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Strikerprime — Competitive Pokemon: Infernape

Published: 2016-02-10 22:43:52 +0000 UTC; Views: 3953; Favourites: 4; Downloads: 1
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Description

When compared to most other Fire-type Pokemon, Infernape has no issue standing out, being one of three Pokemon to possess a secondary Fighting typing, which offers excellent coverage and a neutrality to Stealth Rock (though it is outclassed by Blaziken due to its higher attack, access to Speed Boost and ability to Mega Evolve). Infernape boasts equal 104 / 104 in both of its attack stats, complemented by an offensive movepool with matchless versatility, featuring even priority moves such as Mach Punch and Vacuum Wave, making it very difficult for the opponent to predict what Infernape is going to do. However, the plethora of options at Infernape's disposal can be viewed as a weakness, as it often suffers from four-moveslot syndrome, meaning certain Pokemon will always check it based on its choices. Coupled with its poor defenses and exploitable typing, Infernape can have trouble switching in and taking strong hits, so it must be played carefully to be used to full effect.


Here’s my Infernape's summary.
Nature: Jolly 
Held Item: Life Orb 
Ability: Iron Fist
EVs: 252 Atk / 6 SpDef / 252 Spe
-Flare Blitz
-Close Combat
-Earthquake / Mach Punch 
-Thunder Punch

Close Combat is Infernape's primary STAB move, as it hits hard (especially since it gets STAB and a boost from Iron Fist) and has good neutral coverage. Flare Blitz can also be used to wreck defensive tanks and walls. 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. Earthquake hits Mega Ampharos, Nidoking, and Tentacruel much harder than any of Infernape's other moves while still giving it a means to beat Chandelure. Though Mach Punch is an alternate option as it can actually hit very hard since it receives both STAB and a boost from Iron Fist (did I mention it also gets priority?). Thunder Punch is also boosted by Iron Fist and allows Infernape to hit Water-types that resist both of its STAB moves, such as Jellicent, Slowbro, and the previously mentioned Tentacruel.

The given nature and EVs make Infernape as fast as possible while maximizing attack, allowing it to still hit as hard as possible. Iron Fist gives a boost to Thunder Punch and Mach Punch thus should be used only if either of those moves is chosen; otherwise, Blaze is the preferred ability. Life Orb gives Infernape the power it needs to break walls and sweep after a boost, as it is too weak otherwise.


Of course Infernape can run a variety of other moves. Here are some suggestions: 
-Stone Edge is a good option, as it is Infernape's only means of covering Chandelure, Noivern, and Salamence with one move, and it also hits Flying-types such as Crobat, Mega Aerodactyl, and Salamence harder than Flare Blitz does. But if you're afraid of the low accuracy, then Rock Slide's another good option.
-Gunk Shot is a very handy move to have, 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. 
-Fire Punch is an alternate physical Fire STAB move you can run if you don't want like Flare Blitz's nasty recoil. While the drop in power is rather significant, Fire Punch does get an additional boost from Iron Fist. But you're really better off running Flare Blitz.   
-U-turn allows Infernape to get momentum and bring in a teammate, which can be especially useful if your Infernape is holding a Choice Item.
-Shadow Claw helps Infernape handle its weakness to Psychic types. 
-Ultra Sun and Ultra Moon have gifted Infernape with finally being able to learn Power-Up Punch as an egg move. This move works relatively well for Infernape, as it receives STAB, a boost from Iron Fist, and it raises Infernape's attack stat. While it may not seem like the best strategy given its low base power and Infernape's overall frailty, I'd say it's still a viable option given all the boosts it gets and the additional effect of raising Infernape's attack and enabling it to hit things even harder.
-Flame Charge is an option to finish off a weakened foe and simultaneously boost Infernape's Speed to give it a great chance of sweeping offensive teams with its awesome power and coverage.
-Infernape is capable of running a FEAR strategy. Basically how this strategy works is that you have your Infernape fight against a Pokemon it's weak against. Have it hold a Focus Sash in order to not be OHKO'd by super effective moves. Then have your Infernape use Endeavor to reduce your opponent's Pokemon's HP to the same as Infernape's (which due to the Focus Sash is just 1 HP). Finally, just use a priority move like Mach Punch to go first and knock out your opponent's Pokemon.
-Swords Dance helps increase Infernape's attack to devastating levels.
-Stealth Rock allows Infernape to function as an offensive lead, offering fast entry hazard support for its teammates. 
-Taunt allows Infernape to hassle slower Pokemon that might try to set up their own entry hazards, keeping them off your side of the field.
-Quick Guard is handy in Double and Triple Battles, as it protects both Infernape and its teammates from both priority moves and Prankster-users.
-Infernape boasts useful support moves, such as Encore, Will-O-Wisp, Slack Off, Torment, and Roar, though Infernape is too frail to take full advantage of them, and it might as well be used as an attacker. 
-Lesser setup moves such as Hone Claws, Bulk Up, Work Up, and Calm Mind is also available, though all except Work Up are truly outclassed by both Swords Dance and Nasty Plot.
-Choice Band gives Infernape its impressive physical wallbreaking capabilities, allowing it to KO Pokemon like Gliscor and Mandibuzz that could otherwise wall it. 
-Choice Scarf is another item option as it allows Infernape to outspeed the entire unboosted metagame and thus be able to perform as one of the best revenge killers. 
-Focus Sash can be used to survive a hit. What's more is that should your Infernape has the ability Blaze, it'll be able to dish out a powerful Fire-type attack before being KO'd. 
-The advent of Z-Moves gives Infernape a massive plethora of offensive Z-Move options, and it's got a lot to choose from given how Infernape has a large physical movepool. 
-Firium-Z and Flare Blitz can be run to grant Infernape access to an extremely powerful Inferno Overdrive, which helps it break past especially bulky threats.
-Electrium-Z and Thunder Punch will turn into an extremely powerful Gigavolt Havoc that (after a boost from Swords Dance) can even muscle past some of the bulkiest Water-types out there such as Slowbro and even Suicune.
-Fightinium-Z and Close Combat can be run to give Infernape a powerful STAB All-Out Pummeling Z-Move. 
-Ghostium-Z and Shadow Claw can be run to give Infernape a powerful means of covering its weakness to Psychic-types.
-Rockium-Z and Stone Edge can be run to give Infernape a powerful Continental Crush, this can help Infernape cover its weakness to Flying-types as well as give it something to hit opposing Fire-types with super effectively. 


*Infernape is also capable of running Special movesets, as both its Physical and Special Attack stat are even!

-Flamethrower and Fire Blast are Infernape's main Fire special STAB's I'd go with Flamethrower because it has better accuracy. 
-Overheat's a powerful STAB option. But I recommend running it on a mixed Infernape so that it has Physical Attacks to fall back on after using Overheat.
-Focus Blast is Infernape's strongest Fighting special STAB. Unfortunately, it has low accuracy. 
-Vacuum Wave is basically the special version of Mach Punch as it gives Infernape both STAB + priority. 
-Grass Knot can be especially handy as it helps Infernape deal with all of its Fire weaknesses. Not to mention deal x4 damage to those meddlesome Water/Ground types. 
-Nasty Plot does the same as Swords Dance but raises Infernape's Special Attack in this case. NOTE: Infernape can only learn Nasty Plot as a Chimchar at Level 23, so you’ll have to hold off on evolving it in order for it to get Nasty Plot.
-Like with its physical move options, you can just as well have your Infernape use special Fire and Fighting-type STAB Z-Moves. Some of which will actually dish out even more damage than the physical variants do, so that's always something to consider. What's more is that its special movepool gives it some access to types of Z-Moves that it could not run physical variants of such as running Grassium-Z and giving it a powerful Bloom Doom to better cover its weakness to Water-types and Ground-types (as well as dishing out x4 damage to Water/Ground-types). 

Your Infernape should have Blaze as its ability (unless it's running a mixed moveset). Iron Fist is totally useless on a Special Infernape. 



Notes: 

I find it odd how it's called InfernAPE but is clearly a monkey since it has a tail. Though interestingly enough, Infernape's Japanese name Goukazaru is a combination of the Japanese words for inferno and monkey.

That aside, I nicknamed my Infernape after Caesar from Rise of the Planet of the Apes and its sequels. 

-Now probably the best nickname you could give to an Infernape is Sun Wukong, the main character from the popular Chinese epic Journey to West.  Sun is the main protagonist of the story who just so happens to be a monkey with powerful abilities. Which is literally Infernape in a nutshell and happens to be what Infernape is based on.
-You could even go as far as nicknaming your Infernape after Goku from the popular anime series Dragon Ball.   Both Goku and Infernape possess amazing fighting skills, incredible power, and monkey tails (well, technically Goku used to have a monkey tail as a kid, but it was later removed). If that weren't enough, Infernape's Japanese name is most likely linked to Son Goku, which is the Japanese interpretation of the character Sun Wukong from the popular Chinese tale Journey to West (which both Infernape and Goku are based on). 

-Mojo Jojo, after the infamous simian villain from the Powerpuff Girls.   
A good nickname for a female Infernape could be naming it after Yang Xiao Long from the awesome web-series, RWBY.   Both Yang and Infernape are skilled close combat fighters. And while Infernape's Pokedex entry does state how it fights with all its limbs (whereas Yang only punches), it does get Iron Fist as its Hidden Ability (which powers up its punching moves). Plus the golden markings on Infernape's fists totally resemble Yang's Ember Celica.  Finally, I can't help but think of Ash's Infernape's Blaze ability from the anime whenever I see Yang activate her Semblance. And if you have a male Infernape, you could nickname it after Sun Wukong, another character from RWBY who's part monkey due to being a Faunus (and like Infernape is also a character based on the Sun Wukong from Journey to West). 


Do you have your own Infernape moveset and strategy? Comment below with your moveset!

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Comments: 4

DJHiryu508 [2017-01-27 15:00:41 +0000 UTC]

What's the point of running iron fist if it only has one punching move that doesn't even get STAB? Why not run fire punch and mach punch too? I know that you know what you're doing and this is just a personal gripe of mine, but I get irritated whenever I see or have a pokemon that has an ability that's meant to take advantage of a certain type of attack but its movepool barely has anything that uses it.

Like it really irks me whenever I see something like fake out, ice beam or scald on mega Blastoise (as a combination because I know those are all great moves to have on tanky water types). One move I understand, but more than that just bugs me to no end. Its like when you see something symmetrical but there's one thing unsymmetrical that just bugs the crap out of you.

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Strikerprime In reply to DJHiryu508 [2017-01-27 18:36:17 +0000 UTC]

Huh, just looked and up and I could've sworn that Close Combat also got boosted by Iron Fist (wonder why it doesn't?). Anyways you do have a valid point, be a waste if I just only had one move that benefitted from Iron Fist. I suppose that I could replace Earthquake with Mach Punch so that Infernape gets a little boosted STAB priority. The main problem with Infernape is that it's one of those Pokemon that suffers from the infamous 4 moveslot syndrome, it has a very big movepool and a lot of the moves it's capable of learning are pretty good. But the problem is that it can only have 4 of them. 

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DJHiryu508 In reply to Strikerprime [2017-01-27 22:07:48 +0000 UTC]

And my guess for the reason close combat not getting the iron fist boost could be attributed to two reasons: one is a balancing issue and the other being what close combat entails:

First would be balancing. Pokemon like Hitmonchan would become overpowered as hell because it gets fighting STAB plus an iron fist boost on a move that already has 120 bp. All you'd have to do is max out its speed and attack EVs and it becomes broken.

The other is just what close combat is: Getting in close and kicking the ever loving shit out of the opponent. As in, not strictly punches. Punches, kicks, elbows, knees, and even headbutts could be a part of close combat. Also notice how a few pokemon who learn this move don't necessarily have punching as their main motif, like Hitmonlee and Hitmontop who's entire theme is kicking.

Then there's weird ones like Arcanine and Pinsir who learn close combat as an egg move. Arcanine literally can't throw punches at all being a quadruped so it probably just bites and rams the opponent a lot in place of its "close combat" and Pinsirs arms are literal twigs and its legs are too stumpy to throw punches or kicks, so it just gets in close and I assume lifts you up with its mandibles and just slams you on the ground a lot.

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DJHiryu508 In reply to Strikerprime [2017-01-27 21:55:50 +0000 UTC]

The way I go about four moveslot syndrome is that I determine which threats are the most prevalent in the current meta game vs the pokemons weaknesses. For example, lets look at Chesnaught, another pokemon with a rather expansive physical movepool.

Obviously drain punch and seed bomb/wood hammer are going to be its main STAB moves but what about coverage? Its weak to many things while also resisting many things. Namely flying types. Thunder punch might be good in theory, but its only really good for Gyrados and not much else. Plus without STAB its going to be a 2HKO at minimum most of the time and if you don't take them out, their flying move will destroy you. So thunder punch? Nah.

So the best option for taking care of flying types would be pretty much any rock move, preferably rock tomb. Hits decently hard, always lowers the opponents speed and has a pretty solid 95 accuracy. Immediately destroys a Charizard or Volcarona switch in and lowers the speed of anything it doesn't OHKO, giving you the upper hand.

So with Infernape being fire/fighting, its weak to psychic, flying, water and ground right? Well unfortunately Infernape has fuck all options for ground type coverage and thunder punch alone covers both water and flying, leaving psychic your only real threat.

If it learns any dark or ghost moves (preferably punching moves), that should be your last move.

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