Overview
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MixApe
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name: MixApe
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Thunder Punch
move 4: Mach Punch / Hidden Power Ice / Grass Knot
ability: Iron Fist / Blaze
item: Life Orb
evs: 212 Atk / 44 SpA / 252 Spe
nature: Naive
Moves
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Other Options
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Checks & Counters
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- Great Coverage.
- Decent mixed potential but struggles with defensive stuff.
- Not an amazing choice for OU, but has enough tools to make a decent splash.
- Mostly outclassed by Keldeo as a fast Fighting-type, but has a few advantages
- Also faces competition from Terrakion as a strong fast Fighting-type and Talonflame as a strong fast Fire-type.
- Has a lot of checks.
- Easily worn down, especially with Life Orb.
MixApe
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name: MixApe
move 1: Fire Blast / Flare Blitz
move 2: Close Combat
move 3: Thunder Punch
move 4: Mach Punch / Hidden Power Ice / Grass Knot
ability: Iron Fist / Blaze
item: Life Orb
evs: 212 Atk / 44 SpA / 252 Spe
nature: Naive
Moves
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- Close Combat and Fire Blast are strong STABs with good coverage.
- Fire Blast is preferred for good damage on physically defensive Pokemon such as Landorus-T and Gliscor. Flare blitz hits harder in general, but leaves you walled by aforementioned threats without HP Ice and also leaves you susceptible to King's Shield. Overheat is also more likely to OHKO Aegislash but can leave you open to stuff like Dragonite setting up on you.
- HP Ice can be used with Flare Blitz for hitting Lando-T, Garchomp, Dragonite and Gliscor the hardest.
- SE Thunder Punch with Iron Fist boost hits marginally harder than neutral STAB. Targets include Gyarados before Mega Evolving, Jellicent, Starmie and Tentacruel, while being best move for Mandibuzz and Keldeo.
- Mach Punch has very useful to revenge kill threats like +1 Mega Gyarados, +1 Mega Tyranitar and SD Bisharp, while preventing a speed tie with Terrakion & other 108s.
- HP Grass is an option for Rotom-W, but Grass Knot hits most other waters and Hippowdon harder.
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- EV SPREAD NEEDS REVISING YEA?
- Flare Blitz guarantees 2HKO on Mega-Venasaur after SR, while Fire Blast doesn't.
- 44 SpA EVs guaratees OHKO on Gliscor, Lando-I and Dragonite after SR.
- 44 SpA Evs also allows Infernape to 2HKO Gliscor and Lando-T after stealth rock, allowing space for Thunder Punch and U-turn or Mach Punch, making Infernape harder to wall and giving it more utility.
- Iron Fist boosts T/Mach Punch and Blaze gives a strong finishing Fire move if running not running T/Mach Punch.
- Max speed is mandatory to tie other 108s like Terrakion and outspeeding stuff like Garchomp.
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- Nice coverage and speed tier allows Infernape to threaten and KO a handful of stuff.
- blah
- Recoil makes it easily worn down with passive damage, especially with Flare Blitz.
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- Sun - Char-Y
- Rotom-W resists 3 of Infernape's weaknesses and switches into Talonflame, Azumarill and Mega-Pinsir, who threaten Infernape with SE priority.
- Sub Kyurem-B with Fusion Bolt and Thundurus-I can deal with bulky waters, especially Rotom-W, that Infernape struggle with.
- Late-game sweepers like Mega-Pinsir, Mega-Zard X, Talonflame, DD Dragonite, SD Garchomp, who appreciate Infernape wearing down their checks.
Other Options
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- CB
- SD
- Anti-Lead
- Scarf
- Nasty Plot
Checks & Counters
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- Hippowdon dislikes Grass Knot
- Rotom-W dislikes HP Grass
- Mixed walls: Sylveon, Clefable.
- Talonflame, Azumarill and Mega-Pinsir pack SE priority, while the former two resist both STABs.
- Lati@s, Thundy-I, Deo-s, Starmie, Gengar, all outspeed, resist Mach Punch & OHKO.
- Bulky Waters: Jellicent, Gyarados, Tentacruel, Slowbro, but dislike Thunder Punch.
Choice Band
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name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
item: Choice Band
ability: Iron Fist
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly
Moves
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Set Details
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Usage Tips
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Team Options
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Swords Dance
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name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat
move 4: Mach Punch
item: Life Orb
ability: Iron Fist
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly
Moves
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Set Details
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Usage Tips
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Team Options
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Anti-Lead
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name: Anti-Lead
move 1: Stealth Rock
move 2: Overheat
move 3: Close Combat
move 4: Fake Out
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naive
Moves
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Set Details
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Usage Tips
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Team Options
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name: Choice Band
move 1: Flare Blitz
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Thunder Punch
item: Choice Band
ability: Iron Fist
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly
Moves
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- Fast and hits hard.
- U-turn preserves momentum. Doesn’t leave you a sitting duck.
- Mach Punch for SD Bisharp and Revenge killing, while Thunder Punch gives you more coverage options. HP Ice usable but weak without a boosting item and not really recommended. These suck to be locked into.
Set Details
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- Forgoes coverage and move changing for raw power.
- Max Attack is obvious, speed/nature for reasons above.
Usage Tips
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- Come in on something Infernape threatens and either KO it or nail the switch in HARD.
- Requires good (and often aggressive) prediction.
- Works best at hole punching early game.
- Can clean up late-game when it's checks and counters have been worn down.
Team Options
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- Sun makes CB Flare Blitz REALLY strong.
- Same as above.
Swords Dance
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name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz
move 3: Close Combat
move 4: Mach Punch
item: Life Orb
ability: Iron Fist
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly
Moves
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- Has enough tools to be a good SD sweeper.
- +2 Dual STABs are a ridiculous threat, tearing apart a lot of defensive threats.
- Iron Boosted STAB Mach Punch is, again, good for RKing and prevents some priority or faster threats from ending your sweep
- Thunder Punch is an option for better coverage but +2 STABs are usually good enough.
Set Details
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- Aims to hit like a truck when set up.
- Max speed is mandatory to tie other 108s like Terrakion and outspeeding stuff like Garchomp.
- Max Attack is obvious, speed/nature for reasons above.
Usage Tips
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- Threatens a lot of things, which gives a lot of opportunities to set up.
- As mentioned, punches BIG holes in defensive teams.
- Can sweep late-game if given the opportunity.
Team Options
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- Above.
Anti-Lead
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name: Anti-Lead
move 1: Stealth Rock
move 2: Overheat
move 3: Close Combat
move 4: Fake Out
item: Focus Sash
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naive
Moves
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- Sets up Stealth Rock for you and prevents other pokemon from setting it up.
- Fake out breaks sashes - Deo-S is limited by Fake Out + Overheat.
- No reason not to use great STAB Close Combat.
Set Details
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- EVs/Nature are obvious at this point, same as above ~_~
- Focus Sash guarantees Infernape to live a hit and get up SR.
Usage Tips
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- Lead off against Deoxys-S, Smeargle and Galvantula.
- Fake Out then SR or KO with STABs.
Team Options
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- Stuff that use SR to clutch some KOs.
- Stuff that like SR being kept off their side.
- Above, to a lesser extent.
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