Infernape (Stealth Rock)

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http://www.smogon.com/bw/pokemon/infernape

[SET]
Name: Stealth Rock
Move 1: Stealth Rock
Move 2: Close Combat
Move 3: Fire Blast
Move 4: U-turn / Hidden Power Ice / Stone Edge
Item: Focus Sash / Life Orb
Ability: Blaze
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe

Why It Deserves to Be On Site:

- Effectively sets up Stealth Rock while not being a fodder as well as being a great offensive threat to the opponent's team

- Almost nothing as the same speed and similar STABs Infernape has, and, thus, unable to accomplish what it does and gives Infernape a unique niche.

- Has many options meaning your opponent has to guess what moves / sets it'll run.

- Threatens most weather induces and its abusers (Ninetales, Tyranitar, Landorus, Venusuar, etc.) so it won't be useless in any weather including rain because most rain teams use Ferrothorn to halve Fire damage, but Infernape's raw power bypasses it.

- No other sets like this on site; performs a completely different job from other sets.

Additional Comments:

- Many options for the fourth move slot and you should choose depending on what your team has trouble against.

- Hidden Power [Ice] doesn't leave you completely helpless against Dragonite and the like. Also nets a swift KO on Landorus.

- Teams utilizing the Volt-Turn strategy might appreciate U-turn because it adds another member with U-turn while at the same time provide Stealth Rock. U-turn is useful in general.

- Fire Blast and Close Combat are a must for obvious reasons; one may, however, opt Flamethrower over Fire Blast due to Fire Blast's imperfect accuracy.

- Overheat can be used over Fire Blast for higher accuracy and power at the cost of being forced out if the opponent resists Close Combat.

- 252 EVs allow you to outspeed max speed Landorus while outspeeding all Positive Base 100s. Also let's you speed tie with Terrakion and Virizion.

- 252 Special Attack maximizes Fire Blast's power and the rest are dumped into Attack.

- Endeavor can be used, but without priority, it isn't a very attractive option.

- Life Orb or Expert Belt can be used over Focus Sash, but Infernape dies quicker. The extra power or surprise is useful, however.

- Unlike its fellow Stealth Rockers, most notably Azelf and Deoxys-d, Infernape can check Scizor, Venusaur (without any boosts) and Volcarona (if Infernape chooses to use Flare Blitz or Stone Edge).

Teammates and Counters:

- Regular counters are still a problem except this time, because you mostly set up Stealth Rock and lack a boosting item, they wall you with much more ease.

- Lati@s (if lacking U-turn), Dragonite (if lacking Hidden Power [Ice]), Jellicent, Tentacruel, Physically Defensive Gastrodon, Tornadus, Politoed, Starmie, etc. can all counter you and render you helpless.

- Terrakion, Azumarrill, Rotom-w, Scarf Landorus, Scarf Hydreigon, Gyarados, Alakazam and revenge killers in general can come in and threaten Infernape with the appropriate move.

- Because most of Infernape's counters are Water types, your own Rotom-w
is easily able to deal with them.

- Some counters, however, doesn't care such as Gastrodon and Lati@s and still threaten your team.

- No real "teammates" because this set has more a stand-alone job. Basically, teammates who enjoy Stealth Rock and are in an offensive teams would appreciate this Infernape.
 
can you please explain why you aren't using max speed? Being able to speed tie with other Infernape, Virizion, and Terrakion is very useful.

Also, the set formatting is wrong

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Close Combat
move 3: Fire Blast
move 4: U-turn / Hidden Power Ice
ability: Blaze
nature: Naive
evs: 56 Atk / 252 SpA / 200 Spe

However, this is a great skelly, and it brings back nostalgia from the DPP meta, good job!
 
Not running max spe is silly. This really isnt one of Infernape's better sets. Unless this is supposed to be on HO teams, there's no need for a dedicated lead this generation. And if this good on HO teams, it's going to be difficult to explain why this is better than Azelf or Deoxys-D
 
Why in the world do we need LeadApe in Gen 5? There are much better entry hazard users, such as Deoxys-D, who can also set up Spikes. Seems pointless.
 
