[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 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]]
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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: