Overview
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Infernape, the well known Fire-type starter of DPP, is here to swing into XY OU, utilizing its mixed prowess and great coverage to break through defensive teams! Unfortunately, other Pokemon came between DPP and now that give Infernape some competition,. Talonflame and its priority Brave Bird's combined with Flare Blitz gives Infernape some competition as a fast fiery Pokemon, andwhile Terrakion is has a much higher Attacka lot stronger on the physical side. Infernape's biggest competition is Keldeo, however, due to Keldeo's power as well as being able to hit specially defensive walls with Secret Sword. Furthermore, many prevalent Pokemon such as Deoxys-S, Azumarill, and Talonflame give Infernape plenty of problems and combined that with relatively weak attack stats of 104, as well as being really frail, and you have a Pokemon that has trouble fitting in to the current metagame. However, Infernape has the advantage of being able to go either physical ANDor refrain from going all caps special, thanks to the fact that Infernape has great STAB's from both sides of the spectrum as well as great coverage moves, both physical and special. With thisAlong with great coverage, the amount of walls that can switch in are extremely limited, allowing Infernape to break defensive teams and become a win condition that will climb you to victory, as few can switch into this fiery monkey! :]
MixApe
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name: MixApe
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Thunder Punch
move 4: Grass Knot / Mach Punch / Hidden Power Ice
ability: Iron Fist
item: Life Orb
evs: 168 Atk / 88 SpA / 252 Speed
nature: Naive
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Moves
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Close Combat is mandatory, as it is Infernape's strongest fighting STAB move when saying STAB, don't forget to say STAB move as well :]and allows you hit even neutral Pokemon for some solid damage. Fire Blast is preferred as the Fire STAB move for good damage on that hits physically defensive Pokemon such as Landorus-T and Gliscor for solid damage. and although Flare Blitz hits harder in general, butit leaves you walled by aforementioned threats without Hidden Power Ice and also leaves you susceptible to King's Shield from Aegislash, allowing himdon't use him or her when talking about specific Pokemon, as they can be either gender, the proper term is 'it' to take a hit and remove Infernape for the rest of the match unless you switch.effectively crippling Infernape until it switches. Thunder Punch is an amazing move on Infernape, as it is boosted by Iron Fist and hits many common switch insand should always be taken. With Iron Fist+Thunder Punch, many seemingly good switch ins, such as Gyarados, Talonflame, and Azumarill, etc. to get wrecked by a Thunder Punch as they send it in. It'sThunder Punch is also as strong as a neutral Close Combat, making it the best move against fighting neutral PokemonPokemon who are neutral to Fighting-type moves such as Mandibuzz and Keldeo, allowing you to avoid a drop in defenses. For the last slot, Grass Knot is a solid option since it allows you to hit two usually amazing checks, Quagsire and Hippowdon, hard. OHKOing the former and 2hkoing physically defensive variants of the latter Quagsire and 2HKOing Physically Defensive variants of Hippowdown. Mach Punch is also useful in order to revenge kill threats like +1 Mega Gyarados, +1 Mega Tyranitar, Greninja, and Bisharp. W, while preventing a speed tie with Terrakion & other 108sand other base 108 Speed Pokemon don't use &, always spell it out, and also, don't say Speed tiers such as 108s, write it as base 108 Speed Pokemon :]. If you do decide to go with the aforementioned Flare Blitz, Hidden Power Ice can be used as the final move for hitting Lando-T, Garchomp, Dragonite, and Gliscor the hardest.
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Set Details
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168 Attack EV's givesensures Close Combat is a guaranteed OHKO on Heatran and also 2HKO'es Rotom-Wash after Stealth Rock. Hidden Power Ice guarantees a OHKO on Gliscor, Landorus-I and Dragonite after Stealth Rock. Even if you decide not to go with Hidden Power Ice, 88 SpA EVs also allows Infernape to 2HKO Gliscor and Lando-T with Fire Blast, allowing space for Grass Knot or Mach Punch, making Infernape harder to wall and giving it more utility. Max speed investment is mandatory to tie with other base 108 Speed Pokemon like such as Keldeo and outspeeding stuffPokemon below base 108 Speed like Garchomp. If you go with Flare Blitz, 252 Attack EV's is a good idea if you go with Flare Blitz, as Hidden Power Ice and Grass Knot are meant for 4x weak targets barring Hippowdon and even with only 4 Special. Attack EVs Infernape still OHKO's Quagsire with Grass Knot, andwhile Gliscor/ and Landorus-T still get killed byafter Flare Blitz+ and Hidden Power Ice. With this, Flare Blitz guarantees 2HKO on Mega-Venusaur after SR, while Fire Blast doesn't. AlsoFlare Blitz also guarantee's a 2HKO on Sylveon, which, again, Fire Blast would fail to do. For abilities always take Iron Fist since Thunder Punch and (if you choose to go with it) Mach Punch and is consistently useful unlike BlazeIron Fist is the preferred ability as it boosts Thunder Punch and Mach Punch, while not being as situational as Blaze.
