very good checks to Infernape due to a combination of natural bulk and access to super effective STAB moves. Landorus-T and Gliscor can easily switch into a Close Combat and hit back with Earthquake, and Gliscor in particular is immune to burns and thus does not fear Will-O-Wisp. However, neither of these can handle a Life Orb-boosted Hidden Power Ice. Other Ground-types such as Hippowdon, Mega Swampert, Quagsire, and physically defensive Gastrodon can handle any set not running Grass Knot.
**Dragon-types**: Dragon-types are usually good answers to Infernape thanks to their resistance to Fire. Garchomp OHKOes Infernape with Earthquake and deals massive recoil damage back with Rough Skin and Rocky Helmet when hit by Close Combat; however, it dislikes Hidden Power Ice. Mega Altaria beats any set lacking Gunk Shot, while Dragalge resists almost all of Infernape's coverage moves bar the rare Earthquake but does not have the Defense or the recovery to take repeated hits. Dragonite takes Infernape on rather easily, only fearing the uncommon Hidden Power Ice, which is mitigated by Multiscale and can even be taken advantage of with a potential Weakness Policy, and it can even heal a burn if it runs a Lum Berry.
**Flying-types**: Flying-types serve as solid checks to Infernape as long as it is not running Stone Edge or Thunder Punch. Talonflame in particular can handle even Choice Scarf sets thanks to its priority Flying-type STAB moves. Tornadus-T can take both Close Combat and Fire Blast from Infernape and outspeed and OHKO back with Hurricane, while Mega Aerodactyl can take Infernape's Fire-type STAB moves and KO back with Aerial Ace provided it does not get burned.
**Ghost-types**: While they can rarely switch into its Fire-type STAB moves, Ghost-types serve as good checks to Infernape thanks to their Fighting immunity. Mega Sableye's ability to bounce back Taunts and Will-O-Wisps enables it to completely shut down defensive Infernape sets, although it struggles a lot more against offensive sets, especially ones running boosting moves. Gengar completely shuts down defensive Infernape via Taunt, and it can outspeed and OHKO offensive sets with Sludge Wave. Hoopa can handle Infernape sets that do not carry Flare Blitz, although Fire Blast and Gunk Shot both deal a good chunk of damage to it.
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