Fireburn
BARN ALL
INFERNAPE
This is a thread dedicated to the discussion of the usage of Infernape in Ubers. Whilst the flaming chimp may seem like a strange choice for an Ubers team, it can be a large threat that should not be underestimated. You may think that Infernape is outclassed by the other attackers in Ubers with seemingly better movepools and offensive capabilities, but as you read on, you will hopefully come to realize that Infernape can actually be a pretty big Ubers threat.
-Infernape’s Qualities: Why would you use it?
Let’s start off by taking a look at Infernape’s stats:
76 HP / 104 Atk / 71 Def / 104 SpA / 71 SpD / 108 Spe.
Offensively, Infernape is no slouch, boasting a good Base 104 stat in both Attack and Special Attack. Infernape also has an excellent movepool and access to STAB Base 120 power attacks on both ends of the spectrum, as well as both Swords Dance and Nasty Plot to boost its impressive offenses. However, Infernape has a hard time setting up, and even when set up may not match the power output of other pure sweepers such as Rayquaza, Groudon, and Darkrai. Furthermore, Infernape faces a lot of competition for the role of a special attacker, especially when Mewtwo and Kyogre are some of the Pokemon you have to compete with. Infernape’s true strength lies in being a mixed attacker. Infernape is fast enough to outspeed most of the Uber metagame, with only Lati@s, Mewtwo, Shaymin-S, and Darkrai being the only common things outspeeding it. Thanks to its good movepool and formidable offenses, Infernape can put quite a dent into teams, being capable of O-2HKOing the majority of the Uber metagame. With Ho-oh becoming more popular on defensive teams, Infernape’s immunity to being burned, and therefore losing your ability to effectively break Blissey, just might save you against a Stall team.
Infernape’s main weakness in Ubers lies, however, in its defenses. Infernape is frailer than Darkrai, and unlike Lucario, the other Fighting-type Pokemon commonly used in Ubers, Infernapes lacks a ton of resistances for it to come in on. Infernape, however, still has some good resistances to Fire-, Ice-, Steel-, Bug-, Grass-, and Dark-type attacks, which are often seen in Ubers play. In addition, out of Infernape’s weaknesses to Water-, Ground-, Psychic-, and Flying-type attacks, only the former two are commonly seen. The best way to get Infernape into battle is through Wobbuffet (Encore), U-turn from a Pokemon such as Scizor or Jirachi, or after another of your team members has been KOed, but once in, it can cause some serious damage.
Support-wise, Infernape doesn’t have much. However, Infernape does have one extremely useful supporting move: Stealth Rock. This is extremely useful for any team, and thanks to Infernape’s good Speed and offenses, it can work very well as a lead for an offensive team, able to set up Stealth Rock and get a hit or two in before going down.
Now that you are aware of Infernape’s traits, here are some sets that are proven to work in the Ubers Metagame:
-Viable Sets Thus Far
LEAD
Infernape (M) @ Focus Sash / Lum Berry
Ability: Blaze
EVs: 252 Atk/212 Spd/46 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- U-turn
- Fire Blast
- Stealth Rock
Infernape makes for a great lead. It is able to get up SR against any slower lead (such as Mew) as well as getting in a few hits before going down. Against other leads, Deoxys is dealt with by simply U-turning to a priority user such as Scizor or Rayquaza. U-turn also lends scouting abilities to your team, as well as helping other Pokemon get in safely, as well as making sure Infernape does not die to Wobbuffet. Against Groudon and Dialga you can easily get Stealth Rock up and then 2HKO them with Fire Blast and Close Combat, respectively. Darkrai beats you unless you are running Lum Berry, in which case you will absorb Dark Void and OHKO with Close Combat. Mew is dealt with by using Stealth Rock and then U-turning to a counter, such as Scizor. Kyogre will kill Infernape with Surf, but Infernape will still get Stealth Rock up, which is its primary function. Scizor, Forretress, and Tyranitar will fall to your STAB attacks.
This lead has trouble with Darkrai (Without Lum Berry) and Shaymin-S. Scizor easily handles both of them, and it gives you a priority user for Deoxys leads.
PHYSICAL MIXED
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/212 Spd/46 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast / Overheat
- Stone Edge
- U-turn
This set is a fast, powerful wallbreaker that will 2HKO any wall not named Giratina, and immunity to Burn protects your ability to KO Latias. Physical Mixed works better than Special Mixed in Ubers since most Ubers have weaker Physical Defense. Close Combat 2HKOes Kyogre and Palkia and OHKOes Blissey, and will be your main attack. Fire Blast destroys Steels, Groudon, and 2HKOes Lugia after Stealth Rock damage as long as the sunlight is out. (Overheat might be able to OHKO Groudon but I will need to do calcs later.) Stone Edge OHKOes Ho-oh and Rayquaza as well as still 2HKOing Lugia after Stealth Rock. U-turn owns Latias and hurts Mewtwo switch-ins. U-turn is probably the main reason you would use this set over other Wallbreakers, as its scouting abilities are immensely helpful.
It is advised to have a Giratina counter as that is the one wall Infernape can’t break. Dialga and Latias both work very well. You will also want Sunlight from Groudon to power up Fire Blast.
Damage Calcs From This Set (Using Libelldra’s Calculator.):
Close Combat
-252 HP Kyogre
307 Atk vs 216 Def & 404 HP (120 Base Power): 238 - 282 (58.91% - 69.80%) 2HKO
-252 HP/252 Def Bold Kyogre
307 Atk vs 306 Def & 404 HP (120 Base Power): 169 - 199 (41.83% - 49.26%) 2HKO with SR (81% chance)
-Min/Min Palkia
307 Atk vs 236 Def & 321 HP (120 Base Power): 219 - 258 (68.22% - 80.37%) 2HKO
-Min/Min Garchomp
307 Atk vs 226 Def & 357 HP (120 Base Power): 228 - 268 (63.87% - 75.07%) 2HKO
Fire Blast (Assumes Sunlight)
-252 HP/60 SDef Groudon
255 Atk vs 231 Def & 404 HP (120 Base Power): 277 - 327 (68.56% - 80.94%) 2HKO
-252 HP Lugia
255 Atk vs 344 Def & 416 HP (120 Base Power): 186 - 219 (44.71% - 52.64%) 2HKO after SR
-252 HP/216 SDef Careful Jirachi
255 Atk vs 318 Def & 404 HP (120 Base Power): 402 - 474 (99.50% - 117.33%) Lol.
-252 HP/160 Sp. Def Mewtwo
255 Atk vs 256 Def & 416 HP (120 Base Power): 250 - 295 (60.10% - 70.91%) 2HKO but look out for Pressure Stall + Light Screen…
Stone Edge
-252 HP Lugia
307 Atk vs 296 Def & 416 HP (100 Base Power): 194 - 230 (46.63% - 55.29%) 2HKO after SR
-224 HP Ho-Oh
307 Atk vs 216 Def & 409 HP (100 Base Power): 532 - 628 (130.07% - 153.55%) You can probably guess Ho-Oh’s fate…
-Min/Min Rayquaza
307 Atk vs 216 Def & 351 HP (100 Base Power): 266 - 314 (75.78% - 89.46%) OHKO after SR
U-turn
-252 HP Mewtwo
307 Atk vs 216 Def & 416 HP (70 Base Power): 186 - 220 (44.71% - 52.88%) 2HKO after SR
-112 HP Latias
307 Atk vs 216 Def & 329 HP (70 Base Power): 186 - 220 (56.53% - 66.87%) 2HKO
-Min/Min Latios
307 Atk vs 216 Def & 301 HP (70 Base Power): 186 - 220 (61.79% - 73.09%) 2HKO
SETS IN TESTING
CHOICE BAND
Infernape (M) @ Choice Band
Ability: Blaze
EVs: 252 Atk/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- U-turn
- Stone Edge
- Fire Punch / Flare Blitz
I’m still doing testing on this. It’s like the previous set except more powerful, but without the ability to switch attacks. I’m not sure about this one yet since it doesn’t really grab any new KOes that the other set fails to do…but it does seem to work well.
STATUS:FAILED
SWORDS DANCE
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 4HP/252 Atk/252SPD
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Close Combat
- Shadow Claw
- Stone Edge
Monstrous once it sets up, just use Wobb or come in on a choice resisted attack or something like a Blissey, set up, and own. Close Combat owns anything not resisting it, Shadow Claw 2HKOes both Giratina and Giratina-O after a boost as well as OHKOing Latias, Latios, and most Mewtwo. Stone Edge OHKOes Lugia after SR as well as always OHKOing Rayquaza and Ho-Oh.
This set has issues with Scarfers, Latios, some Mewtwo, and really defensive Groudons. Scarfers are handled easily by Wobb, Scizor is a great Latios/Mewtwo killer, and Mixed Rayquaza makes a great lure for Groudon.
Damage Calcs: (Kudos to ZetoTarken ^_^)
+2 Close Combat 248/min Ho-oh: 57.4% - 67.8 (OHKO with SR)
+2 Close Combat Adamant 252/32 Groudon: 78.7% - 92.8%
+2 Close Combat 252HP Kyogre: 117.6% - 138.9
+2 Close Combat 252/252Bold Kyogre: 83.4% - 98.3 (66% Chance of 1HKO with SR)
+2 Close Combat min/min Palkia: 135.4% - 159.6%
+2 Close Combat min/min Garchomp: 126.8% - 149.4%
+2 Close Combat min/min Rayquaza: 67.5% - 79.8(Possible 1HKO with SR, guaranteed with SR and a turn of LO Recoil
+2 Shadow Claw 252/4 Latias: 101.6% - 119.8
+2 Shadow Claw 200/48 Giratina-O: 65.9%-77.8%
+2 Shadow Claw 248/248Bold Giratina: 42.9%-50.8%
+2 Shadow Claw 252/64 Lugia: 62.0% - 73.1%
+2 Stone Edge 252/64 Lugia: 88.5% - 104.3%
Ape is barely able to survive priority from Deoxys-A and Ray without a prior defense drop or a few turns of LO damage, killing both with Shadow Claw and Close Combat respectively(With SR and Ray's LO Recoil). Scizor is beaten by a +2 Close Combat.
252 Adamant LO Deoxys-A Extremespeed to -0 Def: 71.8% - 84.7%
252 Adamant LO Ray Extremespeed to -0 Def: 62.6% - 73.8%
252 Adamant CB Scizor Bullet Punch to -1 Def: 36.7% - 43.2%
-Notable Infernape Partners
-Wobbuffet- Gets rid of Scarfers.
-Scizor- Takes care of Lati@s and Mewtwo, also checks HP Fire less Giratina-O.
-Latias- Resists Infernape’s weakness bar Flying, counters Kyogre, Giratina, and Lugia.
-Dialga- Resists Infernape’s weaknesses bar Ground, beats Giratina and checks Giratina-O.
-Darkrai, Mewtwo- Infernape weakens their counters and both of them can stop Giratina and Lugia well.
-Groudon- Provides sunlight for Infernape, SubSD variants can lure in and beat Giratina.
-Counters
-Giratina is the best one, as it resists both of Infernape’s STABS and beats it down with Dragon Claw. Giratina-O works in the same fashion.
-Lati@s also resist both STABS and can KO with Dragon Pulse. They need Max Speed though or Infernape’s U-turn will kill them.
-Physically Bulky Kyogre can beat Infernape, but most can be 2HKOed by Life Orb/Choice Band Close Combat after Stealth Rock.
-Ho-oh beats any Infernape without Stone Edge.
-Most Scarfers, such as Garchomp, Dialga, and Palkia can check Infernape, though none of them will want to eat a Close Combat. (Or worse, Infernape can U-turn to Wobbuffet as they switch in.)
-Rayquaza will OHKO Infernape with Extremespeed after SR + one defense drop from Close Combat.
-Sample Team
Here is a sample team for those who want to use Infernape, but do not know where to get started:
Dialga @ Life Orb
Ability: Pressure
EVs: 6 Def/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Stealth Rock
- Outrage
- Flamethrower
- Draco Meteor
---
Wobbuffet (M) @ Leftovers
Ability: Shadow Tag
EVs: 28 HP/230 Def/252 SDef
Calm nature (+SDef, -Atk)
- Counter
- Mirror Coat
- Encore
- Safeguard
---
Scizor (M) @ Life Orb
Ability: Technician
EVs: 176 HP/100 Atk/234 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Roost
---
Latias (F) @ Soul Dew
Ability: Levitate
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Draco Meteor
- Grass Knot
- Hidden Power [Fire]
- Recover
---
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Atk/212 Spd/46 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Stone Edge
- U-turn
---
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 6 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Dark Void
- Nasty Plot
- Dark Pulse
- Focus Blast
-Conclusion
I hope that this thread has encouraged you to use this underrated threat as Infernape can literally devastate teams with the right support. Feel free to discuss viable movesets and future trends in this thread.