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Usage Tips
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Infernape is a mixed supporting attackerwallbreaker rather than a sweeper, so you shouldn't despair at Infernape fainting as it's paving for your other sweepers. It's strong STABS moves allow Infernape to break through many walls that are common in stall, such as Chansey, Heatran, and Skarmory., etc.. This combined with Infernape's nice coverage and speed tier allows Infernape to threaten and KO a majority of Pokemon on the switch-in, Infernape will be able to pave through just fine! Meh However, when using Infernape you need to make sure that you aren't too reckless, as recoil makes it easily worn down through Life Orb as well as entry hazards and occasionally sand, especially if you wentchoose to use with Flare Blitz. Having a Pokemon with U-turn or Volt Switch would greatly compliments Infernape's ability to wallremove space herebreak since you can safely switch itInfernape in on a Pokemon you can OHKO and get someone else on switch-inI just don't understand this sentence at all..
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Team Options
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Infernape has plenty of good teammates members that can compliment himit. Rotom-W is a great pick all around, as it resists Water, Flying, and immune to Ground, and switches into Talonflame, Azumarill and Mega-Pinsir, who threaten Infernape with SE priority, as well as having Volt Switch allowing Infernape to get into a battle making sure it doesn't get hit, seeing as how Infernape is frail and will be taking a lot of residual damage as it is. Substitute Kyurem-B with Fusion Bolt as well as Thundurus-I are also good options, dealing with bulky waters that Infernape might struggle with, such as Slowbro. Bisharp is an amazing choice for a team member, as it scares and knocks out Lati@sLatios and Latias with either Sucker Punch or Pursuit, as well as gaining +2 if Lati@sLatios and Latias Lati@s is the incorrect terminology, say both Latios and Latias uses Defog as Bisharp is sent out. Hazards Deoxys-S/ and Deoxys-D work well with Infernape, as, like other mixed attackers, Infernape operates best with stacked hazards because it forces a ton of switches, and those that come on the switch-in will be forced to take hazards damage, further weakening peoplePokemon that try to switch in on Infernape. Late-game sweepers like Mega Pinsir, Mega Charizard X, Talonflame, DDand Dragonite, who appreciate Infernape wearing down their checks. If your Mega Slot has not been used, offensive Mega Venusaur is also a good option, countering checks to Infernape such as Azumarill, Keldeo, and Thundurus-I. While breaking through Clefable and Sylveon, both who can set up on Infernape otherwise. Finally, Latios and Latias will like Infernape's ability to beat Chansey, Heatran, Skarmory, and Hippowdon if running Grass Knot. WillLatios and Latias also appreciate Infernape being able to check Scizor and Bisharp with Fire Blast and Mach Punch respectively.
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Other Options
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Infernape can run Choice Band if you have a Drought Pokemon in your team, (aka Mega Charizard Y) as it's able to hit EXTREMELY HARD with Flare Blitz while being speedy and have +1 STAB Close Combats given out to anything that can tank out +2 Fire moves. This set is very life-risking thanks to the amount of recoil you will be dealing to yourself, however, and in every scenario but CB Infernape without sun won't gain enough of a power spike to afford being unable to switch moves, allowing it to get walled fairly easily by most physical walls. Infernape can run a Choice Band set with Sun support, as it its very hard with Flare Blitz and also has a very powerful Close Combat for Pokemon who resist Fire-type moves. However, this set will take massive recoil thanks to the insane damage Flare Blitz dishes out. Infernape also appreciates being able to switch moves, as wallbreaking is its main niche. these few sentences were very messy
A lead Infernape set with Fake Out and Focus Sash could also work thanks to it's ability to check the common Deoxys-S leads with Fake Out+Fire Blast. Unfortunately, Infernape will lose a lot of power by losing Life Orb and once its sash is gone it will probably have no impact for the rest of the match.
consider combining these three blurbs into one large blurb
A Nasty Plot set with Close Combat is also an option because it clean 2HKO's many otherwise huge threats to special sweepers such as Chansey and Heatran while still having Fire Blast and a coverage move of choice. However, Infernape is frail and will get shut down by most revenge killers and Infernape cannot do anything about about it. O, often making setting up meaningless.
Checks & Counters
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**Revenge Killers**: Due to Infernape's sheer frailty, anything that's faster than it will probably kill it, especially super effective priority. If Infernape cannot kill it with Mach Punch then you got to switch or you're screwed. Pokemon that resist Mach Punch Pokemon such as Azumarill, Talonflame, and Deoxys-S are able to revenge kill Infernape with their priority moves, or, in Deoxys-S' case, Super Effective STAB moves. this right here needs some fixing, but don't forget to mention that Azumarill and Talonflame have super effective priority moves, Deoxys-S is faster and has a super effective move, etc.are in this category.
**Mixed Walls**: Pokemon that resist Infernape's moves and also have good Defenses will be able to take on anything Infernape throughs at them.a typing or a really good stat for one hit so by investing in the reverse, preventing Infernape from being able to remove it and allowing the wall to do whatever it pleasesThis sentence just makes me confused?. Specially Defensive Hippowdon (if lacking Grass Knot)Specially Defensive Hippowdown is 2HKOed by Grass Knot, so idk hereand Slowbro in particular are massive problems for Infernape, both being able to take two Fire Blasts/ and Close Combats andwhile recovering any lost health with Slack Off, while Infernape is OHKOed in return by Earthquake and Scald respectively.Slack it Off, (bad puns too good) while OHKO'ing with Earthquake/Scald.
**Latios and Latias**: Latios and Latias both Resists your entire moveset if lacking HP Ice, outspeeds, and OHKO's with Draco Meteor or Psyshock shrug off anything Infernape throughs at them while outspeeding and OHKOing with either Draco Meteor or Psyshock. Flare Blitz actually 2HKOes Latios, so idk here again.