One reason could be that Infernape's ability to set up Stealth Rock is nowhere to be seen on its analysis. It also could be that Infernape does a fantastic job setting up said Rocks on a switch out of something that fears its moves like Skarmory, Blissey, Ferrothorn, Scizor, Tyranitar, Ninetales, Venusaur, Celebi, Heatran, and other things that are too valuable for your opponent to loose. Notice a lot of the above are also primary Rock-setters, meaning you could potentially get yours set and they don't if they switch out in fear. Better yet, they stay in and you kill it with your STAB of choice, meaning you still get yours up and they don't.

That being said, this doesn't need to be as lead-focused as it seems to be. I've seen this set with max Speed and Life Orb instead of Focus Sash being used to great effect (cough against me). Also, Scarf Rotom-W as one of the more popular leads makes this Sash-Wearing monkey into a suicidal Rock-Setting Pokemon, which doesn't really work as well in this generation as it did last generation when the lead's only role was to Rocks and die.
 
can you please explain why you aren't using max speed? Being able to speed tie with other Infernape, Virizion, and Terrakion is very useful.

Also, the set formatting is wrong

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Close Combat
move 3: Fire Blast
move 4: U-turn / Hidden Power Ice
ability: Blaze
nature: Naive
evs: 56 Atk / 252 SpA / 200 Spe

However, this is a great skelly, and it brings back nostalgia from the DPP meta, good job!

Fixed, and thanks!

I think that Fake Out is a must to break opposing Focus Sashes.

Since Deoxys-S is gone, there is barely any reason to use it, to be honest. I think AC mention is as far as it's going to go.

Not running max spe is silly. This really isnt one of Infernape's better sets. Unless this is supposed to be on HO teams, there's no need for a dedicated lead this generation. And if this good on HO teams, it's going to be difficult to explain why this is better than Azelf or Deoxys-D

Okay, maxed speed.

Why in the world do we need LeadApe in Gen 5? There are much better entry hazard users, such as Deoxys-D, who can also set up Spikes. Seems pointless.

Unlike Deoxys-D and Azelf, Infernape isn't stopped by defensive utilities such as Ferrothorn, Tyranitar, etc. And Infernape can also deal with pranksters such as Sableye much better as unlike the two as they have no reliable or consistent attack to dispose of it. Also, Infernape isn't completely shut down by Pursuiters, U-turners and, in general, priority. Unless Deoxys-d uses HP Fire or Azelf uses Flamethrower, Scizor would be a huge problem for both of them. And in Azelf's case, Bullet Punch could also be used to attain a swift KO. Lastly, Infernape's unique typing grants it decent resistances to toy with (Ice, Fire, Bug and Grass are noticeable). Though, I will admit, Infernape is outclassed in some things such as Azelf's outstanding speed and Deoxys-d's bulk, but Infernape, too, has its own unique niche.
 
Sorry, but I really don't see the point in this. The reason LeadApe existed in DPP was because it could beat opposing SR leads with Fake Out. However, with the introduction of team preview, designated leads are pretty much obsolete. Don't get me wrong; I understand the purpose of this set. However, I'm just unsure of how well it can perform with team preview. The only reason you'd be using a designated lead this gen is if you're running a Hyper Offense team with dual screens, but this is not what this set accomplishes. There's also things like Prankster Taunts running around, and in general Taunt from anything faster than Infernape. These Pokemon can lead instead when they see Infernape leading on the team preview, ruining the purpose of this set.
 
Lead ape, brings back memories of 4th gen. However, with so many weather leads and things like scarfed Rotom-W, the concept of a suicide lead is almost dead, especially ones holding Focus Sash. As LucaroarkZ mentioned, team preview gave ape a huge smack. In gen4, it had the niche of using Fake Out to beat other suicide leads, but that's not really the case with Gen5. I may change my opinion if some battle logs are posted.
 
Unlike Deoxys-D and Azelf, Infernape isn't stopped by defensive utilities such as Ferrothorn, Tyranitar, etc. And Infernape can also deal with pranksters such as Sableye much better as unlike the two as they have no reliable or consistent attack to dispose of it. Also, Infernape isn't completely shut down by Pursuiters, U-turners and, in general, priority. Unless Deoxys-d uses HP Fire or Azelf uses Flamethrower, Scizor would be a huge problem for both of them. And in Azelf's case, Bullet Punch could also be used to attain a swift KO. Lastly, Infernape's unique typing grants it decent resistances to toy with (Ice, Fire, Bug and Grass are noticeable). Though, I will admit, Infernape is outclassed in some things such as Azelf's outstanding speed and Deoxys-d's bulk, but Infernape, too, has its own unique niche.

Just pointing out that Deoxys D don't really give two shits about Ferrothorn when it can Magic Coat/Taunt it and then get up SR and Spikes. Heck it does'nt really worry about Tyranitar either when it gets up SR regardless and if Tar Pursuits and Deoxys stays in... then more hazards for it. The point ShakeItUp is making is that Deoxys D has the bulk to get up SR turn 1 against almost any lead, while Infernape is slightly more limited. Both are good suicide leads, but the extra bulk Deoxys D has is going to be more useful then the attacking power of Infernape.

Note that im not saying that your set has no place, im just pointing out that Deoxys D (at this stage of the metagame) is often a better choice than Infernape due to the meta prizing bulk more than it did in Gen 4.
 
this is just different. You can't just compare it with Deo-d and others ; unlike those, it acts like a sweeper too and the sash make you able to revenge things if you save him. It also fear out Espeon, Xatu and common Deo-D "counters". It s very different . Stop trying to make the difference between this and Deo-D.

And no, it isnt meant to lead. It even makes me thing LO should be an option.
 
this is just different. You can't just compare it with Deo-d and others ; unlike those, it acts like a sweeper too and the sash make you able to revenge things if you save him. It also fear out Espeon, Xatu and common Deo-D "counters". It s very different . Stop trying to make the difference between this and Deo-D.

And no, it isnt meant to lead. It even makes me thing LO should be an option.

"think," you mean? I'll add it as secondary slash.

I wish someone would already QC Approve / Reject this...
 
QC Approvals / Rejections take more than 1 day, dude. You need to give it like a week at least. Also, you need to fix the format.
[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Close Combat
move 3: Fire Blast
move 4: U-turn / Hidden Power Ice
item: Focus Sash / Life Orb
ability: Blaze
nature: Naive
evs: 56 Atk / 252 SpA / 200 Spe
This is it.
 
That's the format it has to be in for the set to be uploaded to the site. It's not like they do that for no reason. Also, does SpA need to be maxed? I think you should run some calcs to determine whether you lose any important KOs, because I think you may if you don't invest in Atk.
 
Eh, this isn't a particularily useful set. It's easy to stop using team preview, and infernape has other things it should be doing then using stealth rock
 
Is Overheat an option over Fire Blast? Fire Blast only has 10 more base power over 2 turns, and Overheat is slightly more reliable.

EDIT: thats a miscalc but I still think it's an option
 
Mention that it can check things like Scizor, Sludge bomb-less Veusaur and Volcarona (mention Stone Edge in AC). Its imo one of his other advantages over Deo-D
 
I don't really see the point of this, Infernape already has 4 moveslot syndrome, why jam up another slot with Stealth Rock when there are much better users? Infernape's coverage, and therefore its offensive potential, are greatly crippled if it only has 3 offensive moves, the fact that it must take a hit after it sets up Stealth Rock means it likely wont be doing what it does best: taking apart opposing walls. Therefore, I think Stealth Rock should be AC at best.
 
Mention that once Infernape's Sash is activated, it'll have a Blaze boosted Fire attack.

But yeah if this isn't being used as a dedicated lead, then it's esentially the mixed set, but with SR so I agree with what Mynism posted.
 
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